Pub Date : 2024-11-06eCollection Date: 2024-11-01DOI: 10.1177/20416695241290466
Kento Imori, Tetsuya Watanabe
Previous research on haptic search using sandpaper with different roughness levels as a target and distractors showed that rough sandpaper among fine "pops out" and can be searched for in a shorter time than when the roles of the target and distractors are reversed. However, it is not clear whether the same search asymmetry occurs with differences in the shapes of tactile symbols on capsule paper. To explore this possibility, we conducted a haptic search experiment using circles with or without a dot on capsule paper as a target and distractors, which are often used as point symbols in tactile maps for the blind. Contrary to our expectations, haptic search asymmetry did not occur between these two tactile symbols. Regardless of target type, the search times increased in proportion to the number of items (distractors plus target), as participants tended to adopt serial search strategy in which they placed their index or middle finger on the tactile symbol to distinguish it every time they found a new one. The ratio of the search times for target-absent to target-present trials is precise alignment with the occurrence rate of repetitive search trials.
{"title":"Haptic search asymmetry does not occur due to different-shaped tactile symbols on capsule paper.","authors":"Kento Imori, Tetsuya Watanabe","doi":"10.1177/20416695241290466","DOIUrl":"https://doi.org/10.1177/20416695241290466","url":null,"abstract":"<p><p>Previous research on haptic search using sandpaper with different roughness levels as a target and distractors showed that rough sandpaper among fine \"pops out\" and can be searched for in a shorter time than when the roles of the target and distractors are reversed. However, it is not clear whether the same search asymmetry occurs with differences in the shapes of tactile symbols on capsule paper. To explore this possibility, we conducted a haptic search experiment using circles with or without a dot on capsule paper as a target and distractors, which are often used as point symbols in tactile maps for the blind. Contrary to our expectations, haptic search asymmetry did not occur between these two tactile symbols. Regardless of target type, the search times increased in proportion to the number of items (distractors plus target), as participants tended to adopt serial search strategy in which they placed their index or middle finger on the tactile symbol to distinguish it every time they found a new one. The ratio of the search times for target-absent to target-present trials is precise alignment with the occurrence rate of repetitive search trials.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 6","pages":"20416695241290466"},"PeriodicalIF":2.4,"publicationDate":"2024-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11542133/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142630134","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-11-05eCollection Date: 2024-11-01DOI: 10.1177/20416695241286787
Ian M Thornton, Anna Riga
We describe a new phenomenon-partial object doubling-in which the perceived contours of peripherally viewed moving targets become distorted and duplicated. The effect appears to arise due to interactions between physically drawn contours and the strong negative afterimages that are dynamically released during stable viewing of the displays. An online demo is provided where the effect can be experienced and relevant parameters manipulated.
{"title":"Partial object doubling in the periphery induced by negative afterimages.","authors":"Ian M Thornton, Anna Riga","doi":"10.1177/20416695241286787","DOIUrl":"https://doi.org/10.1177/20416695241286787","url":null,"abstract":"<p><p>We describe a new phenomenon-partial object doubling-in which the perceived contours of peripherally viewed moving targets become distorted and duplicated. The effect appears to arise due to interactions between physically drawn contours and the strong negative afterimages that are dynamically released during stable viewing of the displays. An online demo is provided where the effect can be experienced and relevant parameters manipulated.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 6","pages":"20416695241286787"},"PeriodicalIF":2.4,"publicationDate":"2024-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11540961/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142630042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-10-30eCollection Date: 2024-09-01DOI: 10.1177/20416695241290462
Moyou Jiang, Hiroyuki Ito, Tama Kanematsu
Transient-induced fading is a phenomenon where a peripheral target perceptually fades when a surrounding object is flashed. It has been suggested that the transient-induced fading could be affected not only by the lower-level factors such as the luminance contrast change, but also by the higher-level factors such as Gestalt grouping by similarity. In the present study, Experiment 1 investigated whether the perceptual fading of a visual target could be strongly induced when a ring area surrounding the target with high luminance contrast disappeared rather than appeared. Experiment 2 examined the effect of the (dis)appearance of a higher-level object (Kanizsa-type subjective contour) on the fading perception. Experiment 3 further investigated whether the rating of the perceived effortlessness of a subjective contour could be positively correlated with the fading duration of the target. Our results revealed that perceptual fading was mainly induced by the disappearance of fan areas inside black disks producing a subjective contour surrounding the target. Disappearance of a perceptual object at the representation level does not trigger the transient-induced fading even if a higher-level factor (e.g., grouping by similarity) affects the fading objects.
{"title":"Factors contributing to transient-induced fading: Examining the impact of luminance contrasts and subjective contours.","authors":"Moyou Jiang, Hiroyuki Ito, Tama Kanematsu","doi":"10.1177/20416695241290462","DOIUrl":"10.1177/20416695241290462","url":null,"abstract":"<p><p>Transient-induced fading is a phenomenon where a peripheral target perceptually fades when a surrounding object is flashed. It has been suggested that the transient-induced fading could be affected not only by the lower-level factors such as the luminance contrast change, but also by the higher-level factors such as Gestalt grouping by similarity. In the present study, Experiment 1 investigated whether the perceptual fading of a visual target could be strongly induced when a ring area surrounding the target with high luminance contrast disappeared rather than appeared. Experiment 2 examined the effect of the (dis)appearance of a higher-level object (Kanizsa-type subjective contour) on the fading perception. Experiment 3 further investigated whether the rating of the perceived effortlessness of a subjective contour could be positively correlated with the fading duration of the target. Our results revealed that perceptual fading was mainly induced by the disappearance of fan areas inside black disks producing a subjective contour surrounding the target. Disappearance of a perceptual object at the representation level does not trigger the transient-induced fading even if a higher-level factor (e.g., grouping by similarity) affects the fading objects.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241290462"},"PeriodicalIF":2.4,"publicationDate":"2024-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11528573/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142569959","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-10-24eCollection Date: 2024-09-01DOI: 10.1177/20416695241288032
Yuanyuan He, Hiromi Sato, Yoko Mizokami
Skin color is one of the colors we are most frequently exposed to. It contains information, such as ethnic group and health status, and numerous studies have demonstrated the influence of various facial attributes on the formation of impressions. However, no research has specifically explored the repercussions of treating changes in skin color as a singular variable. We cross-culturally examined skin color changes along with the red-yellow axis and how they influence facial impressions across six face shapes from three types of ethnicities. A 7-point scale was used for evaluation, and the observers evaluated the impression of face images according to the following six evaluation items: healthiness, preference, brightness, whiteness, transparency, and skin tone. The observers were divided into the following four groups: Japan, China, Thailand, and the Caucasus. Differences in the evaluation and association of skin color with various traits emerged between cultures. For instance, East Asian cultures associated positive attributes with reddish skin colors, whereas Caucasians often linked positive traits with yellowish skin colors. These cultural disparities emphasize the dynamic interplay between culture and perception in assessing facial impressions.
{"title":"Cross-cultural comparison of the influence of skin-color change on facial impressions.","authors":"Yuanyuan He, Hiromi Sato, Yoko Mizokami","doi":"10.1177/20416695241288032","DOIUrl":"10.1177/20416695241288032","url":null,"abstract":"<p><p>Skin color is one of the colors we are most frequently exposed to. It contains information, such as ethnic group and health status, and numerous studies have demonstrated the influence of various facial attributes on the formation of impressions. However, no research has specifically explored the repercussions of treating changes in skin color as a singular variable. We cross-culturally examined skin color changes along with the red-yellow axis and how they influence facial impressions across six face shapes from three types of ethnicities. A 7-point scale was used for evaluation, and the observers evaluated the impression of face images according to the following six evaluation items: healthiness, preference, brightness, whiteness, transparency, and skin tone. The observers were divided into the following four groups: Japan, China, Thailand, and the Caucasus. Differences in the evaluation and association of skin color with various traits emerged between cultures. For instance, East Asian cultures associated positive attributes with reddish skin colors, whereas Caucasians often linked positive traits with yellowish skin colors. These cultural disparities emphasize the dynamic interplay between culture and perception in assessing facial impressions.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241288032"},"PeriodicalIF":2.4,"publicationDate":"2024-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11526185/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142559136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-10-18eCollection Date: 2024-09-01DOI: 10.1177/20416695241280715
Charles Spence, Yang Gao
There has long been interest in augmenting cinematic and other forms of public entertainment through tactile and/or bodily (i.e., vestibular) stimulation. In this narrative historical review, the early history of touch (or haptics, as it is sometimes called) and other forms of bodily stimulation (e.g., motion platforms) in the context of entertainment is critically reviewed, with a focus on early cinema as well as other early examples of immersive virtual reality travel experiences. Critically, various challenges have limited the introduction of such additional channels of sensory stimulation. These include technological, financial, cognitive, creative, ethical/artistic, and also legal considerations, given the many patents that currently exist covering commercial digital tactile stimulation (e.g., in the gaming context). Taken together, these challenges help to explain why it is that despite the early interest in "the feelies" (e.g., an envisioning of film that includes tactile sensations by Aldous Huxley, in his novel Brave New World), touch-enhanced cinema and storytelling have never really caught on in the mainstream in the way that, say, the talkies so obviously did following the introduction of sound into cinema in the early decades of the 20th century. Nevertheless, identifying the potential successful use cases that have emerged from previous attempts to augment public entertainments with tactile/bodily stimulation will likely provide useful guidelines for the future tactile augmentation of home entertainment.
{"title":"Enhancing public entertainment with touch: Possibilities and pitfalls.","authors":"Charles Spence, Yang Gao","doi":"10.1177/20416695241280715","DOIUrl":"10.1177/20416695241280715","url":null,"abstract":"<p><p>There has long been interest in augmenting cinematic and other forms of public entertainment through tactile and/or bodily (i.e., vestibular) stimulation. In this narrative historical review, the early history of touch (or haptics, as it is sometimes called) and other forms of bodily stimulation (e.g., motion platforms) in the context of entertainment is critically reviewed, with a focus on early cinema as well as other early examples of immersive virtual reality travel experiences. Critically, various challenges have limited the introduction of such additional channels of sensory stimulation. These include technological, financial, cognitive, creative, ethical/artistic, and also legal considerations, given the many patents that currently exist covering commercial digital tactile stimulation (e.g., in the gaming context). Taken together, these challenges help to explain why it is that despite the early interest in \"the feelies\" (e.g., an envisioning of film that includes tactile sensations by Aldous Huxley, in his novel Brave New World), touch-enhanced cinema and storytelling have never really caught on in the mainstream in the way that, say, the talkies so obviously did following the introduction of sound into cinema in the early decades of the 20th century. Nevertheless, identifying the potential successful use cases that have emerged from previous attempts to augment public entertainments with tactile/bodily stimulation will likely provide useful guidelines for the future tactile augmentation of home entertainment.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241280715"},"PeriodicalIF":2.4,"publicationDate":"2024-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11489974/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477515","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-10-17eCollection Date: 2024-09-01DOI: 10.1177/20416695241281474
Charles Spence, Yang Gao
In this narrative review, we take a critical look at the various attempts that have been made to augment home (or personal) entertainment experiences via the addition of some form of digitally controlled tactile stimulation. There has been an explosive growth in the market for home entertainment in recent years, and a majority of smartphones and other wearable electronic devices are now touch-enabled. As such, it is important to consider the challenges and potential opportunities for enhanced multisensory entertainment that may result from the introduction of tactile/haptic stimulation in the context of audiovisual digital storytelling and/or gaming. The key technological, financial (and legal), cognitive, and creative/artistic, challenges associated with the tactile augmentation of home entertainment experiences are outlined. Tactile augmentation, in the sphere of both public and personal entertainment, is more likely to succeed when it goes beyond the merely pleonastic vibrotactile reproduction of those interactions/events than can already be seen and/or heard on screen. At the same time, however, it remains uncertain under what conditions immersion in an entertainment experience will be enhanced by the addition of some form of primitive digital tactile stimulation. Ultimately, until a clear usage case can be made for the benefits of introducing a tactile element to home entertainment, it is unlikely to gain traction and switch from being merely a gimmick to more of a valuable element of multisensory storytelling.
{"title":"Augmenting home entertainment with digitally delivered touch.","authors":"Charles Spence, Yang Gao","doi":"10.1177/20416695241281474","DOIUrl":"10.1177/20416695241281474","url":null,"abstract":"<p><p>In this narrative review, we take a critical look at the various attempts that have been made to augment home (or personal) entertainment experiences via the addition of some form of digitally controlled tactile stimulation. There has been an explosive growth in the market for home entertainment in recent years, and a majority of smartphones and other wearable electronic devices are now touch-enabled. As such, it is important to consider the challenges and potential opportunities for enhanced multisensory entertainment that may result from the introduction of tactile/haptic stimulation in the context of audiovisual digital storytelling and/or gaming. The key technological, financial (and legal), cognitive, and creative/artistic, challenges associated with the tactile augmentation of home entertainment experiences are outlined. Tactile augmentation, in the sphere of both public and personal entertainment, is more likely to succeed when it goes beyond the merely pleonastic vibrotactile reproduction of those interactions/events than can already be seen and/or heard on screen. At the same time, however, it remains uncertain under what conditions immersion in an entertainment experience will be enhanced by the addition of some form of primitive digital tactile stimulation. Ultimately, until a clear usage case can be made for the benefits of introducing a tactile element to home entertainment, it is unlikely to gain traction and switch from being merely a gimmick to more of a valuable element of multisensory storytelling.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241281474"},"PeriodicalIF":2.4,"publicationDate":"2024-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11490966/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-10-13eCollection Date: 2024-09-01DOI: 10.1177/20416695241286413
Dirk Kerzel, Nicolas Prigoda, Olivier Renaud
Evolutionary psychology suggests that we are attuned to relevant information in the environment. For example, attention may be attracted by physical beauty because it is important for finding a partner with good reproductive health. Consistently, previous studies found that attention stayed longer on attractive than unattractive faces. We asked whether this tendency was automatic and varied participants' implicit search intentions to be either consistent or inconsistent with the presumably automatic tendency to attend to attractive faces. To create an implicit intention to look at attractive faces, participants searched for a happy face in an array of neutral faces because happy faces are rated as more attractive than neutral faces. To create the opposite intention to look at unattractive faces, participants searched for a disgusted or sad face because disgusted or sad faces are rated as less attractive than neutral faces. We found longer fixation durations on attractive faces when participants searched for happy faces. When participants searched for disgusted or sad faces, however, fixation durations were longer on unattractive faces. Thus, the search task determined whether attractive faces were looked at longer. The tendency to attend to attractive faces is therefore not automatic but can be overruled by search intentions.
{"title":"Do you look longer at attractive faces? It depends on what you are looking for.","authors":"Dirk Kerzel, Nicolas Prigoda, Olivier Renaud","doi":"10.1177/20416695241286413","DOIUrl":"https://doi.org/10.1177/20416695241286413","url":null,"abstract":"<p><p>Evolutionary psychology suggests that we are attuned to relevant information in the environment. For example, attention may be attracted by physical beauty because it is important for finding a partner with good reproductive health. Consistently, previous studies found that attention stayed longer on attractive than unattractive faces. We asked whether this tendency was automatic and varied participants' implicit search intentions to be either consistent or inconsistent with the presumably automatic tendency to attend to attractive faces. To create an implicit intention to look at attractive faces, participants searched for a happy face in an array of neutral faces because happy faces are rated as more attractive than neutral faces. To create the opposite intention to look at unattractive faces, participants searched for a disgusted or sad face because disgusted or sad faces are rated as less attractive than neutral faces. We found longer fixation durations on attractive faces when participants searched for happy faces. When participants searched for disgusted or sad faces, however, fixation durations were longer on unattractive faces. Thus, the search task determined whether attractive faces were looked at longer. The tendency to attend to attractive faces is therefore not automatic but can be overruled by search intentions.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241286413"},"PeriodicalIF":2.4,"publicationDate":"2024-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11483818/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142486005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-10-09eCollection Date: 2024-09-01DOI: 10.1177/20416695241285911
Frédéric Devinck, Christophe Quaireau
The face-cube illusion was made by Jean Beuchet in 1966 (as indicated in the device) and this effect was not published. For this reason, it seems important to present this visual phenomenon. The effect is obtained from connected curved wire construction presented in three-dimensional space. The orientation of wires can be modified, and it can be perceived as either a cube or a face depending on one's viewing point.
{"title":"The face-cube illusion by Jean Beuchet.","authors":"Frédéric Devinck, Christophe Quaireau","doi":"10.1177/20416695241285911","DOIUrl":"https://doi.org/10.1177/20416695241285911","url":null,"abstract":"<p><p>The face-cube illusion was made by Jean Beuchet in 1966 (as indicated in the device) and this effect was not published. For this reason, it seems important to present this visual phenomenon. The effect is obtained from connected curved wire construction presented in three-dimensional space. The orientation of wires can be modified, and it can be perceived as either a cube or a face depending on one's viewing point.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241285911"},"PeriodicalIF":2.4,"publicationDate":"2024-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11483693/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477517","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-10-09eCollection Date: 2024-09-01DOI: 10.1177/20416695241287486
Machi Sugai, Fumiya Yonemitsu, Atsunori Ariga
The spread of COVID-19 has drastically increased the number of people wearing masks in public areas and the opportunities to evaluate others' faces based on limited information. This study investigates the cognitive bias in judging the attractiveness of faces partially hidden by sanitary masks. Experiment 1 revealed that men rated women's faces as more attractive when wearing masks, specifically in the context of rating women as romantic partners; however, this mask bias was absent when men rated women as friends. On the other hand, women did not show the mask bias irrespective of the assumed social relationship. Experiment 2 demonstrated that the mask bias among elderly men was less affected by the assumed social relationship (or the possibility of reproduction), compared to young men, though they showed the bias itself. These results suggest that the cognitive strategies related to reproduction underlie the attractiveness judgment of the partial faces.
{"title":"Romantic bias in judging the attractiveness of faces wearing masks.","authors":"Machi Sugai, Fumiya Yonemitsu, Atsunori Ariga","doi":"10.1177/20416695241287486","DOIUrl":"https://doi.org/10.1177/20416695241287486","url":null,"abstract":"<p><p>The spread of COVID-19 has drastically increased the number of people wearing masks in public areas and the opportunities to evaluate others' faces based on limited information. This study investigates the cognitive bias in judging the attractiveness of faces partially hidden by sanitary masks. Experiment 1 revealed that men rated women's faces as more attractive when wearing masks, specifically in the context of rating women as romantic partners; however, this mask bias was absent when men rated women as friends. On the other hand, women did not show the mask bias irrespective of the assumed social relationship. Experiment 2 demonstrated that the mask bias among elderly men was less affected by the assumed social relationship (or the possibility of reproduction), compared to young men, though they showed the bias itself. These results suggest that the cognitive strategies related to reproduction underlie the attractiveness judgment of the partial faces.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241287486"},"PeriodicalIF":2.4,"publicationDate":"2024-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11483806/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477516","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-30eCollection Date: 2024-09-01DOI: 10.1177/20416695241279929
James T Todd
This paper provides an overview of the many different ways that light interacts with surfaces in the natural environment to provide useful information for visual perception. It begins with a discussion of how the concept of light has evolved over the course of human history. It then considers a wide variety of optical phenomena including Lambert's laws of illumination, the effects of microscopic surface structure on patterns of reflection, the bidirectional reflectance distribution function, the refraction of transmitted light, chromatic dispersion, thin film interference, sub-surface scattering, the Fresnel effects, indirect illumination from multiple reflections, caustics, and the structure of the light field. The primary goal of this discussion is to provide the necessary background information to help students and young researchers more easily understand the scientific literature on the perception of 3D shape and material properties from patterns of image shading.
{"title":"A tutorial on the physics of light and image shading.","authors":"James T Todd","doi":"10.1177/20416695241279929","DOIUrl":"https://doi.org/10.1177/20416695241279929","url":null,"abstract":"<p><p>This paper provides an overview of the many different ways that light interacts with surfaces in the natural environment to provide useful information for visual perception. It begins with a discussion of how the concept of light has evolved over the course of human history. It then considers a wide variety of optical phenomena including Lambert's laws of illumination, the effects of microscopic surface structure on patterns of reflection, the bidirectional reflectance distribution function, the refraction of transmitted light, chromatic dispersion, thin film interference, sub-surface scattering, the Fresnel effects, indirect illumination from multiple reflections, caustics, and the structure of the light field. The primary goal of this discussion is to provide the necessary background information to help students and young researchers more easily understand the scientific literature on the perception of 3D shape and material properties from patterns of image shading.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241279929"},"PeriodicalIF":2.4,"publicationDate":"2024-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11483731/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}