Kisker Joanna, Johnsdorf Marike, Sagehorn Merle, Hofmann Thomas, Gruber Thomas, Schöne Benjamin
Experimental Psychology I, Institute of Psychology, Osnabrück University, Lise-Meitner-Straße 3, 49076, Osnabrück, Germany.
Industrial Design, Engineering and Computer Science, University of Applied Sciences Osnabrück, Osnabrück, Germany.
Cogn Affect Behav Neurosci. 2025 Apr 8. doi: 10.3758/s13415-025-01294-0.
Characteristics of real-life objects, such as binocular depth, potentially yield visual processes going beyond what examinations of planar pictures as experimental cues can reveal. While virtual reality (VR) is used to approximate real-life features in experimental settings, this approach fundamentally hinges on whether the distinct modalities are processed in a similar way. To examine which stages of early visual processing depend on modality-specific characteristics, our study compares the electrophysiological responses to 2D (PC), VR, and real-life (RL) objects. To this end, participants passively explored abstract objects in one of these modalities followed by active exploration in a delayed matching-to-sample-task. Our results indicate that all modalities fundamentally yield comparable visual processes. Remarkably, our RL setup evoked the P1-N1-P2 complex corresponding to the well-established ERP morphology. However, the magnitude of the ERP response during real-life visual processing was more comparable to the response to VR than to PC. Indicating effects of stereoscopy on the earliest processing stages, the P1 differentiated only between PC and RL, and the N1 differentiated PC from both other conditions. In contrast, the P2 distinguished VR from both other conditions, which potentially indicated stereoscopic visual fatigue. Complementary analysis of the alpha-band response revealed higher attentional demands in response to PC and VR compared with RL, ruling out that the ERP-based results are exclusively driven by attentional effects. Whereas comparable fundamental processes are likely occurring under all modalities, our study advises the use of VR if the processes' magnitude is of relevance, emphasizing its value to approximate real-life visual processing.
现实生活中物体的特征,如双眼深度,可能会产生超出以平面图片作为实验线索的检查所能揭示的视觉过程。虽然虚拟现实(VR)在实验环境中用于模拟现实生活中的特征,但这种方法从根本上取决于不同模态是否以相似的方式进行处理。为了研究早期视觉处理的哪些阶段依赖于特定模态的特征,我们的研究比较了对二维(PC)、VR和现实生活(RL)物体的电生理反应。为此,参与者在这些模态之一中被动探索抽象物体,然后在延迟的样本匹配任务中进行主动探索。我们的结果表明,所有模态从根本上产生了可比的视觉过程。值得注意的是,我们的RL设置诱发了与成熟的ERP形态相对应的P1-N1-P2复合体。然而,在现实生活视觉处理过程中ERP反应的幅度与对VR的反应比与对PC的反应更具可比性。P1仅区分PC和RL,表明立体视觉对最早处理阶段的影响,N1将PC与其他两种条件区分开来。相比之下,P2将VR与其他两种条件区分开来,这可能表明立体视觉疲劳。对α波段反应的补充分析表明,与RL相比,对PC和VR的反应需要更高的注意力,排除了基于ERP的结果完全由注意力效应驱动的可能性。虽然在所有模态下可能发生可比的基本过程,但我们的研究建议,如果过程的幅度相关,则使用VR,强调其对近似现实生活视觉处理的价值。