Department of Informatics, University of Sussex, Brighton BN1 9QJ, United Kingdom; Sackler Centre for Consciousness Science, University of Sussex, Brighton BN1 9QJ, United Kingdom.
Department of Informatics, University of Sussex, Brighton BN1 9QJ, United Kingdom; Sackler Centre for Consciousness Science, University of Sussex, Brighton BN1 9QJ, United Kingdom.
Cognition. 2019 Jun;187:95-107. doi: 10.1016/j.cognition.2019.03.003. Epub 2019 Mar 7.
To investigate how embodied sensorimotor interactions shape subjective visual experience, we developed a novel combination of Virtual Reality (VR) and Augmented Reality (AR) within an adapted breaking continuous flash suppression (bCFS) paradigm. In a first experiment, participants manipulated novel virtual 3D objects, viewed through a head-mounted display, using three interlocking cogs. This setup allowed us to manipulate the sensorimotor contingencies governing interactions with virtual objects, while characterising the effects on subjective visual experience by measuring breakthrough times from bCFS. We contrasted the effects of the congruency (veridical versus reversed sensorimotor coupling) and contingency (live versus replayed interactions) using a motion discrimination task. The results showed that the contingency but not congruency of sensorimotor coupling affected breakthrough times, with live interactions displaying faster breakthrough times. In a second experiment, we investigated how the contingency of sensorimotor interactions affected object category discrimination within a more naturalistic setting, using a motion tracker that allowed object interactions with increased degrees of freedom. We again found that breakthrough times were faster for live compared to replayed interactions (contingency effect). Together, these data demonstrate that bCFS breakthrough times for unfamiliar 3D virtual objects are modulated by the contingency of the dynamic causal coupling between actions and their visual consequences, in line with theories of perception that emphasise the influence of sensorimotor contingencies on visual experience. The combination of VR/AR and motion tracking technologies with bCFS provides a novel methodology extending the use of binocular suppression paradigms into more dynamic and realistic sensorimotor environments.
为了探究具身的感觉运动交互如何塑造主观视觉体验,我们在经过改编的连续闪光抑制(bCFS)范式中,将虚拟现实(VR)和增强现实(AR)结合起来。在第一个实验中,参与者通过头戴式显示器操作三个互锁的齿轮来操控新颖的虚拟 3D 物体。该设置允许我们操纵与虚拟物体交互的感觉运动因果关系,同时通过测量 bCFS 的突破时间来评估其对主观视觉体验的影响。我们使用运动辨别任务对比了感觉运动耦合的一致性(真实与反转)和连续性(实时与重播交互)的影响。结果表明,感觉运动耦合的连续性而非一致性影响了突破时间,实时交互显示出更快的突破时间。在第二个实验中,我们使用运动跟踪器在更自然的环境中研究了感觉运动交互的连续性如何影响物体类别辨别,该运动跟踪器允许物体交互具有更高的自由度。我们再次发现,实时交互比重播交互的突破时间更快(连续性效应)。这些数据表明,bCFS 对不熟悉的 3D 虚拟物体的突破时间受到动作与其视觉后果之间动态因果关系的连续性的调节,这与强调感觉运动连续性对视觉体验影响的知觉理论一致。VR/AR 和运动跟踪技术与 bCFS 的结合为将双眼抑制范式扩展到更动态和真实的感觉运动环境提供了一种新方法。