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Active inhibition of the retro-cue effect in visual working memory: Evidence from event-related potential. 视觉工作记忆中回溯线索效应的主动抑制:来自事件相关电位的证据。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-05-01 DOI: 10.1177/20416695231182290
Chao Gao, Qi Zhang, Xiaoxiao Zhang

This study used the event-related potential (ERP) technique to investigate whether active inhibition exists in retro-cue Effect (RCE) in visual working memory using modified retro-cue tasks. In this modified task, the participants were first asked to memorize six color blocks and then presented with directed remembering or directed forgetting cues; finally, their working memory performance was tested. For behavioral results, due to the extension of the memory interval, this study did not find RCE in accuracy but reflected it in the total reaction time. For ERP results, the frontal late positive potential (LPP) followed by the directed forgetting condition was larger than that followed by directed remembering and baseline conditions, and there was no significant difference between directed remembering and baseline conditions. There was no significant difference in parietal P3 followed by both the directed remembering and directed forgetting conditions, which were significantly larger than the baseline condition. This result reveals that active inhibition plays an important role in directed forgetting RCE. There was a correlation between parietal P3 and frontal LPP with the same time window but different scalp regions in the directed forgetting condition, indicating a potential relationship between active inhibition and retelling in directed forgetting RCE.

本研究采用事件相关电位(ERP)技术,利用改进后的回溯线索任务考察了视觉工作记忆中是否存在主动抑制回溯线索效应(RCE)。在这个修改后的任务中,参与者首先被要求记忆六个色块,然后向他们提供定向记忆或定向遗忘线索;最后,测试他们的工作记忆表现。对于行为结果,由于记忆间隔的延长,本研究没有发现RCE在准确性上,但反映在总反应时间上。在ERP结果中,定向遗忘条件下的额叶后期正电位(LPP)大于定向记忆和基线条件下的LPP,定向记忆和基线条件下的LPP无显著性差异。顶叶P3在定向记忆和定向遗忘条件下均无显著性差异,且显著大于基线条件。结果表明,主动抑制在定向遗忘RCE中起重要作用。定向遗忘条件下,顶叶P3和额叶LPP在相同的时间窗但不同的头皮区域存在相关性,表明定向遗忘RCE中主动抑制与复述之间存在潜在的关系。
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引用次数: 0
A comparative study of the attentional blink of facial expression in deaf and hearing children. 聋儿与健全儿童面部表情注意眨眼的比较研究。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-05-01 DOI: 10.1177/20416695231182294
Yu Zhan Yu, Xing Jin, Linxiang Jia

The rapid serial visual presentation paradigm was used to investigate differences in the attentional blink between deaf children and hearing children in response to facial expressions of fear and disgust. The results showed that: (1) deaf and hearing children had a higher accuracy rate for T1 with disgustful facial expression than T1 with fear facial expression, (2) There was no significant difference in attentional blink between deaf and hearing children, (3) When T2 appeared at Lag6, the response accuracy of T2 in the disgust T1 condition was lower than that in fear T1 condition. However, no significant difference in T2 at Lag2 was found between the two conditions. The results showed that deaf children and those with hearing were more sensitive to facial expressions of disgust, which captured more attentional resources, and the ability of visual attention of deaf children was not weaker than hearing children.

采用快速连续视觉呈现范式研究了聋儿和正常儿童在面对恐惧和厌恶面部表情时注意眨眼的差异。结果表明:(1)聋儿和听儿对厌恶面部表情T1的反应正确率高于恐惧面部表情T1的反应正确率;(2)聋儿和听儿对注意眨眼的反应正确率无显著差异;(3)T2出现在6岁时,厌恶T1条件下T2的反应正确率低于恐惧T1条件下T2的反应正确率。然而,两种情况下Lag2时T2无显著差异。结果表明,聋儿和听力正常的儿童对厌恶的面部表情更敏感,厌恶的面部表情捕获了更多的注意资源,聋儿的视觉注意能力并不弱于听力正常的儿童。
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引用次数: 0
Using immersive virtual reality to recreate the synaesthetic experience. 使用沉浸式虚拟现实来重现联觉体验。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-05-01 DOI: 10.1177/20416695231166305
Rebecca Taylor, Sarune Savickaite, Susanna Henderson, David Simmons

Synaesthesia is a condition where people experience unusual sensory or cognitive sensations in response to apparently unrelated stimuli. This paper presents two experiments which aimed to examine whether Virtual Reality (VR) technology can be used to recreate the synaesthetic experience. There is a lack of research in this area, with most studies focussing primarily on synaesthetic colors. Experiment 1 aimed to build on previous research by using not only a traditional color-picker but also VR to capture a more nuanced picture of synaesthetic perception. A multiple case study design was used to examine the experiences of six participants in detail. Data gathering took place via Zoom. During the initial data-gathering session, participants used a color-picker to provide grapheme-color associations. After this session, some of the participants' synaesthetic experiences were recreated using a VR-by-proxy approach. Results indicated that VR is capable of capturing elements of synaesthetic perception that other methods have been unable to, such as texture, small degrees of movement, and 3D structure. Experiment 2 expanded upon these findings by moving beyond the VR-by-proxy approach and asking three participants to recreate their own audiovisual synaesthetic associations in the VR environment. Inductive Thematic Analysis was used to analyze the results of this experiment. The potential of expanding this technique to other forms of perceptual diversity is discussed.

联觉是一种情况,人们在对明显不相关的刺激做出反应时,会经历不寻常的感觉或认知感觉。本文提出了两个旨在检验虚拟现实(VR)技术是否可以用来重建联觉体验的实验。这方面的研究缺乏,大多数研究主要集中在联觉颜色上。实验1旨在建立在先前研究的基础上,不仅使用传统的颜色拾取器,还使用VR来捕捉更细致入微的联觉知觉图像。采用多案例研究设计,对六名参与者的经历进行了详细的考察。数据收集是通过Zoom进行的。在最初的数据收集过程中,参与者使用颜色选择器来提供字素-颜色关联。在这一阶段之后,一些参与者的联觉体验被用VR-by-proxy的方法重现。结果表明,VR能够捕捉到其他方法无法捕捉到的联觉元素,如纹理、小程度的运动和3D结构。实验2扩展了这些发现,超越了虚拟现实代理方法,并要求三名参与者在虚拟现实环境中重建他们自己的视听联觉关联。采用归纳主题分析法对实验结果进行分析。讨论了将这种技术扩展到其他形式的感知多样性的潜力。
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引用次数: 0
The switching glare illusion: Appearance and disappearance of glare effect due to figure-ground reversal. 切换眩光错觉:眩光效果的出现和消失,由于人物与背景的反转。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-05-01 DOI: 10.1177/20416695231179627
Risa Yamagata, Kazuho Fukuda

The glare illusion is an illusory perception of brightness enhancement and self-luminosity from a glare pattern, which consists of a central white area and surrounding areas with radial darkening luminance gradients. Here, we report a phenomenon we call "the switching glare illusion." In this phenomenon, observers experience perceptual alternation in which the glare effect repeatedly appears and disappears or attenuates when the multiple glare patterns are arranged in a grid pattern. This perceptual alternation is caused by a figure-ground reversal in the grid pattern. Since such a phenomenon has not been reported for a single glare pattern, this is caused by arranging multiple glare patterns in a grid. This new finding is worthy for further studies for understanding the mechanisms underlying the glare effect and brightness perception.

眩光错觉是一种对眩光模式亮度增强和自发光的错觉,眩光模式由中心白色区域和周围具有径向变暗亮度梯度的区域组成。在这里,我们报告了一种我们称之为“切换眩光错觉”的现象。在这种现象中,当多个眩光模式以网格形式排列时,观察者会经历眩光效应反复出现和消失或衰减的感知交替。这种感知交替是由网格模式中的图形-地面反转引起的。由于这种现象尚未报道单一眩光模式,这是由在网格中排列多个眩光模式引起的。这一新发现值得进一步研究,以了解眩光效应和亮度感知的机制。
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引用次数: 0
Not the norm: Face likeness is not the same as similarity to familiar face prototypes. 不正常:面部相似并不等同于与熟悉的面部原型相似。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-05-01 DOI: 10.1177/20416695231171355
Benjamin Balas, Adam Sandford, Kay Ritchie

Face images depicting the same individual can differ substantially from one another. Ecological variation in pose, expression, lighting, and other sources of appearance variability complicates the recognition and matching of unfamiliar faces, but acquired familiarity leads to the ability to cope with these challenges. Among the many ways that face of the same individual can vary, some images are judged to be better likenesses of familiar individuals than others. Simply put, these images look more like the individual under consideration than others. But what does it mean for an image to be a better likeness than another? Does likeness entail typicality, or is it something distinct from this? We examined the relationship between the likeness of face images and the similarity of those images to average images of target individuals using a set of famous faces selected for reciprocal familiarity/unfamiliarity across US and UK participants. We found that though likeness judgments are correlated with similarity-to-prototype judgments made by both familiar and unfamiliar participants, this correlation was smaller than the correlation between similarity judgments made by different participant groups. This implies that while familiarity weakens the relationship between likeness and similarity-to-prototype judgments, it does not change similarity-to-prototype judgments to the same degree.

描绘同一个人的面部图像彼此之间可能存在很大差异。姿势、表情、光线和其他外观变化来源的生态变化使对陌生面孔的识别和匹配变得复杂,但获得的熟悉性导致应对这些挑战的能力。同一个人的脸可以有很多不同的方式,其中一些照片被认为比其他照片更像熟悉的人。简单地说,这些图像看起来比其他图像更像被考虑的个体。但是,一个图像比另一个图像更像是什么意思呢?相似意味着典型性,还是与之截然不同?我们研究了面部图像的相似性和这些图像与目标个体平均图像的相似性之间的关系,使用了一组在美国和英国参与者中选择的著名面孔作为相互熟悉/不熟悉的对象。我们发现,尽管熟悉和不熟悉的参与者做出的相似性判断与原型相似性判断相关,但这种相关性小于不同参与者群体做出的相似性判断之间的相关性。这意味着,虽然熟悉程度削弱了相似性和相似性到原型判断之间的关系,但它并没有在相同程度上改变相似性到原型判断。
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引用次数: 0
The turn of the dice: Patrick Hughes' Hollow Dice and Reverspectives. 骰子的转动帕特里克-休斯的《空心骰子》和《反转视角》。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-04-28 eCollection Date: 2023-03-01 DOI: 10.1177/20416695231165623
Brian Rogers, Patrick Hughes

Patrick Hughes' Reverspectives demonstrate the importance of perspective as a source of information about the structure and layout of the three-dimensional (3D) world. More recently, he has created a new work of art-Hollow Dice-in which the actual concave structure of the dice is seen as convex. In this article, we examine the similarities and differences between these two perceptual phenomena as well as attempting to explain how and why they arise. Popular interest in both effects is based on the fact that "what we perceive" does not correspond to "what the reality is." As a consequence, Reverspectives and Hollow Dice are often categorized and labeled as "illusions." However, if we consider the information that is available in patterns of light reaching our eyes-rather than the "actual" 3D structure of the Reverspectives and the Hollow Dice-we are in a better position to explain how the size, the viewing distance, the perspective features, the convexity bias, and observer movements determine what we see when viewing these novel and fascinating visual effects.

帕特里克-休斯(Patrick Hughes)的《反向透视》(Reversepectives)作品展示了透视作为三维(3D)世界结构和布局信息来源的重要性。最近,他又创作了一件新作品--《空心骰子》,将骰子的实际凹形结构看成凸形。在本文中,我们将探讨这两种感知现象之间的异同,并试图解释它们产生的方式和原因。人们之所以对这两种效应感兴趣,是因为 "我们感知到的 "与 "现实是什么 "并不一致。因此,"反向视角 "和 "空心骰子 "常常被归类为 "幻觉"。然而,如果我们考虑到到达我们眼睛的光线模式中的信息--而不是反转透视和空心骰子的 "实际 "三维结构--我们就能更好地解释尺寸、观看距离、透视特征、凸度偏差和观察者的移动是如何决定我们在观看这些新奇而迷人的视觉效果时所看到的东西的。
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引用次数: 0
Caloric vestibular stimulation induces vestibular circular vection even with a conflicting visual display presented in a virtual reality headset. 即使在虚拟现实头戴设备中呈现的视觉显示相互冲突的情况下,热量前庭刺激也能诱发前庭环状吸引。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-04-20 eCollection Date: 2023-03-01 DOI: 10.1177/20416695231168093
Ramy Kirollos, Chris M Herdman

This study explored visual-vestibular sensory integration when the vestibular system receives self-motion information using caloric irrigation. The objectives of this study were to (1) determine if measurable vestibular circular vection can be induced in healthy participants using caloric vestibular stimulation and (2) determine if a conflicting visual display could impact vestibular vection. In Experiment 1 (E1), participants had their eyes closed. Air caloric vestibular stimulation cooled the endolymph fluid of the horizontal semi-circular canal inducing vestibular circular vection. Participants reported vestibular circular vection with a potentiometer knob that measured circular vection direction, speed, and duration. In Experiment 2 (E2), participants viewed a stationary display in a virtual reality headset that did not signal self-motion while receiving caloric vestibular stimulation. This produced a visual-vestibular conflict. Participants indicated clockwise vection in the left ear and counter-clockwise vection in right ear in a significant proportion of trials in E1 and E2. Vection was significantly slower and shorter in E2 compared to E1. E2 results demonstrated that during visual-vestibular conflict, visual and vestibular cues are used to determine self-motion rather than one system overriding the other. These results are consistent with optimal cue integration hypothesis.

本研究探讨了当前庭系统通过热量灌溉接收自我运动信息时的视觉-前庭感觉整合。本研究的目的是:(1) 确定使用热量前庭刺激是否能诱导健康参与者产生可测量的前庭环状牵引力;(2) 确定相互冲突的视觉显示是否会影响前庭牵引力。在实验 1(E1)中,参与者闭眼。空气热量前庭刺激冷却了水平半圆管的内淋巴液,从而诱发前庭环状牵引。参与者通过电位计旋钮报告前庭环向牵引情况,该旋钮可测量环向牵引的方向、速度和持续时间。在实验 2(E2)中,受试者在接受热量前庭刺激的同时,观看虚拟现实头盔中的静止显示屏,该显示屏没有自我运动信号。这产生了视觉-前庭冲突。在 E1 和 E2 中,有相当一部分试验中,受试者表示左耳顺时针偏转,右耳逆时针偏转。与 E1 相比,E2 的偏转速度明显更慢,偏转时间也更短。E2 的结果表明,在视觉-前庭冲突期间,视觉和前庭线索被用于确定自我运动,而不是一个系统凌驾于另一个系统之上。这些结果与最佳线索整合假说一致。
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引用次数: 0
Reading the mind in the nose. 通过鼻子读心术。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-03-01 DOI: 10.1177/20416695231163449
Maximilian Davide Broda, Benjamin de Haas

Humans infer mental states and traits from faces and their expressions. Previous research focused on the role of eyes and mouths in this process, even though most observers fixate somewhere in between. Here, we report that ratings of the nose region are surprisingly consistent with those for the full face and even with subjective feelings of the nose bearer. We propose the nose as central to faces and their perception.

人类从面孔及其表情中推断心理状态和特征。之前的研究关注的是眼睛和嘴巴在这个过程中的作用,尽管大多数观察者关注的是两者之间的某个地方。在这里,我们报告说,鼻子区域的评分与全脸的评分惊人地一致,甚至与鼻子使用者的主观感受一致。我们认为鼻子是面部和感知的中心。
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引用次数: 0
Binocular portraiture. 双目肖像画。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-03-01 DOI: 10.1177/20416695231165142
Nicholas J Wade

Pictorial portraits are viewed with two eyes despite the fact that they are mostly monocular: they have been produced from a single viewpoint (either by painters or photographers). The differences between the images on each eye are a consequence of the separation between them rather than differences in two pictorial images. Viewing with two eyes detracts from the monocular cues to depth within the singular portrait because of information for the flatness of the pictorial surface. Binocular portraits, on the other hand, incorporate differences between two pictorial images producing perceptual effects that cannot be seen by a single eye alone. The differences can consist of small disparities that yield stereoscopic depth or large ones that produce binocular rivalry. Binocular portraits require viewing with a stereoscope, many varieties of which exist. Those shown here are anaglyphs which can be observed through red/cyan filters. They are not conventional stereoscopic portraits where the sitter is imaged from two slightly different locations. Rather, the binocular processes of cooperation (stereoscopic depth perception) and competition (binocular rivalry) are manipulated in the binocular portraits. The subjects shown in the anaglyphic portraits have been involved in the science and art of binocular vision.

图画肖像是用两只眼睛观看的,尽管事实上它们大多是单眼的:它们是从一个视点(画家或摄影师)制作的。每只眼睛上的图像之间的差异是它们之间分离的结果,而不是两个图像图像的差异。由于图像表面的平面信息,用两只眼睛观看会减少单目对单一肖像深度的提示。另一方面,双眼肖像结合了两幅图像之间的差异,产生了单只眼睛无法看到的感知效果。这些差异可以由产生立体深度的小差异或产生双目竞争的大差异组成。双目肖像需要用立体镜观看,立体镜的种类很多。这里显示的是可以通过红/青色滤镜观察到的解析图。他们不是传统的立体肖像,从两个稍微不同的位置拍摄。相反,合作(立体深度感知)和竞争(双目竞争)的双目过程在双目肖像中被操纵。在这些浮雕肖像中所展示的主题涉及到双目视觉的科学和艺术。
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引用次数: 0
Effects of forward mask duration variability on the temporal dynamics of brief facial expression categorization. 前向面具持续时间变化对面部表情分类时间动态的影响。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-03-01 DOI: 10.1177/20416695231162580
Justin A Chamberland, Charles A Collin

The Japanese and Caucasian Brief Affect Recognition Task (JACBART) has been proposed as a standardized method for measuring people's ability to accurately categorize briefly presented images of facial expressions. However, the factors that impact performance in this task are not entirely understood. The current study sought to explore the role of the forward mask's duration (i.e., fixed vs. variable) in brief affect categorization across expressions of the six basic emotions (i.e., anger, disgust, fear, happiness, sadness, and surprise) and three presentation times (i.e., 17, 67, and 500 ms). Current findings do not demonstrate evidence that a variable duration forward mask negatively impacts brief affect categorization. However, efficiency and necessity thresholds were observed to vary across the expressions of emotion. Further exploration of the temporal dynamics of facial affect categorization will therefore require a consideration of these differences.

日本和高加索人的简短情感识别任务(JACBART)被提出作为一种标准化的方法来测量人们准确分类简短呈现的面部表情图像的能力。然而,在这个任务中影响性能的因素还没有被完全理解。目前的研究试图探索正向面具的持续时间(即固定与可变)在六种基本情绪(即愤怒、厌恶、恐惧、快乐、悲伤和惊讶)和三种呈现时间(即17、67和500毫秒)的简短情感分类中的作用。目前的研究结果没有证据表明可变持续时间的前面罩对短期影响分类有负面影响。然而,效率和必要性阈值在不同的情绪表达中有所不同。因此,进一步探索面部情感分类的时间动态将需要考虑这些差异。
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引用次数: 0
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I-Perception
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