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We describe a device that can display very high intensity (up to 400,000 cd/m2), high-resolution visual stimuli. The device is inexpensive, is easily controlled by a conventional computer and video card, and can be calibrated for use in vision research or clinical applications. The display is capable of presenting highly saturated, near spectral colors. Unlike Maxwellian view optical systems, our display can be viewed binocularly and does not require exacting head restraint. We describe the construction, give a design example, and describe our calibration procedure. Furthermore, we report measurements of the color gamut, spatial resolution, temporal characteristics, and the dynamic range of light intensity.  相似文献   

3.
郭力平  钱琼 《心理科学》2007,30(4):824-829
选取2岁、2.5岁和3岁儿童72名,比较儿童通过窗口、视频和模型三种条件观看藏玩具过程,然后正确找到玩具的表现,考察了2~3岁儿童对视频信息的理解特点。结果表明:(1)与通过直接经验获得信息相比,2岁与2.5岁儿童从视频获得表征信息存有一定困难;3岁儿童能够顺利地从视频获得并运用表征信息。(2)2~3岁儿童在视频条件下获取表征信息的能力要强于模型条件。研究认为3岁前儿童完成将视频图像视为真实物向视为表征信息的转换,双重表征并非儿童将视频图像作为表征信息加以理解的先决条件。  相似文献   

4.
An interactive, computer-controlled, visual stimulus generator is described, suitable for both psychophysical and neurophysiological experimentation on human subjects. The system core is a wide-screen electrostatic cathode-ray tube, which can be used both as a television monitor, to display standard video pictures, and as anx-y oscilloscope, so that a bright dot can be moved around the display by electrical signals. In addition, a third working mode is provided, according to which a time-compressed video picture of limited size (fast picture) plays the role that is typical of the spot in a standard oscilloscope. Through computer-assisted time compression, the frame period of the video signal is reduced to about one tenth of its standard value. The fast picture can accordingly be driven by even the fastest eye movements, and it can be displayed as a stabilized image, or, more generally, in the altered retinal feedback condition. Moreover, as compared with a standard video picture, the fast image can be “flashed” over much shorter time periods. Since a standard input video signal is used for both standard and fast video pictures, all the image processing facilities of commercial videographic systems can be fully exploited by the proposed device.  相似文献   

5.
Gaze-contingent displays combine a display device with an eyetracking system to rapidly update an image on the basis of the measured eye position. All such systems have a delay, the system latency, between a change in gaze location and the related change in the display. The system latency is the result of the delays contributed by the eyetracker, the display computer, and the display, and it is affected by the properties of each component, which may include variability. We present a direct, simple, and low-cost method to measure the system latency. The technique uses a device to briefly blind the eyetracker system (e.g., for video-based eyetrackers, a device with infrared light-emitting diodes (LED)), creating an eyetracker event that triggers a change to the display monitor. The time between these two events, as captured by a relatively low-cost consumer camera with high-speed video capability (1,000 Hz), is an accurate measurement of the system latency. With multiple measurements, the distribution of system latencies can be characterized. The same approach can be used to synchronize the eye position time series and a video recording of the visual stimuli that would be displayed in a particular gaze-contingent experiment. We present system latency assessments for several popular types of displays and discuss what values are acceptable for different applications, as well as how system latencies might be improved.  相似文献   

6.
Each page of video memory comprises four parallel planes that can be manipulated and displayed independently or in combination. A technique is described that involves programming the video hardware to achieve this. The utility of well-known video programming technology, such as the tachistoscope display, is thereby extended. Assembly language code is included, and a demonstration program is described.  相似文献   

7.
The number of channels that PC tachistoscopes can have has increased recently (Bokhorst, 1995; Myors, 1998); however, neither the quality of display nor speed of image switching has been improved. This article shows the capability of VESA’s VBE 3.0 standard (1998) for increasing the number of channels of high-quality images. And the refresh rate can be set to the fastest cathode ray tube (CRT) scanning rate the monitor can tolerate in order to reduce the timing delay of changing display. A PCTSCOPE library was written in C to provide these capabilities, which is compatible with conventional DOS real mode. The PC tachistoscope can have numbers of channels with various resolutions and colors and different refresh rates. For example, 25 images with the resolution of 640 × 480 pixels and 256 colors can be loaded to video memory, and vertical refresh rate can be set to 180 Hz. It takes less than 6 msec to change the display among 25 channels in synchronizing with the start of the video scanning frame. In this library, the number of channels, the resolution of the images, and the speed of changing display all are improved. The multichannel PC tachistoscope with this technique is especially suitable for research requiring high-quality images and rapid successive presentation of stimuli.  相似文献   

8.
For the study of human and animal vision, the video framebuffer is the only technology that is capable of displaying two-dimensional images with precise control of contrast, luminance, and display timing. The video framebuffer also allows precise control of color. However, this device is not designed for precise psychophysical displays, and techniques must be developed to use them in this role. In this paper, we describe a number of basic methods used in our lab. In order to be concrete, we use an Adage RDS-3000 raster display system (Adage, 1982) as an example, since that is the device we have actually used. The Adage is hosted by a PDP-11/73 under the Venix operating system. The principles generalize to other machines. Where it clarifies the issues, we have shown the syntax of the software routines involved.  相似文献   

9.
Two methods for generating video output on multiple video monitors are described. The first method involves splitting the signal from a single video adaptor card-so that multiple video monitors may be attached. Although this method is simple and relatively cost-effective, it is limited to adaptors that produce only digital video signals, thus precluding the use of VGA systems and composite displays. The second method involves the installation and programming of video adaptors: Two sample programs, which control a secondary adaptor by means of either BIOS routines or direct commands via C code, are described. Although more complex, this second method allows output to each display to be controlled independently. Furthermore, output to one screen may consist of graphics information while output to the second screen consists of text. Together, both methods can be used to create an experimental system composed of multiple data-collection stations and an independent experimenter console.  相似文献   

10.
A procedure for creating smooth and continuous moving displays on a microcomputer using the TMS 9918A video display processor (VDP) is discussed. This processor shares all of the features of other VDPs and, in addition, enables the user to directly program smooth motion of specified graphics shapes (sprites) with multilevel pattern overlaying. The general principles for programming this video chip are described, and a machine language driver is presented. Three illustrative applications from the event perception literature—wheel-generated motion, kinetic disruption of optical texture, and biomechanical motions—are presented as demonstrations of how the unique features of this video chip can be implemented in the creation of dynamic displays.  相似文献   

11.
It is well documented that in the first year after birth, infants are able to identify self-performed actions. This ability has been regarded as the basis of conscious self-perception. However, it is not yet known whether infants are also sensitive to aspects of the self when they cannot control the sensory feedback by means of self-performed actions. Therefore, we investigated the contribution of visual–tactile contingency to self-perception in infants. In Experiment 1, 7- and 10-month-olds were presented with two video displays of lifelike baby doll legs. The infant’s left leg was stroked contingently with only one of the video displays. The results showed that 7- and 10-month-olds looked significantly longer at the contingent display than at the non-contingent display. Experiment 2 was conducted to investigate the role of morphological characteristics in contingency detection. Ten-month-olds were presented with video displays of two neutral objects (i.e., oblong wooden blocks of approximately the same size as the doll legs) being stroked in the same way as in Experiment 1. No preference was found for either the contingent or the non-contingent display but our results confirm a significant decrease in looking time to the contingent display compared to Experiment 1. These results indicate that detection of visual–tactile contingency as one important aspect of self-perception is present very early in ontogeny. Furthermore, this ability appears to be limited to the perception of objects that strongly resemble the infant’s body, suggesting an early sensitivity to the morphology of one’s own body.  相似文献   

12.
Imitation studies and object search studies show that infants have difficulties using action information presented on video to guide their own behaviour. The present study investigated whether infants also have problems interpreting information shown on video relative to real live information. It was examined whether 6‐month‐olds interpret an action with a salient action effect as goal‐directed when it is performed by an actor on a video‐screen and when it is performed by a live actor. A video presentation of a goal‐directed action display was presented to one group of infants, and another group received the same action display, matched in all details, live on a stage. Results indicate that 6‐month‐olds in the video group as well as in the live group interpreted the human action as goal‐directed. Moreover, comparison across both groups revealed no difference in the overall looking pattern between the video and the live presentation group. Thus, our findings show that infants as young as 6 months of age can take important information from video clips and interpret televised actions in meaningful ways that is equivalent to their interpretation of live actions.  相似文献   

13.
Skill level and graphical detail shape perceptual judgments in tennis   总被引:1,自引:0,他引:1  
Loffing F  Wilkes T  Hagemann N 《Perception》2011,40(12):1447-1456
Reducing the representation of human actions from normal video to biological motion animation in perceptual tasks means removing a number of visual features from the scenery, thereby eliminating potentially useful information for successfully performing the task. To determine the impact of selected visual features on perceptual judgments in tennis, we invited skilled players and novices to predict baseline shot direction under four different display conditions (PL: point-light display; PL_TC: PL plus an animated tennis court; NV_NB: normal video without ball; NV: normal video). Skilled players clearly outperformed novices and prediction performance increased with more realistic display content. Both groups were similarly affected by display conditions and across groups significant differences between conditions were only found for PL vs NV, and PL_TC vs NV, respectively. Application of signal detection theory on response data revealed that, unlike novices, skilled players showed a bias towards preferentially expecting cross-court shots and this bias increased with enhancement in graphical detail. Results confirm previous research in that biological motion appears to provide the minimal essential information necessary for correctly predicting an opponent's intent, particularly in skilled players. In addition, findings indicate that a combination of player and scenery-related visual information is likely to facilitate visual anticipation; however, such information seems to impact skilled players' and novices' response behaviour differently.  相似文献   

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15.
The Observer Video-Pro is a system for collecting, managing, analyzing, and presenting observational data. It integrates The Observer software with time code and multimedia hardware components. It extends the functionality of a conventional real-time event recording program in various ways. Observational data can be collected, reviewed, and edited with synchronized display of the corresponding video images. For optimal visual feedback during coding, one can display the video image in a window on the computer screen. Video playback from either a VCR or a digital media file can be controlled by the computer, allowing software-controlled jog, shuttle, and search functions. Besides a wide range of VCRs, The Observer Video-Pro supports all major digital video file formats. The software allows the user to summarize research findings in numerical, graphical, or multimedia format. One can create a time-event plot for a quick glance at the temporal structure of the observed process, or run specific analysis procedures and generate reports with statistics. An Event Summary function is available for exploratory and qualitative analysis. Video material can be summarized in a Video Play List, which allows on-screen summary presentations or the creation of highlight compilations on tape, CD, or other media. Video images can be captured and saved as disk files, for use as illustrations in documents, slides for presentations, and so forth. In this paper we describe the design and operation of the system, illustrated with a case study from research on Repetitive Strain Injury (RSI).  相似文献   

16.
Tachistoscopic examinations, determinations of reaction times after visual stimuli, and latency measurements of visual evoked potentials require well-defined and often very fast display buildup on the monitor. Display buildup takes at least 14 msec when a VGA board is used in standard video modes. This time can be reduced to 4 msec or less by reprogramming some registers of the display adapter.  相似文献   

17.
Recent developments in microprocessor-based technology should be of particular interest to psychologists concerned with perceptual and cognitive processes. This paper describes the advantages of a Z-80-based system that uses the Technical Design Labs video display board (VDB) for the generation and control of visual stimuli.  相似文献   

18.
A system for monitoring the timing of infant gazes to specific locations is described. Infants sit on a parent’s lap in a dark room and observe videotaped stimuli presented on one of four monitors. Infrared (IR) light sources provide illumination for an IR-sensitive video camera and are positioned so that the infant’s direction of gaze can be readily apprehended on the basis of the reflections of the IR light sources relative to the infant’s pupil. The parent monitors the infant’s eyes through a headmounted display and keeps the infant in view of the video camera. Direction and timing of gaze shifts can be coded from frame-by-frame inspection of the videotape. We demonstrate that this coding is relatively accurate and that the present system provides some advantages over coding gaze direction on the basis of an unembellished video recording.  相似文献   

19.
Research into the perceptual and cognitive effects of playing video games is an area of increasing interest for many investigators. Over the past decade, expert video game players (VGPs) have been shown to display superior performance compared to non-video game players (nVGPs) on a range of visuospatial and attentional tasks. A benefit of video game expertise has recently been shown for task switching, suggesting that VGPs also have superior cognitive control abilities compared to nVGPs. In two experiments, we examined which aspects of task switching performance this VGP benefit may be localized to. With minimal trial-to-trial interference from minimally overlapping task set rules, VGPs demonstrated a task switching benefit compared to nVGPs. However, this benefit disappeared when proactive interference between tasks was increased, with substantial stimulus and response overlap in task set rules. We suggest that VGPs have no generalized benefit in task switching-related cognitive control processes compared to nVGPs, with switch cost reductions due instead to a specific benefit in controlling selective attention.  相似文献   

20.
Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.  相似文献   

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