Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 3 de 3
Filtrar
Mais filtros

Bases de dados
Ano de publicação
Tipo de documento
País de afiliação
Intervalo de ano de publicação
1.
Front Behav Neurosci ; 7: 45, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23750130

RESUMO

The ability to maintain appropriate gaps to objects in one's environment is important when navigating through a three-dimensional world. Previous research has shown that the visual angle subtended by a lead/approaching object and its rate of change are important variables for timing interceptions, collision avoidance, continuous regulation of braking, and manual control of headway. However, investigations of headway maintenance have required participants to maintain a fixed distance headway and have not investigated how information about own-speed is taken into account. In the following experiment, we asked participants to use a joystick to follow computer-simulated lead objects. The results showed that ground texture, following speed, and the size of the lead object had significant effects on both mean following distances and following distance variance. Furthermore, models of the participants' joystick responses provided better fits when it was assumed that the desired visual extent of the lead object would vary over time. Taken together, the results indicate that while information about own-speed is used by controllers to set the desired headway to a lead object, the continuous regulation of headway is influenced primarily by the visual angle of the lead object and its rate of change. The reliance on visual angle, its rate of change, and/or own-speed information also varied depending on the control dynamics of the system. Such findings are consistent with an optimal control criterion that reflects a differential weighting on different sources of information depending on the plant dynamics. As in other judgements of motion in depth, the information used for controlling headway to other objects in the environment varies depending on the constraints of the task and different strategies of control.

2.
Presence (Camb) ; 11(1): 19-32, 2002 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-12096756

RESUMO

Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.


Assuntos
Apresentação de Dados , Orientação , Comportamento Espacial , Análise e Desempenho de Tarefas , Interface Usuário-Computador , Adolescente , Adulto , Análise de Variância , Gráficos por Computador , Ergonomia , Feminino , Humanos , Masculino , Tato
3.
Percept Psychophys ; 64(4): 650-66, 2002 May.
Artigo em Inglês | MEDLINE | ID: mdl-12132765

RESUMO

When motion in the frontoparallel plane is temporally sampled, it is often perceived to be slower than its continuous counterpart. This finding stands in contrast to humans' ability to extrapolate and anticipate constant-velocity motion. We investigated whether this sampling bias generalizes to motion in the sagittal plane (i.e., objects approaching the observer). We employed a paradigm in which observers judged the arrival time of an oncoming object. We found detrimental effects of time sampling on both perceived time to contact and time to passage. Observers systematically overestimated the time it would take a frontally approaching object to intersect their eye plane. To rule out artifacts inherent in computer simulation, we replicated the experiment, using real objects. The bias persisted and proved to be robust across a large range of temporal and spatial variations. Energy and pooling mechanisms are discussed in an attempt to understand the effect.


Assuntos
Atenção , Percepção de Profundidade , Percepção de Movimento , Orientação , Reconhecimento Visual de Modelos , Percepção do Tempo , Adulto , Simulação por Computador , Aprendizagem por Discriminação , Feminino , Humanos , Cinestesia , Masculino , Ilusões Ópticas , Psicofísica , Reprodutibilidade dos Testes
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA