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1.
The impression of animacy from the motion of simple shapes typically relies on synthetically defined motion patterns resulting in pseudorepresentations of human movement. Thus, it is unclear how these synthetic motions relate to actual biological agents. To clarify this relationship, we introduce a novel approach that uses video processing to reduce full-video displays of human interactions to animacy displays, thus creating animate shapes whose motions are directly derived from human actions. Furthermore, this technique facilitates the comparison of interactions in animacy displays from different viewpoints-an area that has yet to be researched. We introduce two experiments in which animacy displays were created showing six dyadic interactions from two viewpoints, incorporating cues altering the quantity of the visual information available. With a six-alternative forced choice task, results indicate that animacy displays can be created via this naturalistic technique and reveal a previously unreported advantage for viewing intentional motion from an overhead viewpoint.  相似文献   

2.
《Cognitive development》1996,11(1):19-36
Nine- and 12-month-old infants' concept of animacy was investigated by exposing them to autonomous motion by an animate and by an inanimate object in a series of three experiments. In the first experiment, increases in negative affect in comparison to a baseline condition were taken to indicate that children considered an event to be anomalous. Results showed that 12-month-old infants consider self-propulsion by a small robot to be anomalous, but not self-propulsion by a human stranger. Experiment 2 indicated that 9- and 12-month-old infants expressed similar affective reactions when the robot's motion was contingent on verbal commands given by the mother, suggesting that these children are aware that it is not appropriate for an inanimate object's movements to be contingent on events occuring at a distance. The third experiment was designed to rule out the possibility that the infants' reactions in Experiment 2 were a function of the incongruity of the mother's behavior rather than due to the violation of the infant's concept of animacy. In this experiment, 12-month-olds' levels of attentiveness are increased when the robot obeyed verbal commands but not when a human stranger did so. These results suggest that infants discriminate animate from inanimate objects on the basis of motion cues by the age of 9 months.  相似文献   

3.
Animate stimuli are better remembered than matched inanimate stimuli in free recall. Three experiments tested the hypothesis that animacy advantages are due to a more efficient use of a categorical retrieval cue. Experiment 1 developed an “embedded list” procedure that was designed to disrupt participants’ ability to perceive category structure at encoding; a strong animacy effect remained. Experiments 2 and 3 employed animate and inanimate word lists consisting of tightly constrained categories (four-footed animals and furniture). Experiment 2 failed to find an animacy advantage when the categorical structure was readily apparent, but the advantage returned in Experiment 3 when the embedded list procedure was employed using the same target words. These results provide strong evidence against an organizational account of the animacy effect, indicating that the animacy effect in episodic memory is probably due to item-specific factors related to animacy.  相似文献   

4.
Previous research, in which static figures were used, showed that the ability to perceive illusory contours emerges around 7 months of age. However, recently, evidence has suggested that 2-3-month-old infants are able to perceive illusory contours when motion information is available (Johnson & Mason, 2002; Otsuka & Yamaguchi, 2003). The present study was aimed at investigating whether even newborns might perceive kinetic illusory contours when a motion easily detected by the immature newborn's visual system (i.e. stroboscopic motion) is used. In Experiment 1, using a preference looking technique, newborns' perception of kinetic illusory contours was explored using a Kanizsa figure in a static and in a kinetic display. The results showed that newborns manifest a preference for the illusory contours only in the kinetic, but not in the static, condition. In Experiment 2, using an habituation technique, newborns were habituated to a moving shape that was matched with the background in terms of random-texture-surface; thus the recovery of the shape was possible relying only on kinetic information. The results showed that infants manifested a novelty preference when presented with luminance-defined familiar and novel shapes. Altogether these findings provide evidence that motion enhances (Experiment 1) and sometimes is sufficient (Experiment 2) to induce newborns' perception of illusory contours.  相似文献   

5.
Perception of mechanical (i.e. physical) causality, in terms of a cause–effect relationship between two motion events, appears to be a powerful mechanism in our daily experience. In spite of a growing interest in the earliest causal representations, the role of experience in the origin of this sensitivity is still a matter of dispute. Here, we asked the question about the innate origin of causal perception, never tested before at birth. Three experiments were carried out to investigate sensitivity at birth to some visual spatiotemporal cues present in a launching event. Newborn babies, only a few hours old, showed that they significantly preferred a physical causality event (i.e. Michotte's Launching effect) when matched to a delay event (i.e. a delayed launching; Experiment 1) or to a non‐causal event completely identical to the causal one except for the order of the displacements of the two objects involved which was swapped temporally (Experiment 3). This preference for the launching event, moreover, also depended on the continuity of the trajectory between the objects involved in the event (Experiment 2). These results support the hypothesis that the human system possesses an early available, possibly innate basic mechanism to compute causality, such a mechanism being sensitive to the additive effect of certain well‐defined spatiotemporal cues present in the causal event independently of any prior visual experience.  相似文献   

6.
Across humans' evolutionary history, detecting animate entities in the visual field (such as prey and predators) has been critical for survival. One of the defining features of animals is their motion-self-propelled and self-directed. Does such animate motion capture visual attention? To answer this question, we compared the time to detect targets involving objects that were moving predictably as a result of collisions (inanimate motion) with the time to detect targets involving objects that were moving unpredictably, having been in no such collisions (animate motion). Across six experiments, we consistently found that targets involving objects that underwent animate motion were responded to more quickly than targets involving objects that underwent inanimate motion. Moreover, these speeded responses appeared to be due to the perceived animacy of the objects, rather than due to their uniqueness in the display or involvement of a top-down strategy. We conclude that animate motion does indeed capture visual attention.  相似文献   

7.
Mental rotation, as a covert simulation of motor rotation, could benefit from spatial updating of object representations. We are interested in what kind of visual cue could trigger spatial updating. Three experiments were conducted to examine the effect of dynamic and static orientation cues on mental rotation, using a sequential matching task with three-dimensional novel objects presented in different views. Experiment 1 showed that a rotating orientation cue with constant speed reduced viewpoint costs in mental rotation. Experiment 2 extended this effect with a varied-speed rotating orientation cue. However, no such benefit was observed with a static orientation cue in Experiment 3. These findings indicated that a visually continuous orientation cue is sufficient to elicit spatial updating in mental rotation. Furthermore, there may be differences in the underlying mechanisms of spatial updating on the basis of constant-speed rotating cues and varied-speed rotating cues.  相似文献   

8.
Subject relative clauses (SRCs) are typically processed more easily than object relative clauses (ORCs), but this difference is diminished by an inanimate head-noun in semantically non-reversible ORCs (“The book that the boy is reading”). In two eye-tracking experiments, we investigated the influence of animacy on online processing of semantically reversible SRCs and ORCs using lexically inanimate items that were perceptually animate due to motion (e.g., “Where is the tractor that the cow is chasing”). In Experiment 1, 48 children (aged 4;5–6;4) and 32 adults listened to sentences that varied in the lexical animacy of the NP1 head-noun (Animate/Inanimate) and relative clause (RC) type (SRC/ORC) with an animate NP2 while viewing two images depicting opposite actions. As expected, inanimate head-nouns facilitated the correct interpretation of ORCs in children; however, online data revealed children were more likely to anticipate an SRC as the RC unfolded when an inanimate head-noun was used, suggesting processing was sensitive to perceptual animacy. In Experiment 2, we repeated our design with inanimate (rather than animate) NP2s (e.g., “where is the tractor that the car is following”) to investigate whether our online findings were due to increased visual surprisal at an inanimate as agent, or to similarity-based interference. We again found greater anticipation for an SRC in the inanimate condition, supporting our surprisal hypothesis. Across the experiments, offline measures show that lexical animacy influenced children's interpretation of ORCs, whereas online measures reveal that as RCs unfolded, children were sensitive to the perceptual animacy of lexically inanimate NPs, which was not reflected in the offline data. Overall measures of syntactic comprehension, inhibitory control, and verbal short-term memory and working memory were not predictive of children's accuracy in RC interpretation, with the exception of a positive correlation with a standardized measure of syntactic comprehension in Experiment 1.  相似文献   

9.
Psychologists have long been captivated by the perception of animacy – the fact that even simple moving shapes may appear to engage in animate, intentional, and goal-directed movements. Here we report several new types of studies of a particularly salient form of perceived animacy: chasing, in which one shape (the ‘wolf’) pursues another shape (‘the sheep’). We first demonstrate two new cues to perceived chasing – chasing subtlety (the degree to which the wolf deviates from perfectly ‘heat-seeking’ pursuit) and directionality (whether and how the shapes ‘face’ each other). We then use these cues to show how it is possible to assess the objective accuracy of such percepts, and to distinguish the immediate perception of chasing from those more subtle (but nevertheless real) types of ‘stalking’ that cannot be readily perceived. We also report several methodological advances. Previous studies of the perception of animacy have faced two major challenges: (a) it is difficult to measure perceived animacy with quantitative precision; and (b) task demands make it difficult to distinguish perception from higher-level inferences about animacy. We show how these challenges can be met, at least in our case study of perceived chasing, via tasks based on dynamic visual search (the Find-the-Chase task) and a new type of interactive display (the Don’t-Get-Caught! task).  相似文献   

10.
生命知觉是人们将客体自动加工为可以相互作用的生命体的认知过程。ASD者基于运动线索的生命知觉的研究方法包括追逐检测范式、运动特性参数化范式和因果知觉范例。其生命知觉的异常主要表现为运动信息整合能力不足、社会因果知觉缺陷以及对高复杂度运动的神经追踪较弱。相关理论假设从神经病理、认知加工及脑结构和功能障碍层面进行解释。未来应提升研究方法的生态效度,推进追踪与系统化研究,促进相关干预方案的开发。  相似文献   

11.
From birth, newborns show a preference for faces talking a native language compared to silent faces. The present study addresses two questions that remained unanswered by previous research: (a) Does the familiarity with the language play a role in this process and (b) Are all the linguistic and paralinguistic cues necessary in this case? Experiment 1 extended newborns’ preference for native speakers to non-native ones. Given that fetuses and newborns are sensitive to the prosodic characteristics of speech, Experiments 2 and 3 presented faces talking native and nonnative languages with the speech stream being low-pass filtered. Results showed that newborns preferred looking at a person who talked to them even when only the prosodic cues were provided for both languages. Nonetheless, a familiarity preference for the previously talking face is observed in the “normal speech” condition (i.e., Experiment 1) and a novelty preference in the “filtered speech” condition (Experiments 2 and 3). This asymmetry reveals that newborns process these two types of stimuli differently and that they may already be sensitive to a mismatch between the articulatory movements of the face and the corresponding speech sounds.  相似文献   

12.
Recent evidence suggests that animate stimuli are remembered better than matched inanimate stimuli. Two experiments tested whether this animacy effect persists in paired-associate learning of foreign words. Experiment 1 randomly paired Swahili words with matched animate and inanimate English words. Participants were told simply to learn the English “translations” for a later test. Replicating earlier findings using free recall, a strong animacy advantage was found in this cued-recall task. Concerned that the effect might be due to enhanced accessibility of the individual responses (e.g., animates represent a more accessible category), Experiment 2 selected animate and inanimate English words from two more constrained categories (four-legged animals and furniture). Once again, an advantage was found for pairs using animate targets. These results argue against organisational accounts of the animacy effect and potentially have implications for foreign language vocabulary learning.  相似文献   

13.
Visual experience involves not only physical features such as color and shape, but also higher-level properties such as animacy and goal-directedness. Perceiving animacy is an inherently dynamic experience, in part because agents' goal-directed behavior may be frequently in flux-unlike many of their physical properties. How does the visual system maintain and update representations of agents' animate and goal-directed behavior over time and motion? The present study explored this question in the context of a particularly salient form of perceived animacy: chasing, in which one shape (the "wolf") pursues another shape (the "sheep"). Here the participants themselves controlled the movement of the sheep, and the perception of chasing was assessed in terms of their ability to avoid being caught by the wolf-which looked identical to many moving distractors, and so could be identified only by its motion. The wolf's pursuit was frequently interrupted by periods in which it was static, jiggling in place, or moving randomly (amidst distractors that behaved similarly). Only the latter condition greatly impaired the detection of chasing-and only when the random motion was grouped into temporally extended chunks. These results reveal (1) how the detection of chasing is determined by the character and temporal grouping (rather than just the brute amount) of "pursuit" over time; and (2) how these temporal dynamics can lead the visual system to either construct or actively reject interpretations of chasing.  相似文献   

14.
We present three experiments investigating how spatial context influences the attribution of animacy to a moving target. Each of our displays contained a moving object (the target) that might, depending on the way it moved, convey the impression that it was alive (animate). We investigated the mechanisms underlying this attribution by manipulating the nature of the spatial context surrounding the target. In Experiment 1, the context consisted of a simple static dot (the foil), whose position relative to the target's trajectory was manipulated. With some foil positions--for example, when the foil was lying along the path traveled by the target--animacy judgments were elevated relative to control foil locations, apparently because this context supported the impression that the target was "reacting to" or was in some other way mentally influenced by the foil. In Experiment 2, contexts consisted of a static oriented rectangle (the "paddle"). On some trials, the target collided with the paddle in a way that seemed to physically account for the target's motion pattern (in the sense of having imparted momentum to it); this condition reduced animacy ratings. Experiment 3 was similar, except that the paddles themselves were in motion; again, animacy attribution was suppressed when the target's motion seemed to have been caused by a collision with the paddle. Hence, animacy attributions can be either elevated or suppressed by the nature of the environment and the target's interaction with it. Animacy attribution tracks intentionality attribution; contrary to some earlier proposals, we conclude that attributing animacy involves, and may even require, attributing to the target some minimal mental capacity sufficient to endow the target with intentionality.  相似文献   

15.
While there are many theories of the development of speech perception, there are few data on speech perception in human newborns. This paper examines the manner in which newborns responded to a set of stimuli that define one surface of the adult vowel space. Experiment 1 used a preferential listening/habituation paradigm to discover how newborns divide that vowel space. Results indicated that there were zones of high preference flanked by zones of low preference. The zones of high preference approximately corresponded to areas where adults readily identify vowels. Experiment 2 presented newborns with pairs of vowels from the zones found in Experiment 1. One member of each pair was the most preferred vowel from a zone, and the other member was the least preferred vowel from the adjacent zone of low preference. The pattern of preference was preserved in Experiment 2. However, a comparison of Experiments 1 and 2 indicated that habituation had occurred in Experiment 1. Experiment 3 tested the hypothesis that the habituation seen in Experiment 1 was due to processes of categorization, by using a familiarization preference paradigm. The results supported the hypothesis that newborns categorized the vowel space in an adult‐like manner, with vowels perceived as relatively good or poor exemplars of a vowel category.  相似文献   

16.
Figure-ground assignment is an important visual process; humans recognize, attend to, and act on figures, not backgrounds. There are many visual cues for figure-ground assignment. A new cue to figure-ground assignment, called lower region, is presented: Regions in the lower portion of a stimulus array appear more figurelike than regions in the upper portion of the display. This phenomenon was explored, and it was demonstrated that the lower-region preference is not influenced by contrast, eye movements, or voluntary spatial attention. It was found that the lower region is defined relative to the stimulus display, linking the lower-region preference to pictorial depth perception cues. The results are discussed in terms of the environmental regularities that this new figure-ground cue may reflect.  相似文献   

17.
Recent work on captive flying squirrels has demonstrated a novel degree of flexibility in the use of different orientation cues. In the present study, we examine to what extent this flexibility is present in a free-ranging population of another tree squirrel species, the fox squirrel. We trained squirrels to a rewarded location within a square array of four feeders and then tested them on transformations of the array that either pitted two cue types against one cue type, the majority tests, or all cue types against each other, the forced-hierarchy test. In Experiment 1, squirrels reoriented to the two-cue-type location in all majority tests and to the location indicated by the visual features of the feeders in the forced-hierarchy test. This preference for visual features runs contrary to previous studies that report the use of spatial cues over visual features in food-storing species. In Experiments 2-5 we tested squirrels with different trial orders (Experiments 2 and 3), a different apparatus (Experiment 4) and at different times of the year (Experiment 5) to determine why these squirrels had chosen to orient using visual features in the first experiment. Like captive flying squirrels, free-ranging fox squirrels showed a large degree of flexibility in their use of cues. Furthermore, their cue use appeared to be sensitive both to changes in the test apparatus and the season in which we tested. Altogether our results suggest that the study of free-ranging animals over a variety of conditions is necessary for understanding spatial cognition.  相似文献   

18.
We investigated the interaction between motion parallax and binocular disparity cues in the perception of surface shape and depth magnitude by the use of the random dot stimuli in which these cues specified sinusoidal depth surfaces undulating with different spatial frequencies. When ambiguous motion parallax is inconsistent with unambiguous disparity cue, the reasonable solution for the visual system is to convert the motion signal to the flow on the surface specified by disparity. Two experiments, however, found that the visual system did not always use this reasonable solution; observers often perceived the surface specified by a composite of the two cues, or the surface specified by parallax alone. In the perception of this composite of the two cues, the apparent depth magnitude increased with the increase of the depth magnitude specified by both cues. This indicates that the visual system can combine the depth magnitude information from parallax and disparity in an additive fashion. The interference with parallax by disparity implies that the parallax processing is not independent of the disparity processing.  相似文献   

19.
Animate entities are often better remembered than inanimate ones. The proximal mechanisms underlying this animacy effect on recall are unclear. In two experiments, we tested whether the animacy effect is due to emotional arousal. Experiment 1 revealed that translations of the animate words used in the pioneering study of Nairne et al. (Psychological science, 24, 2099–2105, 2013) were perceived as being more arousing than translations of the inanimate words, suggesting that animacy might have been confounded with arousal in previous studies. In Experiment 2, new word lists were created in which the animate and inanimate words were matched on arousal (amongst several other dimensions), and participants were required to reproduce the animate and inanimate words in a free recall task. There was a tendency towards better memory for arousing items, but robust animacy effects were obtained even though animate and inanimate words were matched on arousal. Thus, while arousal may contribute to the animacy effect when it is not carefully controlled for, it cannot explain the memory advantage of animate items.  相似文献   

20.
A well‐known typological observation is the dominance of subject‐initial word orders, SOV and SVO, across the world's languages. Recent findings from gestural language creation paradigms offer possible explanations for the prevalence of SOV. When asked to gesture transitive events with an animate agent and inanimate patient, gesturers tend to produce SOV order, regardless of their native language biases. Interestingly, when the patient is animate, gesturers shift away from SOV to use of other orders, like SVO and OSV. Two competing hypotheses have been proposed for this switch: the noisy channel account (Gibson et al., 2013) and the role conflict account (Hall, Mayberry, & Ferreira, 2013). We set out to distinguish between these two hypotheses, disentangling event reversibility and patient animacy, by looking at gestural sequences for events with two inanimate participants (inanimate‐inanimate, reversible). We replicated the previous findings of a preference for SOV order when describing animate‐inanimate, irreversible events as well as a decrease in the use of SOV when presented with animate‐animate, reversible events. Accompanying the drop in SOV, in a novel condition we observed an increase in the use of SVO and OSV orders when describing events involving two animate entities. In sum, we find that the observed avoidance of SOV order in gestural language creation paradigms when the event includes an animate agent and patient is driven by the animacy of the participants rather than the reversibility of the event. We suggest that findings from gestural creation paradigms are not automatically linkable to spoken language typology.  相似文献   

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