首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 0 毫秒
1.
Unidirectional motion of a uniplanar background induces a codirectional postural sway. It has been shown recently that fixation of a stationary foreground object induces a sway response in the opposite direction (Bronstein & Buckwell, 1997) when the background moves transiently. The present study investigated factors determining this contradirectional postural response. In the experiments presented, center of foot pressure and head displacements were recorded from normal subjects. The subjects faced a visual background of 2 x 3 m, at a distance of 1.5 m, which could be moved parallel to the interaural axis. Results showed that when the visual scene consisted solely of a moving background, the conventional codirectional postural response was elicited. When subjects were asked to fixate an earth-fixed foreground (window frame) placed between them and the moving background, a consistent postural response in the opposite direction to background motion was observed. In addition, we showed that this contradirectional postural response was not transient but was sustained for the 11 sec of background motion. We investigated whether this contradirectional postural response was the consequence of the induced movement of the foreground by background motion. Although induced movement was verbally reported by subjects when viewing an earth-fixed target projected onto the moving background, the contradirectional sway did not occur. These results indicate that foreground-background separation in depth was necessary for the contradirectional postural response to occur rather than induced movement. Another experiment showed that, when the fixated foreground was attached to the head of the observer, the contradirectional sway was not observed and was therefore unrelated to vergence. Finally, results showed that the contradirectional postural response was, in the main, monocularly mediated. We conclude that the direction of the postural sway produced by a moving background in a three-dimensional environment is determined primarily by motion parallax.  相似文献   

2.
Using presence to improve a virtual training environment.   总被引:1,自引:0,他引:1  
In the rail industry, drivers must be trained to operate complex heavy machinery while responding appropriately to rapidly unfolding events in environments that are expensive and often dangerous to replicate in the real world. Virtual training environments (VTEs) can deliver stress exposure training to improve the decision-making skills of train drivers. Higher levels of recallable knowledge in the real world have been linked directly to the degree to which trainees have been engrossed in their VTE, an experience often measured through the concept of "presence." This paper reports on the use of presence to guide improvements to a VTE developed to deliver driver training in degraded track conditions. Two surveys were used to collect data on train drivers' introspective feedback on the level of presence created by the virtual rail environment and the simulator's effectiveness in generating immersion across a range of presence causal factors. Results indicate that using presence to investigate VTEs has practical significance. Outcomes provide direct information on where future improvements and modifications to the VTE can be made.  相似文献   

3.
How in real-life or through the use of technical devices can we recognize the presence of other persons and under what conditions can we differentiate them from objects? In order to approach this question, in the study reported here we explored the most basic conditions necessary for participants to recognize the presence of another person during a perceptual interaction. We created a mini-network of two minimalist devices and investigated whether participants were able to differentiate the perception of another person from the perception of a fixed and a mobile object even when the pattern of sensory stimulation was reduced to a bare minimum. We show that participants can recognize when the all-or-none tactile stimulation they experienced was attributable to an encounter with the other participant's avatar or the mobile object rather than with a fixed object. Participants were also able to establish different strategies in order to favor the situations of mutual perception. Thus, in the minimalist conditions of our experiment, the perception of another intentional subject was not based purely on any particular shape or objective trajectories of displacement; it was also based on properties that are intrinsic to the joint perceptual activity itself.  相似文献   

4.
During everyday life the brain is continuously integrating multiple perceptual cues in order to allow us to make decisions and to guide our actions. In this study we have used a simulated (virtual reality--VR) visual environment to investigate how cues to speed judgments are integrated. There are two sources that could be used to provide signals for velocity constancy: temporal-frequency or distance cues. However, evidence from most psychophysical studies favours temporal-frequency cues. Here we report that two depth cues that provide a relative object--object distance--disparity and motion parallax--can provide a significant input to velocity-constancy judgments, particularly when combined. This result indicates that the second mechanism can also play a significant role in generating velocity constancy. Furthermore, we show that cognitive factors, such as familiar size, can influence the perception of object speed. The results suggest that both low-level cues to spatiotemporal structure and depth, and high-level cues, such as object familiarity, are integrated by the brain during velocity estimation in real-world viewing.  相似文献   

5.
We have developed an experimental platform that allows a large number of human participants to interact in real time within a common virtual world. Within this environment, human participants foraged for resources distributed in two spatially separated pools. In addition to varying the relative replenishment rate for the two pools (50-50, 65-35, or 80-20), we manipulated whether the participants could see each other and the entire resource distribution or had their vision restricted to resources at their own location. Two empirical deviations from an optimal distribution of the participants were found. First, the participants were more scattered within a resource pool than the resources were themselves. Second, there was systematic underutilization of the richer pool. For example, the participants distributed themselves 73% and 27% to resource pools that had replenishment rates of 80% and 20%, respectively. In addition, there were oscillations in the harvesting rate of the pools across time, revealed by a Fourier analysis with prominent power near 50 sec per cycle. The suboptimalities and oscillations were more apparent when the locations of the participants and the food were not visible. Individual participant knowledge thus affects the efficiency with which a population of participants harvests resources.  相似文献   

6.
Adult humans searched for a hidden goal in images depicting 3-dimensional rooms. Images contained either featural cues, geometric cues, or both, which could be used to determine the correct location of the goal. In Experiment 1, participants learned to use featural and geometric information equally well. However, men and women showed significant differences in their use of distant featural cues and the spontaneous encoding of geometric information when trained with features present. Transformation tests showed that participants could use either the color or the shape of the features independently to locate the goal. Experiment 2 showed that participants could use either configural or surface geometry when searching for the goal. However, their weighing of these geometric cues was dependent on initial training experience.  相似文献   

7.
According to sampling theories of attitude formation, evaluative learning depends on the sampling in the environment. We investigated teachers’ student evaluations in a simulated school class. Two experiments were designed to test distinct implications of experience-sampling models. While the model advanced by Fazio, Eiser, and Shook (2004) and Denrell (2005) led to the prediction of a negativity effect through asymmetric depolarization, another model (Fiedler, 1996) suggested a positivity effect through asymmetric polarization. Findings supported the latter contention. The selective tendency to oversample good students while neglecting weaker students was not radical enough to prevent the correction of negative impressions, precluding a negativity effect. Instead, extended selective sampling led to gradually increasing polarization of positive impressions, and facilitated detection of positive performance changes. While these findings can be reconciled with the Fazio–Denrell model, they highlight the crucial role of auxiliary psychological assumptions about attitude learning, as distinguished from the formal model itself.  相似文献   

8.
An orientation-matching task, based on a mental rotation paradigm, was used to investigate how participants manually rotated a Shepard-Metzler object in the real world and in an immersive virtual environment (VE). Participants performed manual rotation more quickly and efficiently than virtual rotation, but the general pattern of results was similar for both. The rate of rotation increased with the starting angle between the stimuli meaning that, in common with many motor tasks, an amplitude-based relationship such as P. M. Fitts' (1954) law is applicable. When rotation was inefficient (i.e., not by the shortest path), it was often because participants incorrectly perceived the orientation of one of the objects, and this happened more in the VE than in the real world. Thus, VEs allow objects to be manipulated naturally to a limited extent, indicating the need for timing-scale factors to be used for applications such as method-time-motion studies of manufacturing operations.  相似文献   

9.
Falls and fall-related injuries are a major problem for elderly persons. Most falls occur during walking and turning, and the risk of falling increases when attention is diverted to something besides walking. It is often difficult to standardize methods for testing balance and fall tendency in a clinically relevant setting. We describe the development of a system using a virtual environment (VE) to assess how attention demanding and unexpected events influence a person's capacity to control balance and movement. The hardware in the system consists of a head-mounted display (HMD), a magnetic tracker system, and two SGI computers. The software consists of the image generation of the VE and the management and visualization of motion tracking data. In a preliminary pilot study eight subjects (age 23-80) participated. Each subject walked on a normal floor and was visually presented a familiar outdoor environment in the HMD. They were exposed to different unexpected events, such as a virtual snowfall and tilting of the VE. Disturbances of balance and walking patterns such as changes in speed, stride length and balance reactions like slipping were observed. Two subjects experienced symptoms of cyber sickness with a SSQ score above 25 points. Walking with sensors only did not affect walking time, but in VE the subjects generally walked more slowly. Virtual tilting of the environment had an impact on balance performance during walking. This effect was not observed while the test subjects were walking in a virtual snowfall. The model needs further development but may hold a potential for clinical use.  相似文献   

10.
The role of context was examined in the selection and integration of independently learned spatial relationships. Using a dynamic 3D virtual environment, participants learned one spatial relationship between landmarks A and B which was established in one virtual context (e.g., A is left of B) and a different spatial relationship which was established in another virtual context (e.g., A is in front of B). A spatial relationship between B and a goal was then established, using the same landmark-to-goal relationship in each context. When given A in either context at test, participants were more likely to choose a position in expectation of the goal, based on the relationship of A to B previously established in that context. Thus, context can be used to disambiguate conflicting spatial information. This research is discussed in light of Miller and Escobar's (2002) retrieval model.  相似文献   

11.
After adaptation to a perspective simulation of a square plane rotating in depth, an ambiguous rotation simulation (ie one containing no perspective information) appears to rotate in the direction opposite that of adaptation. The strength of this three-dimensional motion aftereffect (MAE) is proportional to the amount of perspective available in the adaptation display and, in the dark, decays to about 75% of its initial strength within about 546 s. The nature of the testing situation and a control experiment suggest that the three-dimensional MAE is not caused by retinal adaptation of two-dimensional directionally selective mechanisms.  相似文献   

12.
Cue-exposure therapy to decrease alcohol craving in virtual environment.   总被引:3,自引:0,他引:3  
During abstinence from alcohol, craving is elicited by the cues and contexts previously associated with alcohol, which contribute to relapse. To prevent the craving and relapse experienced by alcoholics, cue-exposure therapy (CET) has been used to extinguish the association between alcohol and alcohol-related cues and contexts. This study applied CET, using a virtual reality (VR) system, to eight members of an Alcoholics Anonymous group for eight sessions. Cues and contexts most likely to elicit an urge to drink were selected through a preliminary survey in order to compose VR-CET scenarios: a glass, a bottle, food, and a bar were judged to be the most tempting for people in alcohol dependence and abstinence. Using these cues and contexts, a Japanese-style pub and a western bar were created. Each session was administered for 30 minutes by a psychiatrist and included an introduction, immersion, VR navigation, interviews about feelings, and self-report questionnaires about cravings. The eight sessions consisted of initial and closing sessions and person-, object-, and situation-focused sessions. As a result, a reduction in cue-elicited craving after VR-CET was reported. A mean score of 15.75 (SD = 10.91) on the Alcohol Urge Questionnaire in the first session decreased to 11.50 (SD = 5.76) in the final session. This study suggests that using virtual reality can enhance the effectiveness of CET.  相似文献   

13.
Prior research, using two- and three-dimensional environments, has found that when both human and nonhuman animals independently acquire two associations between landmarks with a common landmark (e.g., LM1–LM2 and LM2–LM3), each with its own spatial relationship, they behave as if the two unique LMs have a known spatial relationship despite their never having been paired. Seemingly, they have integrated the two associations to create a third association with its own spatial relationship (LM1–LM3). Using sensory preconditioning (Experiment 1) and second-order conditioning (Experiment 2) procedures, we found that human participants integrated information about the boundaries of pathways to locate a goal within a three-dimensional virtual environment in the absence of any relevant landmarks. Spatial integration depended on the participant experiencing a common boundary feature with which to link the pathways. These results suggest that the principles of associative learning also apply to the boundaries of an environment.  相似文献   

14.
Affordances have recently been proposed as a guiding principle in perception–action research in sport (Fajen, Riley, & Turvey, 2009). In the present study, perception of the ’passability’ affordance of a gap between two approaching defenders in rugby is explored. A simplified rugby gap closure scenario was created using immersive, interactive virtual reality technology where 14 novice participants (attacker) judged the passability of the gap between two virtual defenders via a perceptual judgment (button press) task. The scenario was modeled according to tau theory (Lee, 1976) and a psychophysical function was fitted to the response data. Results revealed that a tau-based informational quantity could account for 82% of the variance in the data. Findings suggest that the passability affordance in this case, is defined by this variable and participants were able to use it in order to inform prospective judgments as to passability. These findings contribute to our understanding of affordances and how they may be defined in this particular sporting scenario; however, some limitations regarding methodology, such as decoupling perception and action are also acknowledged.  相似文献   

15.
Logie RH  Trawley S  Law A 《Memory & cognition》2011,39(8):1561-1574
Multitasking among three or more different tasks is a ubiquitous requirement of everyday cognition, yet rarely is it addressed in research on healthy adults who have had no specific training in multitasking skills. Participants completed a set of diverse subtasks within a simulated shopping mall and office environment, the Edinburgh Virtual Errands Test (EVET). The aim was to investigate how different cognitive functions, such as planning, retrospective and prospective memory, and visuospatial and verbal working memory, contribute to everyday multitasking. Subtasks were chosen to be diverse, and predictions were derived from a statistical model of everyday multitasking impairments associated with frontal-lobe lesions (Burgess, Veitch, de Lacy Costello, & Shallice, 2000b). Multiple regression indicated significant independent contributions from measures of retrospective memory, visuospatial working memory, and online planning, but not from independent measures of prospective memory or verbal working memory. Structural equation modelling showed that the best fit to the data arose from three underlying constructs, with Memory and Planning having a weak link, but with both having a strong directional pathway to an Intent construct that reflected implementation of intentions. Participants who followed their preprepared plan achieved higher scores than those who altered their plan during multitask performance. This was true regardless of whether the plan was efficient or poor. These results substantially develop and extend the Burgess et al. (2000b) model to healthy adults and yield new insight into the poorly understood area of everyday multitasking. The findings also point to the utility of using virtual environments for investigating this form of complex human cognition.  相似文献   

16.
For many decades, developmental and comparative psychologists have used a variety of string tasks to assess the perceptual and cognitive capabilities of human children of different ages and different species of nonhuman animals. The most important and widely used of these problems are patterned-string tasks, in which the organism is shown two or more strings, only one of which is connected to a reward. The organism must determine which string is attached to the reward and pull it. We report a new way to implement patterned-string tasks via a computerized touch screen apparatus. Pigeons successfully learned such virtual patterned-string tasks and exhibited the same general performance profile as animals given conventional patterned-string tasks. In addition, variations in the length, separation, and alignment of the strings reliably affected the pigeons’ virtual string-pulling behavior. These results not only testify to the power and versatility of our computerized string task, but they also demonstrate that pigeons can concurrently contend with a broad range of demanding patterned-string problems, thereby eliminating many alternative interpretations of their behavior. The virtual patterned-string task may thus permit expanded exploration of other species and variables which would be unlikely to be undertaken either because of inadequacies of conventional methodology or sensorimotor limitations of the studied organisms.  相似文献   

17.
Immersive virtual environment (IVE) technology has great promise as a tool for basic experimental research in psychology. IVE technology gives participants the experience of being surrounded by the computer-synthesized environment. We begin with a discussion of the various devices needed to implement immersive virtual environments, including object manipulation and social interaction. We review the benefits and drawbacks associated with virtual environment technology, in comparison with more conventional ways of doing basic experimental research. We then consider a variety of examples of research using IVE technology in the areas of perception, spatial cognition, and social interaction.  相似文献   

18.
In this paper we take an interactivist perspective on the computer-mediated classroom, and explore the autopoietic teaching approach in the context of emergence of diversity in the classroom. The POPSICLE (Patterns in Orientation: Pattern-Aided Simulated Interaction Context-Learning Experiment) is presented and discussed, as well as its multiple consequences. POPSICLE is a study of learning in human subjects, as well as of interaction and transfer of knowledge between subjects in a collaborative environment.  相似文献   

19.
Our capacity to perceive three-dimensional (3D) object structure from two-dimensional (2D) retinal input is fundamental to object perception. The present research examined infants’ ability to extract 3D form from structure-from-motion (SFM) displays using a familiarization/visual-paired-comparison paradigm. In SFM displays dots are projected onto the surfaces of a shape that rotates around a 3D axis and it is the coherent structure of the dots’ motion that gives rise to the percept of shape. Infants mean age 4.5 and 9 months were familiarized to a SFM display (e.g., cylinder); in test they were presented the familiar SFM display paired with a novel SFM display (e.g., cube). Infants in both age groups displayed a significant preference for the novel SFM test display. These results are consistent with those obtained previously using habituation paradigms and provide converging evidence for infants’ early emerging capacity to use coherent motion – in the absence of figural information – as a cue to depth structure. In addition, these results demonstrate that infants’ ability to extract 3D shape from coherent motion can be successfully assessed with a neuroimaging-friendly protocol, which was one of the goals of this study.  相似文献   

20.
One experiment is described that examined the possible involvement of working memory in the Virtual Errands Test (McGeorge et al. (2001). Using virtual environments in the assessment of executive dysfunction. Presence, 10, 375-383), which requires participants to complete errands within a virtual environment, presented on a computer screen. Time was limited, therefore participants had to swap between tasks (multi-task) efficiently to complete the errands. Forty-two undergraduates participated, all attempting the test twice. On one of these occasions they were asked to perform a concurrent task throughout (order of single and dual-task conditions was counterbalanced). The type of secondary task was manipulated between groups. Twenty-one participants were asked to randomly generate months of the year aloud in the dual-task condition, while another 21 were asked to suppress articulation by repeating the word "December". An overall dual-task effect on the Virtual Errands Test was observed, although this was qualified by an interaction with the order of single and dual-task conditions. Analysis of the secondary task data showed a drop in performance (relative to baseline) under dual-task conditions, and that drop was greater for the random generation group than the articulatory suppression group. These data are interpreted as suggesting that the central executive and phonological loop components of working memory are implicated in this test of multi-tasking.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号