Seya Yasuhiro, Tsuji Takayuki, Shinoda Hiroyuki
Department of Human and Computer Intelligence, Ritsumeikan University, Kusatsu, Shiga, Japan; e-mail:
Graduate School of Information Science and Engineering, Ritsumeikan University, Kusatsu, Shiga, Japan; e-mail:
Iperception. 2014 Dec 1;5(7):630-40. doi: 10.1068/i0671. eCollection 2014.
In the present study, the effects of depth order on forward and backward vection were examined using optical flows simulating motion in depth (i.e., approaching or receding). In an experiment, space extending 10 or 20 m in depth was simulated, and the space was divided into foreground and background spaces. In each space, a random-dot pattern was presented and the binocular disparity, size, and velocity of each dot were continuously manipulated in a way consistent with the depth being simulated. Participants reported whether they perceived vection. Latency, total duration (i.e., the amount of time that participants reported perceiving vection during a 60-s presentation), and strong-vection duration (i.e., the amount of time that participants reported perceiving strong vection) were measured. The results indicated that, even though the dots making up the optical flow were much smaller and slower moving in the background space than in the foreground space, vection was strongly dependent on flow motion in the background space. This supports the idea that the perceptual system uses background stimulus motion as a reliable cue for self-motion perception.
在本研究中,使用模拟深度运动(即接近或后退)的光流来检验深度顺序对向前和向后运动错觉的影响。在一项实验中,模拟了深度延伸10米或20米的空间,并将该空间分为前景空间和背景空间。在每个空间中,呈现随机点图案,并以与模拟深度一致的方式连续操纵每个点的双眼视差、大小和速度。参与者报告他们是否感知到运动错觉。测量了潜伏期、总持续时间(即参与者在60秒呈现期间报告感知到运动错觉的时间量)和强烈运动错觉持续时间(即参与者报告感知到强烈运动错觉的时间量)。结果表明,尽管构成光流的点在背景空间中比在前景空间中更小且移动更慢,但运动错觉强烈依赖于背景空间中的流运动。这支持了这样一种观点,即感知系统将背景刺激运动用作自我运动感知的可靠线索。