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1.
Previous research into the effects of viewpoint change on face recognition has typically dealt with rotations around the head's vertical axis (yaw). Another common, although less studied, source of viewpoint variation in faces is rotation around the head's horizontal pitch axis (pitch). In the current study we used both a sequential matching task and an old/new recognition task to examine the effect of viewpoint change following rotation about both pitch and yaw axes on human face recognition. The results of both tasks showed that recognition performance was better for faces rotated about yaw compared to pitch. Further, recognition performance for faces rotated upwards on the pitch axis was better than for faces rotated downwards. Thus, equivalent angular rotations about pitch and yaw do not produce equivalent viewpoint-dependent declines in recognition performance.  相似文献   

2.
Three experiments investigated scene recognition across viewpoint changes, involving same/different judgements on scenes consisting of three objects on a desktop. On same trials, the comparison scene appeared either from the same viewpoint as the standard scene or from a different viewpoint with the desktop rotated about one or more axes. Different trials were created either by interchanging the locations of two or three of the objects (location change condition), or by rotating either one or all three of the objects around their vertical axes (orientation change condition). Response times and errors increased as a function of the angular distance between the standard and comparison views, but this effect was bigger for rotations around the vertical axis than for those about the line of sight or horizontal axis. Furthermore, the time to detect location changes was less than that to detect orientation changes, and this difference increased with increasing angular disparity between the standard and comparison scenes. Rotation times estimated in a double-axis rotation were no longer than other rotations in depth, indicating that alignment was not necessarily simpler around a "natural" axis of rotation. These results are consistent with the hypothesis that scenes, like many objects, may be represented in a viewpoint dependent manner and recognized by aligning standard and comparison views, but that the alignment of scenes is not a holistic process.  相似文献   

3.
Six experiments compared spatial updating of an array after imagined rotations of the array versus viewer. Participants responded faster and made fewer errors in viewer tasks than in array tasks while positioned outside (Experiment 1) or inside (Experiment 2) the array. An apparent array advantage for updating objects rather than locations was attributable to participants imagining translations of single objects rather than rotations of the array (Experiment 3). Superior viewer performance persisted when the array was reduced to 1 object (Experiment 4); however, an object with a familiar configuration improved object performance somewhat (Experiment 5). Object performance reached near-viewer levels when rotations included haptic information for the turning object. The researchers discuss these findings in terms of the relative differences in which the human cognitive system transforms the spatial reference frames corresponding to each imagined rotation.  相似文献   

4.
Observers judged whether 2 successive computer-displayed rotations of a cube were the same or different. With respect to the observers, each rotation was about a vertical axis (Y), a horizontal (line-of-sight) axis (Z), an axis tilted just 10 degrees from vertical or horizontal, or a maximally oblique axis. Independently, with respect to the cube, each rotation was about a symmetry axis through opposite faces (F) or through opposite corners (C), an axis tilted 10 degrees from one of these symmetry axes, or an axis of extreme nonsymmetry. Speed and accuracy of comparison decreased as the axes of the successive rotations departed from the canonical axes of the environment (Z, or especially, Y), or even more sharply, from the symmetry axes of the cube (C, or especially, F). The internalized principles that guide the perceptual representation of rigid motions evidently are ones of kinematic geometry more than of physics.  相似文献   

5.
In three experiments with infants and one with adults we explored the generality, limitations, and informational bases of early form perception. In the infant studies we used a habituation-of-looking-time procedure and the method of Kellman (1984), in which responses to three-dimensional (3-D) form were isolated by habituating 16-week-old subjects to a single object in two different axes of rotation in depth, and testing afterward for dishabituation to the same object and to a different object in a novel axis of rotation. In Experiment 1, continuous optical transformations given by moving 16-week-old observers around a stationary 3-D object specified 3-D form to infants. In Experiment 2 we found no evidence of 3-D form perception from multiple, stationary, binocular views of objects by 16- and 24-week-olds. Experiment 3A indicated that perspective transformations of the bounding contours of an object, apart from surface information, can specify form at 16 weeks. Experiment 3B provided a methodological check, showing that adult subjects could neither perceive 3-D forms from the static views of the objects in Experiment 3A nor match views of either object across different rotations by proximal stimulus similarities. The results identify continuous perspective transformations, given by object or observer movement, as the informational bases of early 3-D form perception. Detecting form in stationary views appears to be a later developmental acquisition.  相似文献   

6.
Recent research indicates that motor areas are activated in some types of mental rotation. Many of these studies have required participants to perform egocentric transformations of body parts or whole bodies; however, motor activation also has been found with nonbody objects when participants explicitly relate the objects to their hands. The current study used positron emission tomography (PET) to examine whether such egocentric motor strategies can be transferred implicitly from one type of mental rotation to another. Two groups of participants were tested. In the Hand-Object group, participants performed imaginal rotations of pictures of hands; following this, they then made similar judgments of pictures of Shepard-Metzler objects. The Object-Object group performed the rotation task for two sets of Shepard-Metzler objects only. When the second condition in each group (which always required rotating Shepard-Metzler objects) was compared, motor areas (Area 6 and M1) were found to be activated only in the Hand-Object group. These findings suggest that motor strategies can be covertly transferred to imaginal transformations of nonbody objects.  相似文献   

7.
When humans grasp objects, the grasps foreshadow the intended object manipulation. It has been suggested that grasps are selected that lead to medial arm postures, which facilitate movement speed and precision, during critical phases of the object manipulation. In Experiment 1, it has been tested whether grasp selections lead to medial postures during rotations of a dial. Participants twisted their arms considerably before grasping the dial, even when the upcoming dial rotation was minimal (5°). Participants neither assumed a medial posture at any point during a short rotation, nor did they assume any of the postures involved in short rotations in the opposite direction. Thus, grasp selections did not necessarily lead to specific postures at any point of the object manipulation. Experiment 2 examined the effect of various grasps on the speed of dial rotations. A medial initial grasp resulted in the fastest dial rotations for most rotation angles. Spontaneously selected grasps were more excursed than necessary to maximize dial rotation speed. This apparent overshot might be explained by participants’ sensitive to the variability of their grasps and is in line with the assumption that grasps facilitate control over the grasped object.  相似文献   

8.
We directly compared recognition for faces following 0 degrees-75 degrees viewpoint rotation about the yaw, pitch, and roll axes. The aim was to determine the extent to which configural and featural information supported face recognition following rotations about each of these axes. Experiment 1 showed that performance on a sequential-matching task was viewpoint-dependent for all three types of rotation. The best face-recognition accuracy and shortest reaction time was found for roll rotations, then for yaw rotations, and finally the worst accuracy and slowest reaction time was found for pitch rotations. Directional differences in recognition were found for pitch rotations, but not for roll or yaw. Experiment 2 provided evidence that, in all three cases, viewpoint-dependent declines in recognition were primarily driven by the loss of configural information. However, it also appeared that significant featural information was lost following yaw and pitch (but not roll) rotations. Together, these findings show that unfamiliar-face recognition is viewpoint-dependent following rotation about each axis (and in each direction), and that performance is based on the availability of configural and, to a lesser extent, featural information.  相似文献   

9.
The objective of this study was to explore the participants’ processing strategies on the mere exposure effect, object decision priming and explicit recognition. In Experiments 1, we observed that recognition and the mere exposure effect for unfamiliar three-dimensional objects were not dissociated by plane rotations in the same way as recognition and object decision priming. However, we showed that, under identical conditions, prompting analytic (part-based) processing at testing produced a large plane rotation effect on recognition and the mere exposure effect similar to that observed for object decision priming (Experiment 2). Furthermore, inducing a non-analytic (whole-based) processing strategy at testing produced a reduced plane rotation effect on recognition and object decision (Experiments 3 and 4), similar to that observed for the mere exposure effect. These findings suggest that participants’ processing strategies influence performance on the three tasks.  相似文献   

10.
In this study, the determinants of head motions (rotations) when driving around bends were investigated when drivers viewed the scene through a head-mounted display. The scene camera was either fixed or coupled to head motions along 2 or 3 axes of rotation. Eight participants drove around a triangular circuit and the range and speed of head rotations, the correlations between head rotations and lateral acceleration, and the coupling between the different axes of head rotation were calculated. Results showed that substantial head rotations were made even when head rotations had no influence on the direction of the camera, suggesting a strong motor coupling between steering actions and head motion. Head roll was determined, at least in part, by the gravito-inertial force, contradicting earlier results reported in the literature.  相似文献   

11.
Motion in the mind’s eye: Comparing mental and visual rotation   总被引:1,自引:0,他引:1  
Mental rotation is among the most widely studied visuospatial skills in humans. The processes involved in mental rotation have been described as analogous to seeing an object physically rotate. We used functional magnetic resonance imaging of the whole brain and localized motion-sensitive hV5/MT1 to compare brain activation for stimuli when they were mentally or visually rotated. The results provided clear evidence for activation in hV5/MT1 during both mental and visual rotation of figures, with increased activation for larger rotations. Combined with the overall similarities between mental and visual rotation in this study, these results suggest that mental rotation recruits many of the same neural substrates as observing motion.  相似文献   

12.
Human spatial representations of object locations in a room-sized environment were probed for evidence that the object locations were encoded relative not just to the observer (egocentrically) but also to each other (allocentrically). Participants learned the locations of 4 objects and then were blindfolded and either (a) underwent a succession of 70 degrees and 200 degrees whole-body rotations or (b) were fully disoriented and then underwent a similar sequence of 70 degrees and 200 degrees rotations. After each rotation, participants pointed to the objects without vision. Analyses of the pointing errors suggest that as participants lost orientation, represented object directions generally "drifted" off of their true directions as an ensemble, not in random, unrelated directions. This is interpreted as evidence that object-to-object (allocentric) relationships play a large part in the human spatial updating system. However, there was also some evidence that represented object directions occasionally drifted off of their true directions independently of one another, suggesting a lack of allocentric influence. Implications regarding the interplay of egocentric and allocentric information are considered.  相似文献   

13.
14.
A recent set of studies has investigated the selective effects of particular physical activities that require full-body rotations, such as gymnastics and wrestling (Moreau, Clerc, Mansy-Dannay, & Guerrien, 2012; Steggemann, Engbert, & Weigelt, 2011), and demonstrated that practicing these activities imparts a clear advantage in in-plane body rotation performance. Other athletes, such as handball and soccer players, whose activities do require body rotations may have more experience with in-depth rotations. The present study examined the effect of two components that are differently solicited in sport practices on the mental rotation ability: the rotation axis (in-plane, in-depth) and the predominantly used limb (arms, legs). Handball players, soccer players, and gymnasts were asked to rotate handball and soccer strike images mentally, which were presented in different in-plane and in-depth orientations. The results revealed that handball and soccer players performed the in-depth rotations faster than in-plane rotations; however, the two rotation axes did not differ in gymnasts. In addition, soccer players performed the mental rotations of handball strike images slower. Our findings suggest that the development of mental rotation tasks that involve the major components of a physical activity allows and is necessary for specifying the links between this activity and the mental rotation performance.  相似文献   

15.
In binocular vision the apparent rotation of an object relative to the frontal plane seldom corresponds with the actual rotation. The reason for this is a difference in the brightness of the object in both eyes. It can be produced by a difference in the pupil size, adaptation, or sensitivity. One of the purposes of the pupils seems to be to compensate for this brightness unbalance and to make the apparent rotation come closer to the actual one. Unbalance was produced by placing a density filter before one eye, and the corresponding rotations were then measured. The rotations are affected by the irradiation in the eye, as a physical component, but also by the lateral inhibition in the visual nervous system. If the object and the background have a different color but there is no brightness difference on the edges of the object, there is no distorted rotation.  相似文献   

16.
Participants saw a standard scene of three objects on a desktop and then judged whether a comparison scene was either the same, except for the viewpoint of the scene, or different, when one or more of the objects either exchanged places or were rotated around their center. As in Nakatani, Pollatsek, and Johnson (2002), judgment times were longer when the rotation angles of the comparison scene increased, and the size of the rotation effect varied for different axes and was larger for same judgments than for different judgments. A second experiment, which included trials without the desktop, indicated that removing the desktop frame of reference mainly affected the y-axis rotation conditions (the axis going vertically through the desktop plane). In addition, eye movement analyses indicated that the process was far more than a simple analogue rotation of the standard scene. The total response latency was divided into three components: the initial eye movement latency, the first-pass time, and the second-pass time. The only indication of a rotation effect in the time to execute the first two components was for z-axis (plane of sight) rotations. Thus, for x- and y-axis rotations, rotation effects occurred only in the probability of there being a second pass and the time to execute it. The data are inconsistent either with an initial rotation of the memory representation of the standard scene to the orientation of the comparison scene or with a holistic alignment of the comparison scene prior to comparing it with the memory representation of the standard scene. Indeed, the eye movement analysis suggests that little of the increased response time for rotated comparison scenes is due to something like a time-consuming analogue process but is, instead, due to more comparisons on individual objects being made (possibly more double checking).  相似文献   

17.
When pictures of simple shapes (square, diamond) were seen frontally and obliquely, (1) the shapes with a deeper extent into pictured space underwent morerotation (Goldstein, 1979), which is an apparent turning to keep an orientation toward an observer’s changing position; (2) there was little effect of whether the observer knew the picture surface’s orientation in real space, except that such knowledge could prevent multistability; and (3) depicted picture frames also rotated. In other experiments, figural and frame rotations were independent of each other, and rotation was shown for real frames. The rotation of depthless depictions suggests that at least two rotational factors exist, one that involves the object’s virtual depth and one that does not. The nature of this second factor is discussed. Frame rotation appeared to subtract from object rotation when the two were being compared; this could explain a paradox in picture perception: Depicted orientations often seem little changed over viewpoints, despite (apparent) rotations with respect to real-space coordinates.  相似文献   

18.
We investigated the ability to match finger orientation to the direction of the axis of rotation in structure-from-motion displays. Preliminary experiments verified that subjects could accurately use the index finger to report direction. The remainder of the experiments studied the perception of the axis of rotation from full rotations of a group of discrete points, the profiles of a rotating ellipsoid, and two views of a group of discrete points. Subjects’ responses were analyzed by decomposing the pointing responses into their slant and tilt components. Overall, the results indicated that subjects were sensitive to both slant and tilt. However, when the axis of rotation was near the viewing direction, subjects had difficulty reporting tilt with profiles and two views and showed a large bias in their slant judgments with two views and full rotations. These results are not entirely consistent with theoretical predictions. The results, particularly for two views, suggest that additional constraints are used by humans in the recovery of structure from motion.  相似文献   

19.
We tested recognition of familiar objects in two different conditions: mono, where stimuli were displayed as flat, 2-D images, and stereo, where objects were displayed with stereoscopic depth information. In three experiments, participants performed a sequential matching task, where an object was rotated by up to 180° between presentations. When the 180° rotation resulted in large changes in depth for object components, recognition performance in the mono condition showed better performance at 180° rotations than at smaller rotations, but stereo presentations showed a monotonic increase in response time with rotation. However, 180° rotations that did not result in much depth variation showed similar patterns of results for mono and stereo conditions. These results suggest that in some circumstances, the lack of explicit 3-D information in 2-D images may influence the recognition of familiar objects when they are depicted on flat computer monitors.  相似文献   

20.
It is argued that some of the phenomena identified with analog processes by Shepard can be understood as resulting from a parallel-process algorithm running on a processor having many individual processing elements and a restricted communication structure. In particular, an algorithm has been developed and implemented which models human behavior on Shepard's object rotation and comparison task. The algorithm exhibits computation times which increase linearly with the angle of rotation. Shepard found a similar linear function in his experiments with human subjects. In addition, the intermediate states of the computation are such that if the rotation process were to be interrupted at any point, the object representation would correspond to that of the actual object at a position along the rotation trajectory. The computational model presented here is governed by three constraining assumptions: (a) that it be parallel: (b) that the communication between processors be restricted to immediate neighbors: (c) that the object representation be distributed across a large fraction of the available processors. A method of diagnosing the correct axis of rotation is also presented.  相似文献   

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