Singer Jedediah M, Sheinberg David L
Brain Science Program, Brown University, Providence, RI, USA.
J Vis. 2008 May 23;8(5):8.1-8. doi: 10.1167/8.5.8.
The perception of visual motion relies on different computations and different neural substrates than the perception of static form. It is therefore useful to have psychophysical stimuli that carry mostly or entirely motion information, conveying little or nothing about form in any single frame. Structure-from-motion stimuli can sometimes achieve this dissociation, with some examples in studies of biological motion using point-light walkers. It is, however, generally not trivial to provide motion information without also providing static form information. The problem becomes more computationally difficult when the structures and the motions in question are complex. Here we present a technique by which an animated three-dimensional scene can be rendered in real-time as a pattern of dots. Each dot follows the trajectory of the underlying object in the animation, but each static frame of the animation appears to be a uniform random field of dots. The resulting stimuli capture motion vectors across arbitrary complex scenes, while providing virtually no instantaneous information about the structure of that scene. We also present the results of a psychophysical experiment demonstrating the efficacy and the limitations of the technique. The ability to create such stimuli on the fly allows for interactive adjustment and control of the stimuli, real-time parametric variations of structure and motion, and the creation of large libraries of actions without the need to pre-render a prohibitive number of movies. This technique provides a powerful tool for the dissociation of complex motion from static form.
视觉运动感知所依赖的计算和神经基质与静态形状感知不同。因此,拥有主要或完全携带运动信息、在任何单帧中几乎不传达或不传达形状信息的心理物理学刺激是很有用的。从运动结构刺激有时可以实现这种分离,比如在使用点光步行者进行生物运动研究的一些例子中。然而,在不提供静态形状信息的情况下提供运动信息通常并非易事。当所涉及的结构和运动很复杂时,这个问题在计算上会变得更加困难。在这里,我们提出一种技术,通过该技术可以将动画三维场景实时渲染为点的模式。每个点在动画中遵循底层对象的轨迹,但动画的每个静态帧看起来都是一个均匀的随机点场。由此产生的刺激捕捉了任意复杂场景中的运动矢量,同时几乎不提供有关该场景结构的即时信息。我们还展示了一个心理物理学实验的结果,证明了该技术的有效性和局限性。能够即时创建此类刺激允许对刺激进行交互式调整和控制、结构和运动的实时参数变化,以及创建大量动作库,而无需预先渲染数量过多的影片。这项技术为将复杂运动与静态形状分离提供了一个强大的工具。