Schneider W X
Ludwig-Maximilians-Universität, Allgemeine und Experimentelle Psychologie, München, Germany.
Psychol Res. 1999;62(2-3):220-36. doi: 10.1007/s004260050052.
This paper addresses the issue of how visual-spatial working memory, attention, and scene representation are related. The first section introduces a modified two-stage conception of visual-spatial processing. "Stage one" refers to low-level visual-spatial processing and computes in parallel for the currently available retinal information "object candidates," here called "visual-spatial units." An attentional process called "unit selection" allows access to stage two for one of these units at a time. Stage two contains high-level visual-spatial information that can be used for goal-directions (e.g., verbal report, grasping). It consists of three parallel processing streams. First, the currently selected unit is recognized; second, a spatial-motor program for the selected unit is computed; and third, an "object file" is set up for the selected unit. An object file contains temporary episodic representations of detailed high-level visual-spatial attributes of an "object" plus an "index." An index acts as a pointer and is bound via temporary connections to the attributes of the file. Section two of this paper specifies one part of stage two in more detail, namely visual-spatial working memory (VSWM). It can contain up to four object files. A first central claim is that during sensory-based processing for working memory ("access"), one object file is always "on-line," and up to three other object files are "off-line". A second central claim is that the process of setting up an object file depends on the number and the activation level of already stored files. Based on the concept of activation-based competition between object files, it is postulated that the more files that are stored and the higher their activation is, the longer it takes for a newly set up object file to reach a sufficient level of activation. Activation-based competition is also used to explain "short-term forgetting" by "interference." A third central claim about VSWM is that a "refreshment" process exists that increases the activation level of an index of an object file in order to prevent forgetting or in order to bring the file back to the state of controlling the current action. Finally, section three gives a selective look at a number of experimental data such as the attentional blink, backward masking, dwell time effects, transsaccadic memory, and change blindness. New explanations are offered and new predictions made.
本文探讨了视觉空间工作记忆、注意力和场景表征之间的关系问题。第一部分介绍了一种经过修改的视觉空间处理两阶段概念。“第一阶段”指的是低级视觉空间处理,它对当前可用的视网膜信息并行计算“对象候选物”,在此称为“视觉空间单元”。一个名为“单元选择”的注意力过程允许一次为这些单元中的一个访问第二阶段。第二阶段包含可用于目标导向(例如言语报告、抓握)的高级视觉空间信息。它由三个并行处理流组成。首先,识别当前选择的单元;其次,为所选单元计算一个空间运动程序;第三,为所选单元建立一个“对象文件”。一个对象文件包含一个“对象”的详细高级视觉空间属性的临时情景表征以及一个“索引”。一个索引充当指针,并通过临时连接与文件的属性绑定。本文的第二部分更详细地指定了第二阶段的一部分,即视觉空间工作记忆(VSWM)。它最多可包含四个对象文件。第一个核心主张是,在基于感觉的工作记忆处理(“访问”)期间,一个对象文件始终处于“在线”状态,另外最多三个对象文件处于“离线”状态。第二个核心主张是,建立对象文件的过程取决于已存储文件的数量和激活水平。基于对象文件之间基于激活的竞争概念,假设存储的文件越多且它们的激活水平越高,新建立的对象文件达到足够激活水平所需的时间就越长。基于激活的竞争也用于通过“干扰”来解释“短期遗忘”。关于VSWM的第三个核心主张是,存在一个“刷新”过程,该过程会提高对象文件索引的激活水平,以防止遗忘或将文件恢复到控制当前动作的状态。最后,第三部分选择性地审视了一些实验数据,如注意瞬脱、逆向掩蔽、停留时间效应、跨眼跳记忆和变化盲视。提供了新的解释并做出了新的预测。