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Haptic search asymmetry does not occur due to different-shaped tactile symbols on capsule paper. 胶囊纸上不同形状的触觉符号不会导致触觉搜索不对称。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-06 eCollection Date: 2024-11-01 DOI: 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.

以往使用不同粗糙度的砂纸作为目标和干扰物进行触觉搜索的研究表明,当目标和干扰物的角色颠倒时,细砂纸中的粗糙砂纸会 "跳出来",并能在更短的时间内搜索到目标和干扰物。然而,还不清楚胶囊纸上触觉符号的形状差异是否也会导致同样的搜索不对称。为了探究这种可能性,我们进行了一项触觉搜索实验,使用胶囊纸上有圆点或没有圆点的圆作为目标和干扰物,这些圆经常被用作盲人触觉图中的点符号。与我们的预期相反,这两种触觉符号之间并没有出现触觉搜索不对称现象。无论目标类型如何,搜索时间都会随着项目(干扰项加目标项)数量的增加而增加,因为参与者倾向于采用串行搜索策略,即每次找到一个新的触觉符号时,他们都会将食指或中指放在该触觉符号上进行区分。目标不存在与目标存在试验的搜索时间之比,与重复搜索试验的发生率精确吻合。
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引用次数: 0
Partial object doubling in the periphery induced by negative afterimages. 负面残像诱发的外围部分物体加倍。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-05 eCollection Date: 2024-11-01 DOI: 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.

我们描述了一种新现象--部分物体重影,即外围观看的移动目标的感知轮廓会发生扭曲和重复。这种效应似乎是由于物理绘制的轮廓与在稳定观看显示时动态释放的强烈负面残像之间的相互作用而产生的。我们还提供了一个在线演示,可以体验这种效果并操作相关参数。
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引用次数: 0
Factors contributing to transient-induced fading: Examining the impact of luminance contrasts and subjective contours. 造成瞬时褪色的因素:研究亮度对比和主观轮廓的影响。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-30 eCollection Date: 2024-09-01 DOI: 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.

瞬时诱导消退是指当周围物体闪烁时,周围目标的知觉消退的现象。有研究认为,瞬时诱发的消退不仅会受到亮度对比变化等低层次因素的影响,还会受到格式塔相似性分组等高层次因素的影响。在本研究中,实验一考察了当目标周围高亮度对比的环形区域消失而不是出现时,是否会强烈诱发视觉目标的知觉消退。实验 2 考察了更高层次的物体(Kanizsa 型主观轮廓)(不)出现对消退感知的影响。实验 3 进一步研究了对主观轮廓的不费力感知的评分是否与目标消逝的持续时间成正相关。我们的结果表明,知觉消退主要是由目标周围产生主观轮廓的黑色圆盘内扇形区域的消失引起的。即使有更高层次的因素(如通过相似性分组)影响到消退的对象,表征层次上感知对象的消失也不会触发瞬时诱导的消退。
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引用次数: 0
Cross-cultural comparison of the influence of skin-color change on facial impressions. 肤色变化对面部印象影响的跨文化比较。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-24 eCollection Date: 2024-09-01 DOI: 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.

肤色是我们最常接触到的颜色之一。它包含了种族群体和健康状况等信息,许多研究也证明了各种面部特征对印象形成的影响。然而,还没有研究专门探讨过将肤色变化作为一个单一变量来处理会产生什么影响。我们跨文化研究了肤色变化与红黄轴的关系,以及它们如何影响三种人种六种脸型的面部印象。评价采用 7 分制,观察者根据以下六个评价项目对脸部图像的印象进行评价:健康度、偏好度、亮度、白度、透明度和肤色。观察者被分为以下四组:日本、中国、泰国和高加索地区。不同文化背景的人对肤色的评价以及肤色与各种特征之间的联系存在差异。例如,东亚文化将正面特质与偏红的肤色联系在一起,而高加索人则经常将正面特质与偏黄的肤色联系在一起。这些文化差异强调了在评估面部印象时文化与感知之间的动态相互作用。
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引用次数: 0
Enhancing public entertainment with touch: Possibilities and pitfalls. 用触摸加强公共娱乐:可能性与陷阱
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-18 eCollection Date: 2024-09-01 DOI: 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.

长期以来,人们一直对通过触觉和/或身体(即前庭)刺激来增强电影和其他形式的公共娱乐节目感兴趣。在这篇叙事性历史回顾中,我们将批判性地回顾触觉(或触觉技术,有时也称为触觉技术)和其他形式的身体刺激(如运动平台)在娱乐方面的早期历史,重点是早期的电影以及其他沉浸式虚拟现实旅行体验的早期实例。重要的是,各种挑战限制了这种额外感官刺激渠道的引入。这些挑战包括技术、资金、认知、创意、伦理/艺术,以及法律方面的考虑,因为目前存在许多涉及商业数字触觉刺激的专利(如在游戏方面)。综上所述,这些挑战有助于解释为什么尽管早期人们对 "触觉"(例如,奥尔德斯-赫胥黎在其小说《美丽新世界》中对包含触觉的电影的设想)很感兴趣,但触觉增强型电影和讲故事却从未像 20 世纪早期将声音引入电影之后的有声电影那样真正成为主流。尽管如此,从以往尝试用触觉/身体刺激增强公共娱乐的过程中发现潜在的成功使用案例,可能会为未来家庭娱乐的触觉增强提供有益的指导。
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引用次数: 0
Augmenting home entertainment with digitally delivered touch. 通过数字触控增强家庭娱乐。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-17 eCollection Date: 2024-09-01 DOI: 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.

在这篇叙述性评论中,我们将对通过增加某种形式的数字控制触觉刺激来增强家庭(或个人)娱乐体验的各种尝试进行批判性审视。近年来,家庭娱乐市场呈现爆炸式增长,大多数智能手机和其他可穿戴电子设备现在都具有触摸功能。因此,必须考虑在视听数字故事和/或游戏中引入触觉/触觉刺激可能带来的挑战和增强多感官娱乐的潜在机遇。本文概述了与触觉增强家庭娱乐体验相关的主要技术、财务(和法律)、认知和创意/艺术挑战。在公共和个人娱乐领域,触觉增强技术要想取得成功,就必须超越单纯的振动触觉再现那些在屏幕上已经可以看到和/或听到的互动/事件。然而,与此同时,在什么情况下,加入某种形式的原始数字触觉刺激会增强娱乐体验的沉浸感,这一点仍不确定。归根结底,在为家庭娱乐引入触觉元素的益处提出明确的使用案例之前,触觉元素不太可能获得青睐,也不可能从单纯的噱头转变为多感官故事的宝贵元素。
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引用次数: 0
Do you look longer at attractive faces? It depends on what you are looking for. 您是否会对迷人的面孔多看几眼?这取决于您在寻找什么。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-13 eCollection Date: 2024-09-01 DOI: 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.

进化心理学表明,我们与环境中的相关信息息息相关。例如,身体美可能会吸引人的注意力,因为这对找到生殖健康的伴侣很重要。以往的研究一致发现,注意力在有吸引力的面孔上停留的时间要长于无吸引力的面孔。我们想知道这种倾向是否是自动的,并改变参与者的内隐搜索意图,使其与关注有吸引力的面孔这一假定的自动倾向相一致或不一致。为了让被试产生关注有吸引力的面孔的内隐意图,被试在一系列中性面孔中寻找一张快乐的面孔,因为快乐的面孔被认为比中性面孔更有吸引力。为了让受试者产生相反的意向去看没有吸引力的面孔,受试者会寻找厌恶或悲伤的面孔,因为厌恶或悲伤的面孔被认为比中性面孔更没有吸引力。我们发现,当受试者搜索快乐的面孔时,他们在有吸引力的面孔上的固着时间更长。然而,当受试者搜索厌恶或悲伤的面孔时,在没有吸引力的面孔上的固着时间更长。因此,搜索任务决定了有吸引力的面孔是否会被看得更久。因此,关注有吸引力的面孔的倾向并不是自动的,而是可以被搜索意图所推翻的。
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引用次数: 0
The face-cube illusion by Jean Beuchet. 让-布切特(Jean Beuchet)的脸立方体幻象。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-09 eCollection Date: 2024-09-01 DOI: 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.

脸立方体幻觉是让-布切特于 1966 年制作的(如装置所示),这一效果并未公开发表。因此,我们有必要介绍一下这种视觉现象。这种效果是通过连接在三维空间中的弯曲金属丝结构获得的。线的方向可以改变,根据观察点的不同,它可以被视为一个立方体或一个面。
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引用次数: 0
Romantic bias in judging the attractiveness of faces wearing masks. 在判断戴面具的人的吸引力时存在浪漫偏差。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-09 eCollection Date: 2024-09-01 DOI: 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.

COVID-19 的传播大大增加了在公共场所戴口罩的人数,也增加了根据有限信息评价他人面容的机会。本研究调查了人们在判断被卫生口罩部分遮挡的面孔的吸引力时存在的认知偏差。实验 1 显示,男性在评价女性作为恋爱对象时,特别是在评价女性戴口罩时,会认为女性的脸更有吸引力;然而,当男性评价女性作为朋友时,就不存在这种口罩偏差。另一方面,无论假定的社会关系如何,女性都没有表现出面具偏差。实验 2 表明,与年轻男性相比,老年男性的面具偏差受假定社会关系(或生殖可能性)的影响较小,尽管他们本身也表现出了偏差。这些结果表明,与生殖有关的认知策略是对局部面孔吸引力判断的基础。
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引用次数: 0
A tutorial on the physics of light and image shading. 关于光线和图像着色的物理学教程。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-30 eCollection Date: 2024-09-01 DOI: 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.

本文概述了自然环境中光线与物体表面相互作用的多种不同方式,从而为视觉感知提供有用的信息。本文首先讨论了光的概念在人类历史进程中的演变过程。然后讨论各种光学现象,包括朗伯照明定律、微观表面结构对反射模式的影响、双向反射分布函数、透射光的折射、色散、薄膜干涉、次表面散射、菲涅尔效应、多重反射产生的间接照明、苛求和光场结构。本讨论的主要目的是提供必要的背景信息,帮助学生和年轻研究人员更轻松地理解有关从图像阴影模式感知三维形状和材料属性的科学文献。
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引用次数: 0
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I-Perception
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