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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
Encoding of object location in a scrolling display. 滚动显示中对象位置的编码。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-29 eCollection Date: 2024-09-01 DOI: 10.1177/20416695241281172
Yumiko Fujii, Hiromi Morita

There are two main characteristics of visual information processing when viewing an image by scrolling on a small screen: viewing the image sequentially, section by section, owing to the limited visible area, and moving the image to view the desired section of the image. In this study, we investigated the effects of these characteristics on the encoding of object location. The participants were required to observe an image containing 10 objects under three viewing conditions without a time limit and to recall the location of the target object. The viewing conditions were a scrolling condition, a moving-window condition in which a fixed image was viewed by moving the window, and a no-window condition in which the entire image was viewed without a window. The results showed that although the recall accuracy did not differ among the conditions, the observation time increased in the order of scrolling, moving-window, and no-window conditions. These results indicate that in a scrolling view, the object location can be encoded with the same accuracy as that in a full view; however, more time is required for encoding. This finding suggests that viewing the image sequentially and moving the image degrade the encoding of object location.

在小屏幕上滚动观看图像时,视觉信息处理有两个主要特点:由于可视区域有限,因此要按顺序逐段观看图像;移动图像以观看所需的图像部分。在这项研究中,我们研究了这些特征对物体位置编码的影响。被试需要在三种无时间限制的观看条件下观察包含 10 个物体的图像,并回忆目标物体的位置。观看条件包括滚动条件、移动窗口条件(通过移动窗口观看固定图像)和无窗口条件(在无窗口条件下观看整个图像)。结果表明,虽然不同条件下的记忆准确率没有差异,但观察时间却依次按照滚动、移动窗口和无窗口条件的顺序增加。这些结果表明,在滚动视图中,物体位置的编码准确度与全视图中的编码准确度相同,但编码所需的时间更长。这一结果表明,连续观看图像和移动图像会降低对物体位置的编码。
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引用次数: 0
Characterization of human lightness discrimination thresholds for independent spectral variations. 独立光谱变化的人类亮度辨别阈值的特征。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-26 eCollection Date: 2024-09-01 DOI: 10.1177/20416695241274662
Devin Reynolds, Vijay Singh

The lightness of an object is an intrinsic property that depends on its surface reflectance spectrum. The visual system estimates an object's lightness from the light reflected off its surface. However, the reflected light also depends on object extrinsic properties of the scene, such as the light source. For stable perception, the visual system needs to discount the variations due to the object extrinsic properties. We characterize this perceptual stability for variation in two spectral properties of the scene: the reflectance spectra of background objects and the intensity of light sources. We measure human observers' thresholds of discriminating computer-generated images of 3D scenes based on the lightness of a spherical target object in the scene. We measured change in discrimination thresholds as we varied the reflectance spectra of the objects and the intensity of the light sources in the scene, both individually and simultaneously. For small amounts of extrinsic variations, the discrimination thresholds remained nearly constant indicating that the thresholds were dominated by observers' intrinsic representation of lightness. As extrinsic variation increased, it started affecting observers' lightness judgment and the thresholds increased. We estimated that the effects of extrinsic variations were comparable to observers' intrinsic variation in the representation of object lightness. Moreover, for simultaneous variation of these spectral properties, the increase in threshold squared compared to the no-variation condition was a linear sum of the corresponding increase in threshold squared for the individual properties, indicating that the variations from these independent sources combine linearly.

物体的亮度是一种内在属性,取决于其表面反射光谱。视觉系统通过物体表面的反射光来估计物体的亮度。然而,反射光也取决于物体在场景中的外在属性,如光源。为了获得稳定的感知,视觉系统需要忽略物体外在属性所带来的变化。我们针对场景中两种光谱属性的变化来描述这种感知稳定性:背景物体的反射光谱和光源的强度。我们根据场景中球形目标物体的亮度,测量了人类观察者辨别计算机生成的三维场景图像的阈值。我们测量了当我们单独或同时改变场景中物体的反射光谱和光源强度时辨别阈值的变化。对于少量的外在变化,分辨阈值几乎保持不变,这表明阈值受观察者对亮度的内在表征所支配。随着外在变化的增加,它开始影响观察者的亮度判断,阈值也随之增加。我们估计,外在变化对物体亮度表征的影响与观察者内在变化的影响相当。此外,当这些光谱特性同时发生变化时,与无变化条件相比,阈值平方的增加是各个特性阈值平方相应增加的线性总和,这表明这些独立来源的变化是线性结合的。
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引用次数: 0
Can we estimate which colors our participants see? Comparing results from different gamma correction methods 我们能估计出参与者看到的颜色吗?比较不同伽玛校正方法的结果
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-17 DOI: 10.1177/20416695241278562
Déborah Epicoco, Domicele Jonauskaite, Christine Mohr, C. Alejandro Parraga
In experimental color research, one must ensure that color is displayed and described reliably. When monitors are involved, colors are displayed through device-dependent color systems. However, these values must be translated into device-independent color systems to interpret what people perceive, often involving techniques such as gamma correction. We sought to explore the feasibility of estimating gamma instead of relying on direct gamma measurements, which typically require specialized equipment like a chromameter. Potential solutions include a computerized perception-based gamma estimation task or adopting the industry-standard gamma value of 2.2. We compared these two solutions against the chromameter measurements in the context of a color-matching task. Thirty-nine participants visually matched red, yellow, green, and blue physical objects using a computerized color picker. Starting from these color choices, we applied two RGB-to-CIE Lab color conversion methods: one using a perception-based gamma estimation and another using the industry-standard gamma. Color values obtained with the chromameter differed from the other two methods by 6–15 JNDs. Small differences existed between the results obtained using the perception-based task and the industry-standard gamma. Thus, we conclude that when standard viewing conditions cannot be assumed, adopting a gamma value of 2.2 should suffice.
在色彩实验研究中,必须确保可靠地显示和描述色彩。当涉及显示器时,色彩是通过与设备相关的色彩系统来显示的。然而,这些数值必须转换成与设备无关的色彩系统,以解释人们的感知,这通常涉及伽马校正等技术。我们试图探索估算伽马值的可行性,而不是依赖直接伽马值测量,后者通常需要色度计等专业设备。潜在的解决方案包括基于感知的计算机化伽马估算任务或采用行业标准伽马值 2.2。我们将这两种解决方案与色度计测量方法在色彩匹配任务中进行了比较。39 名参与者使用电脑选色器对红色、黄色、绿色和蓝色实物进行视觉配色。从这些颜色选择开始,我们采用了两种 RGB 到 CIE Lab 颜色转换方法:一种是基于感知的伽玛估计法,另一种是行业标准伽玛法。使用色度计获得的颜色值与其他两种方法相差 6-15 JND。使用基于感知的任务和行业标准伽马值得出的结果差异很小。因此,我们得出结论:当无法假设标准观看条件时,采用 2.2 的伽玛值就足够了。
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引用次数: 0
Varieties of pictorial vision. 图像视觉的多样性
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-02 eCollection Date: 2024-09-01 DOI: 10.1177/20416695241267371
Jan Koenderink, Andrea van Doorn, Johan Wagemans

Pictorial awareness is addressed through experimental phenomenology involving over 90 naïve participants. Since one can't look at the "same" picture twice the study uses one-shot trials. The participant's fascination for the duration of a session is held through the artistic principle of theme and variation. Six variations focus on the theme of pictorial geometry, both two-dimensional and three-dimensional. Major findings are: Idiosyncratic deviations from veridical are huge as compared to common textbook "effects." Observers wield arbitrary heuristics for tasks that are "formally related." The assumption of a common formal framework is apparently unsound. The notion of "inverse optics" is misleading. A fair fraction of the population appears to lack monocular stereopsis as intuitive awareness. It suggests an as-yet unrecognized, but perhaps common variety of aphantasia.

图片意识是通过 90 多名天真的参与者参与的实验现象学来解决的。由于 "同一幅 "图片不可能看两次,因此研究采用了一次性试验。通过主题和变体的艺术原则,让参与者在整个实验过程中保持对图片的痴迷。六种变体以图形几何为主题,包括二维和三维图形。主要发现有与教科书上常见的 "效果 "相比,随意偏离真实的情况非常严重。对于 "形式相关 "的任务,观察者会使用任意的启发式方法。对共同形式框架的假设显然是不可靠的。逆光学 "的概念具有误导性。相当一部分人似乎缺乏单眼立体视觉的直觉意识。这表明有一种尚未被认识的、但也许是常见的幻视。
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引用次数: 0
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I-Perception
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