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动态玻璃图案的感知

Perception of dynamic glass patterns.

作者信息

Nankoo Jean-François, Madan Christopher R, Spetch Marcia L, Wylie Douglas R

机构信息

Department of Psychology, University of Alberta, Edmonton, Alberta, Canada.

出版信息

Vision Res. 2012 Nov 1;72:55-62. doi: 10.1016/j.visres.2012.09.008. Epub 2012 Sep 24.

Abstract

In the mammalian brain, form and motion are processed through two distinct pathways at early stages of visual processing. However, recent evidence suggests that these two pathways may interact. Here we used dynamic Glass patterns, which have been previously shown to create the perception of coherent motion in humans, despite containing no motion coherence. Glass patterns are static stimuli that consist of randomly positioned dot pairs that are integrated spatially to create the perception of a global form, whereas dynamic Glass patterns consist of several independently generated static Glass patterns presented sequentially. In the current study, we measured the detection threshold of five types of dynamic Glass patterns and compared the rank order of the detection thresholds with those found for static Glass patterns and real motion patterns (using random dot stimuli). With both the static Glass patterns and dynamic Glass patterns, detection thresholds were lowest for concentric and radial patterns and highest for horizontal patterns. We also found that vertical patterns were better detected than horizontal patterns, consistent with prior evidence of a "horizontal effect" in the perception of natural scene images. With real motion, detection thresholds were equivalent across all patterns, with the exception of higher thresholds for spiral patterns. Our results suggest that dynamic Glass patterns are processed primarily as form prior to input into the motion system.

摘要

在哺乳动物大脑中,形状和运动在视觉处理的早期阶段通过两条不同的通路进行处理。然而,最近的证据表明这两条通路可能相互作用。在这里,我们使用了动态格拉斯图案,此前已证明这种图案能在人类中产生连贯运动的感知,尽管其中并不包含运动连贯性。格拉斯图案是静态刺激,由随机定位的点对组成,这些点对在空间上整合以产生全局形状的感知,而动态格拉斯图案由几个独立生成的静态格拉斯图案依次呈现组成。在当前研究中,我们测量了五种类型动态格拉斯图案的检测阈值,并将检测阈值的排序与静态格拉斯图案和真实运动图案(使用随机点刺激)的检测阈值排序进行比较。对于静态格拉斯图案和动态格拉斯图案,同心图案和径向图案的检测阈值最低,水平图案的检测阈值最高。我们还发现垂直图案比水平图案更容易被检测到,这与之前在自然场景图像感知中“水平效应”的证据一致。对于真实运动,除了螺旋图案的阈值较高外,所有图案的检测阈值都相当。我们的结果表明,动态格拉斯图案在输入到运动系统之前主要作为形状进行处理。

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