Center for Vision Research, York University, 4700 Keele Street, Toronto, ON, M3J 1P3, Canada.
Atten Percept Psychophys. 2022 Jan;84(1):25-46. doi: 10.3758/s13414-021-02372-4. Epub 2021 Oct 26.
Judging object speed during observer self-motion requires disambiguating retinal stimulation from two sources: self-motion and object motion. According to the Flow Parsing hypothesis, observers estimate their own motion, then subtract the retinal corresponding motion from the total retinal stimulation and interpret the remaining stimulation as pertaining to object motion. Subtracting noisier self-motion information from retinal input should lead to a decrease in precision. Furthermore, when self-motion is only simulated visually, self-motion is likely to be underestimated, yielding an overestimation of target speed when target and observer move in opposite directions and an underestimation when they move in the same direction. We tested this hypothesis with a two-alternative forced-choice task in which participants judged which of two motions, presented in an immersive 3D environment, was faster. One motion interval contained a ball cloud whose speed was selected dynamically according to a PEST staircase, while the other contained one big target travelling laterally at a fixed speed. While viewing the big target, participants were either static or experienced visually simulated lateral self-motion in the same or opposite direction of the target. Participants were not significantly biased in either motion profile, and precision was only significantly lower when participants moved visually in the direction opposite to the target. We conclude that, when immersed in an ecologically valid 3D environment with rich self-motion cues, participants perceive an object's speed accurately at a small precision cost, even when self-motion is simulated only visually.
自身运动和物体运动。根据流解析假说,观察者估计自己的运动,然后从总视网膜刺激中减去相应的视网膜运动,并将剩余的刺激解释为物体运动。从视网膜输入中减去更嘈杂的自身运动信息应该会降低精度。此外,当仅通过视觉模拟自身运动时,自身运动很可能被低估,从而导致当目标和观察者朝相反方向运动时高估目标速度,而当它们朝同一方向运动时低估目标速度。我们通过一个二选一的强制选择任务来测试这个假设,参与者判断两个运动中的哪一个更快,这两个运动是在沉浸式 3D 环境中呈现的。一个运动区间包含一个球云,其速度根据 PEST 阶梯动态选择,而另一个区间包含一个以固定速度横向移动的大目标。当观看大目标时,参与者要么静止,要么在与目标相同或相反的方向上经历视觉模拟的横向自身运动。参与者在这两种运动模式中都没有明显的偏向,只有当参与者以与目标相反的方向进行视觉运动时,精度才会显著降低。我们得出的结论是,当沉浸在具有丰富自身运动线索的生态有效 3D 环境中时,即使仅通过视觉模拟自身运动,参与者也能以较小的精度代价准确感知物体的速度。