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1.
Psychol Sci ; 35(2): 191-201, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-38252798

RESUMO

To estimate object properties such as mass or friction, our brain relies on visual information to efficiently compute approximations. The role of sensorimotor feedback, however, is not well understood. Here we tested healthy adults (N = 79) in an inclined-plane problem, that is, how much a plane can be tilted before an object starts to slide, and contrasted the interaction group with observation groups who accessed involved forces by watching objects being manipulated. We created objects of different masses and levels of friction and asked participants to estimate the critical tilt angle after pushing an object, lifting it, or both. Estimates correlated with applied forces and were biased toward object mass, with higher estimates for heavier objects. Our findings highlight that inferences about physical object properties are tightly linked to the human sensorimotor system and that humans integrate sensorimotor information even at the risk of nonveridical perceptual estimates.


Assuntos
Percepção de Peso , Adulto , Humanos , Fricção , Encéfalo , Desempenho Psicomotor , Força da Mão
2.
J Neurophysiol ; 130(5): 1142-1149, 2023 11 01.
Artigo em Inglês | MEDLINE | ID: mdl-37791381

RESUMO

Allocentric and egocentric reference frames are used to code the spatial position of action targets in reference to objects in the environment, i.e., relative to landmarks (allocentric), or the observer (egocentric). Previous research investigated reference frames in isolation, for example, by shifting landmarks relative to the target and asking participants to reach to the remembered target location. Systematic reaching errors were found in the direction of the landmark shift and used as a proxy for allocentric spatial coding. Here, we examined the interaction of both allocentric and egocentric reference frames by shifting the landmarks as well as the observer. We asked participants to encode a three-dimensional configuration of balls and to reproduce this configuration from memory after a short delay followed by a landmark or an observer shift. We also manipulated the number of landmarks to test its effect on the use of allocentric and egocentric reference frames. We found that participants were less accurate when reproducing the configuration of balls after an observer shift, which was reflected in larger configurational errors. In addition, an increase in the number of landmarks led to a stronger reliance on allocentric cues and a weaker contribution of egocentric cues. In sum, our results highlight the important role of egocentric cues for allocentric spatial coding in the context of memory-guided actions.NEW & NOTEWORTHY Objects in our environment are coded relative to each other (allocentrically) and are thought to serve as independent and reliable cues (landmarks) in the context of unreliable egocentric signals. Contrary to this assumption, we demonstrate that egocentric cues alter the allocentric spatial memory, which could reflect recently discovered interactions between allocentric and egocentric neural processing pathways. Furthermore, additional landmarks lead to a higher contribution of allocentric and a lower contribution of egocentric cues.


Assuntos
Sinais (Psicologia) , Memória Espacial , Humanos , Desempenho Psicomotor , Percepção Espacial , Rememoração Mental
3.
Sci Rep ; 13(1): 11803, 2023 07 21.
Artigo em Inglês | MEDLINE | ID: mdl-37479760

RESUMO

Adult gaze behaviour towards naturalistic scenes is highly biased towards semantic object classes. Little is known about the ontological development of these biases, nor about group-level differences in gaze behaviour between adults and preschoolers. Here, we let preschoolers (n = 34, age 5 years) and adults (n = 42, age 18-59 years) freely view 40 complex scenes containing objects with different semantic attributes to compare their fixation behaviour. Results show that preschool children allocate a significantly smaller proportion of dwell time and first fixations on Text and instead fixate Faces, Touched objects, Hands and Bodies more. A predictive model of object fixations controlling for a range of potential confounds suggests that most of these differences can be explained by drastically reduced text salience in pre-schoolers and that this effect is independent of low-level salience. These findings are in line with a developmental attentional antagonism between text and body parts (touched objects and hands in particular), which resonates with recent findings regarding 'cortical recycling'. We discuss this and other potential mechanisms driving salience differences between children and adults.


Assuntos
Mãos , Percepção do Tato , Adulto , Pré-Escolar , Humanos , Adolescente , Adulto Jovem , Pessoa de Meia-Idade , Tato , Extremidade Superior , Viés
4.
Behav Res Methods ; 55(2): 570-582, 2023 02.
Artigo em Inglês | MEDLINE | ID: mdl-35322350

RESUMO

Virtual reality (VR) is a powerful tool for researchers due to its potential to study dynamic human behavior in highly naturalistic environments while retaining full control over the presented stimuli. Due to advancements in consumer hardware, VR devices are now very affordable and have also started to include technologies such as eye tracking, further extending potential research applications. Rendering engines such as Unity, Unreal, or Vizard now enable researchers to easily create complex VR environments. However, implementing the experimental design can still pose a challenge, and these packages do not provide out-of-the-box support for trial-based behavioral experiments. Here, we present a Python toolbox, designed to facilitate common tasks when developing experiments using the Vizard VR platform. It includes functionality for common tasks like creating, randomizing, and presenting trial-based experimental designs or saving results to standardized file formats. Moreover, the toolbox greatly simplifies continuous recording of eye and body movements using any hardware supported in Vizard. We further implement and describe a simple goal-directed reaching task in VR and show sample data recorded from five volunteers. The toolbox, example code, and data are all available on GitHub under an open-source license. We hope that our toolbox can simplify VR experiment development, reduce code duplication, and aid reproducibility and open-science efforts.


Assuntos
Interface Usuário-Computador , Realidade Virtual , Humanos , Reprodutibilidade dos Testes , Software
5.
Sci Rep ; 12(1): 14084, 2022 08 18.
Artigo em Inglês | MEDLINE | ID: mdl-35982112

RESUMO

The sensations to own and control a body as well as being located in a body describe the relation between ourselves and our body, termed embodiment. Embodiment plays a central role in our everyday actions. However, its assessment is challenging. Recent findings suggest that measures on embodiment are confounded by demand characteristics and suggestibility. To investigate the impact of demand characteristics on embodiment and presence, we compared results from an online experiment measuring participants' expectations, to the same experiment in virtual reality (VR). In the online experiment, participants watched a video of a participant performing the VR experiment. In the VR experiment, participants performed a soap-bubble-kicking task, which allowed the feelings of embodiment and presence to arise. We manipulated temporo-spatial movement synchrony (Movement: synchronous, asynchronous) and avatar visibility (Visibility: visible, invisible). In addition, we assessed participants' suggestibility with exercises. The introduced manipulations influenced the ratings in both experiments similarly. Embodiment ratings were additionally affected by suggestibility. Altogether, our results show that participants were aware of the research hypotheses, which indicates that demand characteristics confound embodiment and presence research alike. Overcoming challenges of demand characteristics is crucial to correctly interpret scientific results and to translate these results into applied settings.


Assuntos
Realidade Virtual , Humanos , Movimento
6.
Perception ; 50(10): 904-907, 2021 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-34617834

RESUMO

Everyday movements are guided by objects' positions relative to other items in the scene (allocentric information) as well as by objects' positions relative to oneself (egocentric information). Allocentric information can guide movements to the remembered positions of hidden objects, but is it also used when the object remains visible? To stimulate the use of allocentric information, the position of the participant's finger controlled the velocity of a cursor that they used to intercept moving targets, so there was no one-to-one mapping between egocentric positions of the hand and cursor. We evaluated whether participants relied on allocentric information by shifting all task-relevant items simultaneously leaving their allocentric relationships unchanged. If participants rely on allocentric information they should not respond to this perturbation. However, they did. They responded in accordance with their responses to each item shifting independently, supporting the idea that fast guidance of ongoing movements primarily relies on egocentric information.


Assuntos
Movimento , Percepção Espacial , Mãos , Humanos , Rememoração Mental
7.
Exp Brain Res ; 238(9): 1813-1826, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32500297

RESUMO

In everyday life, our brain constantly builds spatial representations of the objects surrounding us. Many studies have investigated the nature of these spatial representations. It is well established that we use allocentric information in real-time and memory-guided movements. Most studies relied on small-scale and static experiments, leaving it unclear whether similar paradigms yield the same results on a larger scale using dynamic objects. We created a virtual reality task that required participants to encode the landing position of a virtual ball thrown by an avatar. Encoding differed in the nature of the task in that it was either purely perceptual ("view where the ball landed while standing still"-Experiment 1) or involved an action ("intercept the ball with the foot just before it lands"-Experiment 2). After encoding, participants were asked to place a real ball at the remembered landing position in the virtual scene. In some trials, we subtly shifted either the thrower or the midfield line on a soccer field to manipulate allocentric coding of the ball's landing position. In both experiments, we were able to replicate classic findings from small-scale experiments and to generalize these results to different encoding tasks (perception vs. action) and response modes (reaching vs. walking-and-placing). Moreover, we found that participants preferably encoded the ball relative to the thrower when they had to intercept the ball, suggesting that the use of allocentric information is determined by the encoding task by enhancing task-relevant allocentric information. Our findings indicate that results previously obtained from memory-guided reaching are not restricted to small-scale movements, but generalize to whole-body movements in large-scale dynamic scenes.


Assuntos
Percepção Espacial , Realidade Virtual , Humanos , Memória , Rememoração Mental , Movimento
8.
J Vis ; 20(4): 1, 2020 04 09.
Artigo em Inglês | MEDLINE | ID: mdl-32271893

RESUMO

An essential difference between pictorial space displayed as paintings, photographs, or computer screens, and the visual space experienced in the real world is that the observer has a defined location, and thus valid information about distance and direction of objects, in the latter but not in the former. Thus egocentric information should be more reliable in visual space, whereas allocentric information should be more reliable in pictorial space. The majority of studies relied on pictorial representations (images on a computer screen), leaving it unclear whether the same coding mechanisms apply in visual space. Using a memory-guided reaching task in virtual reality, we investigated allocentric coding in both visual space (on a table in virtual reality) and pictorial space (on a monitor that is on the table in virtual reality). Our results suggest that the brain uses allocentric information to represent objects in both pictorial and visual space. Contrary to our hypothesis, the influence of allocentric cues was stronger in visual space than in pictorial space, also after controlling for retinal stimulus size, confounding allocentric cues, and differences in presentation depth. We discuss possible reasons for stronger allocentric coding in visual than in pictorial space.


Assuntos
Memória de Curto Prazo/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Percepção Espacial/fisiologia , Adulto , Feminino , Humanos , Masculino , Ilusões Ópticas , Orientação , Adulto Jovem
9.
J Vis ; 19(14): 12, 2019 12 02.
Artigo em Inglês | MEDLINE | ID: mdl-31830241

RESUMO

Common factors are ubiquitous. For example, there is a common factor, g, for intelligence. In vision, there is much weaker evidence for such common factors. For example, visual illusion magnitudes correlate only weakly with each other. Here, we investigated whether illusions are hyper-specific as in perceptual learning. First, we tested 19 variants of the Ebbinghaus illusion that differed in color, shape, or texture. Correlations between the illusion magnitudes of the different variants were mostly significant. Second, we reanalyzed a dataset from a previous experiment where 10 illusions were tested under four conditions of luminance and found significant correlations between the different luminance conditions of each illusion. However, there were only very weak correlations between the 10 different illusions. Third, five visual illusions were tested with four orientations. Again, there were significant correlations between the four orientations of each illusion, but not across different illusions. The weak inter-illusion correlations suggest that there is no unique common mechanism for the tested illusions. We suggest that most illusions make up their own factor.


Assuntos
Ilusões Ópticas , Visão Ocular , Percepção Visual , Adolescente , Adulto , Idoso , Cor , Análise Fatorial , Feminino , Humanos , Ilusões , Aprendizagem , Masculino , Pessoa de Meia-Idade , Reprodutibilidade dos Testes , Adulto Jovem
10.
Sci Rep ; 9(1): 6263, 2019 04 18.
Artigo em Inglês | MEDLINE | ID: mdl-31000759

RESUMO

In the field of spatial coding it is well established that we mentally represent objects for action not only relative to ourselves, egocentrically, but also relative to other objects (landmarks), allocentrically. Several factors facilitate allocentric coding, for example, when objects are task-relevant or constitute stable and reliable spatial configurations. What is unknown, however, is how object-semantics facilitate the formation of these spatial configurations and thus allocentric coding. Here we demonstrate that (i) we can quantify the semantic similarity of objects and that (ii) semantically similar objects can serve as a cluster of landmarks that are allocentrically coded. Participants arranged a set of objects based on their semantic similarity. These arrangements were then entered into a similarity analysis. Based on the results, we created two semantic classes of objects, natural and man-made, that we used in a virtual reality experiment. Participants were asked to perform memory-guided reaching movements toward the initial position of a target object in a scene while either semantically congruent or incongruent landmarks were shifted. We found that the reaching endpoints systematically deviated in the direction of landmark shift. Importantly, this effect was stronger for shifts of semantically congruent landmarks. Our findings suggest that object-semantics facilitate allocentric coding by creating stable spatial configurations.


Assuntos
Semântica , Percepção Espacial/fisiologia , Adolescente , Adulto , Humanos , Memória , Experimentação Humana não Terapêutica , Desempenho Psicomotor , Virtudes , Adulto Jovem
11.
Exp Brain Res ; 236(8): 2277-2286, 2018 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-29858917

RESUMO

Visual mental imagery is the subjective experience of seeing objects or events in front of the 'inner eye', although they are not actually present. Previous research indicates that (1) visual images help to remember what has been experienced in the past or when objects need to be inspected or manipulated, and (2) visual images are correlated with neural activity in early visual cortices, demonstrating a possible overlap between visual imagery and visual perception. However, recent research revealed that visual imagery can also disrupt cognitive processes and impede thinking. In this transcranial magnetic stimulation (TMS) experiment, participants had to solve relational reasoning problems that varied in their imageability (easy or difficult to visualize as a mental image). While solving the problems, eight 10 Hz pulses were either applied to primary visual cortex (V1) or a control site (Vertex). Our findings suggest a causal link between mental imagery, primary visual cortex, and reasoning with visual problems. Moreover, participants exhibited much lower error rates when TMS was applied to V1. We conclude that the disruption of visual images in primary visual cortex can facilitate reasoning.


Assuntos
Imaginação/fisiologia , Pensamento/fisiologia , Estimulação Magnética Transcraniana/métodos , Córtex Visual/fisiologia , Percepção Visual/fisiologia , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
12.
PLoS One ; 13(3): e0194227, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29590161

RESUMO

The role of mental imagery has been puzzling researchers for more than two millennia. Both positive and negative effects of mental imagery on information processing have been discussed. The aim of this work was to examine how mental imagery affects object recognition and associative learning. Based on different perceptual and cognitive accounts we tested our imagery-induced interaction hypothesis in a series of two experiments. According to that, mental imagery could lead to (1) a superior performance in object recognition and associative learning if these objects are imagery-congruent (semantically) and to (2) an inferior performance if these objects are imagery-incongruent. In the first experiment, we used a static environment and tested associative learning. In the second experiment, subjects encoded object information in a dynamic environment by means of a virtual sewer system. Our results demonstrate that subjects who received a role adoption task (by means of guided mental imagery) performed better when imagery-congruent objects were used and worse when imagery-incongruent objects were used. We finally discuss our findings also with respect to alternative accounts and plead for a multi-methodological approach for future research in order to solve this issue.


Assuntos
Imaginação , Reconhecimento Psicológico , Adolescente , Adulto , Feminino , Humanos , Imagens, Psicoterapia , Masculino , Memória , Percepção , Estimulação Luminosa , Tempo de Reação , Semântica , Adulto Jovem
13.
Cogn Process ; 18(2): 135-144, 2017 May.
Artigo em Inglês | MEDLINE | ID: mdl-28070686

RESUMO

The present work investigated the impact of affect in landmark-based wayfinding. We assumed that affect-laden landmarks improve wayfinding performance and have an impact on later landmark recognition. To investigate our hypotheses, we ran two experiments in a virtual maze. In Experiment 1, we investigated how affect-laden landmarks influence wayfinding and recognition in comparison with neutral landmarks. The aim of Experiment 2 was to focus on the affective valence of a landmark. The memory tasks of both experiments were repeated after 1 week in order to assess memory consolidation. Results showed that the best wayfinding and recognition performance occurs when negatively laden landmarks were used. In comparison with neutral and positively laden landmarks, recognition performance hardly decreased over time for the negatively laden landmarks. Our results not only support findings in the field of emotion research but also expand the concept of semantic landmark salience with respect to emotional responses.


Assuntos
Emoções/fisiologia , Reconhecimento Psicológico/fisiologia , Percepção Espacial/fisiologia , Comportamento Espacial/fisiologia , Adulto , Feminino , Humanos , Masculino , Escalas de Graduação Psiquiátrica , Interface Usuário-Computador , Adulto Jovem
14.
Front Psychol ; 7: 1443, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27708608

RESUMO

Spatial representations are a result of multisensory information integration. More recent findings suggest that the multisensory information processing of a scene can be facilitated when paired with a semantically congruent auditory signal. This congruency effect was taken as evidence that audio-visual integration occurs for complex scenes. As navigation in our environment consists of a seamless integration of complex sceneries, a fundamental question arises: how is human landmark-based wayfinding affected by multimodality? In order to address this question, two experiments were conducted in a virtual environment. The first experiment compared wayfinding and landmark recognition performance in unimodal visual and acoustic landmarks. The second experiment focused on the congruency of multimodal landmark combinations and additionally assessed subject's self-reported strategies (i.e., whether they focused on direction sequences or landmarks). We demonstrate (1) the equality of acoustic and visual landmarks and (2) the congruency effect for the recognition of landmarks. Additionally, the results point out that self-reported strategies play a role and are an under-investigated topic in human landmark-based wayfinding.

15.
Front Psychol ; 7: 1956, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-28066283

RESUMO

Much research has been done on how people find their way from one place to another. Compared to that, there is less research available on how people find back from the destination to their origin. We first present theoretical approaches to perceptual and cognitive processes involved in finding a return path, including concepts, such as visibility, structural salience, and allocentric versus egocentric perspective, followed by a series of three experiments. In these experiments, we presented subjects intersections that contained landmark information on different positions. In order to investigate the processes involved, we used different measures, such as route-continuation (in learning direction and in opposite direction) and free-recall of route information. In summary, the results demonstrate the importance of landmark positions at intersections (structural salience in combination with perspective) and that finding the return path is more difficult than reproducing the same route from the learning condition. All findings will be discussed with respect to the current research literature on landmark-based wayfinding.

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