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The influence of eye position on the animacy impression of a cube-shaped robot in motion. 眼位对运动中立方体机器人动画印象的影响。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-03-19 eCollection Date: 2025-03-01 DOI: 10.1177/20416695251323769
Takahiro Kawabe, Rintaro Akiyama, Takumi Yokosaka

Human observers can sometimes attribute animacy or agency to non-living objects, such as robots, perceiving them as if they were alive. In particular, the movement pattern of non-living things is a key feature for perceiving life. It is also well known that the pattern of the eyes is also an important feature for the perception of the sense of life. The present study investigated how the animacy impression of a cube-shaped robot moving along the Perlin noise trajectory could be influenced by the visual patterns of the eyes, such as eye positions and gaze directions. The eyes were presented on the top surface of the cube-shaped robot. Participants were asked to rate animacy impressions of the robot. These impressions included the impression of a live animal, having intention and moving in a self-propelled manner. These impressions were consistently higher when the eyes were presented on the side of the robot's direction of motion than when they were presented on the side orthogonal to, or opposite to, the robot's direction of motion. In general, the animacy impressions were largely comparable regardless of whether the robot's gaze direction aligned with, was orthogonal to, or opposed its motion direction. However, the impression of intention was stronger when the gaze direction at the front side of the object was consistent with the motion direction than when it was inconsistent. We discuss the evolutionary role of eye position in determining animacy impressions.

人类观察者有时会把机器人等非生命物体赋予灵性或能动性,认为它们是有生命的。特别是,非生物的运动模式是感知生命的一个关键特征。众所周知,眼睛的图案也是感知生命感的一个重要特征。本研究探讨了沿着佩林噪声轨迹运动的立方体机器人的灵动感如何受到眼睛的视觉模式(如眼睛位置和注视方向)的影响。眼睛出现在立方体机器人的顶部表面。参与者被要求对机器人的动画印象进行评分。这些印象包括活生生的动物、有意图和以自我推动的方式移动的印象。当眼睛出现在机器人运动方向的一侧时,这些印象始终高于眼睛出现在与机器人运动方向正交或相反一侧时的印象。总的来说,无论机器人的注视方向是与其运动方向一致、正交还是相反,动画印象都大体相当。不过,当物体前侧的注视方向与运动方向一致时,其意图印象比不一致时更强烈。我们讨论了眼球位置在决定动画印象中的进化作用。
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引用次数: 0
Spatial alignment and the motion bridging effect: Reversals in the direction of an illusory rotation. 空间对齐和运动桥接效应:在一个虚幻的旋转方向反转。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-03-17 eCollection Date: 2025-03-01 DOI: 10.1177/20416695251318945
Maximilian Stein, Robert Fendrich, Uwe Mattler

When a stationary ring of points precedes or follows an "inducing ring" of points that spins so rapidly it appears to be a steady outline circle the stationary ring often appears to momentarily rotate in the direction of the inducing ring's spin. In previous studies of this "motion bridging effect" (MBE) the start and stop positions of the inducing ring points were spatially aligned with the points of the stationary ring. Here we report that as these start and stop positions are progressively displaced across the spaces separating the points of the stationary test ring the MBE direction congruency effect decreases and then reverses, so that the illusory rotation is predominantly opposite to the direction of the inducing ring spin. This reverse congruency effect peaks when the points of the inducing ring start and stop midway between the points of the stationary test ring, with congruency returning as further displacements bring the point positions back into alignment. We conclude that the MBE is not only determined by the inducing ring's rotation direction, but also by an interaction between the inducing and test ring points at the moment the inducing ring starts or stops. We consider various ways of accounting this effect. Explanations based on direction cuing by apparent motion steps, the motion aftereffect, and biphasic impulse responses are ruled out. A speculative explanation based on perceptual heuristics that interpret the competing motion direction signals generated by a transformation of contour segments of the spinning ring into the points of the stationary ring (or vice-versa) is proposed.

当一个由点组成的静止环先于或紧随一个由点组成的快速旋转的“诱导环”时,它看起来是一个稳定的轮廓圆,而静止环通常会在诱导环旋转的方向上瞬间旋转。在先前对这种“运动桥接效应”(MBE)的研究中,诱导环点的起始和停止位置在空间上与静止环的点对齐。在这里,我们报告说,随着这些开始和停止位置在分离静止测试环点的空间中逐渐移位,MBE方向一致性效应减弱,然后逆转,因此虚幻旋转主要与诱导环旋转的方向相反。当诱导环的点在静止测试环的点之间开始和停止时,这种反向一致性效应达到顶峰,随着进一步的位移使点位置重新对齐,一致性将恢复。我们得出结论,MBE不仅取决于诱导环的旋转方向,还取决于诱导环启动或停止时刻诱导环与测试环点之间的相互作用。我们考虑了各种计算这种影响的方法。基于明显运动步骤、运动后效和双相脉冲响应的方向提示的解释被排除在外。提出了一种基于感知启发式的推测解释,该解释解释了由旋转环的轮廓段转换为静止环的点(反之亦然)所产生的竞争运动方向信号。
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引用次数: 0
Blodgett's (1919) "Ship camouflage" 105 years on: A misperception of dazzle perception revealed and redressed. Blodgett的(1919)“舰船迷彩”105年:对眩光感知的误解揭示与纠正。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-03-14 eCollection Date: 2025-03-01 DOI: 10.1177/20416695241312316
Timothy Simon Meese, Samantha Louise Strong

During WWI, dazzle camouflage involved painting allied shipping with bold geometric patterns to disrupt the perceptions of enemy submariners. The first experiment to provide quantitative results on this (Blodgett, 1919; MIT Libraries, MA) used scale models and mechanical simulation, and reported enormous perceptual errors for their perceived direction of travel (up to ∼60°), possibly due to a "twist" effect from forced perspective. However, Blodgett's work did not meet modern standards and the organisation of his report complicates evaluation. Here, we produce (i) reformatted and (ii) heavily edited versions of the original report to improve readability, and (iii) provide a critical reappraisal of the work including (iv) a detailed reanalysis of Blodgett's data and (v) a new control experiment on edited images of the original stimuli. After addressing problems with Blodgett's analysis and control experiment, we found results indicating a twist of only about 7°, but a much larger "hysteresis" effect (∼19-23°) where perceived direction was drawn to the horizon regardless of dazzle. This effect combined both constructively and destructively with "twist", depending on the direction of the target ship. These reappraised findings resolve an apparent conflict with the second quantitative experiment on dazzle ships conducted over a century later using computer displays online (Lovell et al., 2024; Royal Society Open Science). We conclude that Blodgett's approach and data remain of interest today, but his conclusions substantially overestimated the effectiveness of dazzle camouflage in biasing the perceived directions of ships. However, other potential benefits of dazzle, including perceptual variance, await systematic investigation.

在第一次世界大战期间,炫目迷彩包括给盟军船只涂上大胆的几何图案,以扰乱敌方潜艇的感知。第一个提供定量结果的实验(Blodgett, 1919;麻省理工学院图书馆(MIT Libraries, MA)使用比例模型和机械模拟,并报告了他们感知的行进方向(高达~ 60°)的巨大感知误差,可能是由于强迫视角的“扭曲”效应。然而,布洛杰特的工作不符合现代标准,他的报告的组织使评估复杂化。在这里,我们制作(i)重新格式化和(ii)大量编辑的原始报告版本,以提高可读性,以及(iii)提供对工作的批判性重新评估,包括(iv)对Blodgett数据的详细重新分析和(v)对原始刺激的编辑图像进行新的控制实验。在解决了Blodgett的分析和控制实验的问题后,我们发现结果表明扭曲只有大约7°,但更大的“滞后”效应(~ 19-23°),在这种情况下,无论眩光如何,感知方向都被吸引到地平线上。这种效果结合了建设性和破坏性的“扭曲”,取决于目标船的方向。这些重新评估的发现解决了与一个多世纪后使用计算机在线显示进行的第二次眩光船定量实验的明显冲突(Lovell等人,2024;皇家学会开放科学)。我们得出的结论是,布洛杰特的方法和数据在今天仍然令人感兴趣,但他的结论在很大程度上高估了眩光伪装在使船只感知方向产生偏差方面的有效性。然而,眼花缭乱的其他潜在好处,包括感知变异,还有待系统的研究。
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引用次数: 0
Aging does not affect auditory motion discrimination based on interaural level differences. 年龄不影响基于耳间水平差异的听觉运动辨别。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-03-02 eCollection Date: 2025-03-01 DOI: 10.1177/20416695241311206
Shinya Harada, Ryo Teraoka, Naoki Kuroda, Wataru Teramoto

It is well known that aging affects fundamental perceptual functions. Numerous studies have investigated age-related changes in visual motion perception and demonstrated that aging impairs motion processing. However, limited studies have explored age-related changes in auditory motion perception, and whether aging influences auditory motion perception based on interaural level differences remains unknown. This study examined age-related differences in the discrimination of auditory motion direction based on interaural level differences. We conducted two experiments to estimate the signal-to-noise ratio and motion coherence thresholds required to discriminate auditory motion and visual motion directions, respectively, in younger and older adults. Results showed that age significantly impairs visual motion discrimination; however, it does not impair auditory motion discrimination. These findings suggest that aging does not affect auditory motion perception based on interaural level differences, at least with the broadband noise used in this experiment.

众所周知,衰老会影响基本的感知功能。许多研究调查了与年龄相关的视觉运动感知变化,并证明衰老会损害运动处理。然而,关于听觉运动感知的年龄相关变化的研究有限,衰老是否会影响基于耳间水平差异的听觉运动感知仍然未知。本研究以听觉水平差异为基础,探讨听觉运动方向辨别的年龄相关差异。我们分别在年轻人和老年人中进行了两个实验,以估计区分听觉运动和视觉运动方向所需的信噪比和运动相干阈值。结果表明,年龄对视觉动作辨别能力有显著影响;然而,它并不影响听觉运动辨别。这些发现表明,至少在本实验中使用的宽带噪声中,年龄不会影响基于耳间水平差异的听觉运动感知。
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引用次数: 0
The frog hand illusion: Distortion of hand shape in inverted presentation. 蛙手错觉:倒立呈现中手形的扭曲。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-02-27 eCollection Date: 2025-01-01 DOI: 10.1177/20416695251319270
Shuichiro Taya, Achille Pasqualotto

When a photograph of the back of a hand with the fingers extended to the depth is observed upside-down, the hand appears vertically squashed, with extremely short fingers. The first aim of this study was to quantitatively measure the "frog hand illusion (FHI)", named after its bizarre appearance, and the second aim was to examine whether the dominant hand affects the strength of FHI. We measured the apparent shortening of the fingers using the method of constant stimuli. The results showed that the fingers of the inverted hand appeared to be shorter than those of the upright hand by about 5% on average. No effect of the dominant hand was observed. We propose the hypothesis that FHI occurs because of the attenuation of perceptual constancy, which might stem from observing the hand image from an atypical viewpoint.

当一张手指伸到深度的手背照片被倒置观察时,手看起来是垂直压扁的,手指非常短。本研究的第一个目的是定量测量“蛙手错觉(FHI)”,因其奇怪的外观而得名,第二个目的是检验优势手是否影响FHI的强度。我们用持续刺激的方法测量了手指的明显缩短。结果表明,倒立的手的手指比直立的手的手指平均短约5%。没有观察到优势手的影响。我们提出了一个假设,即FHI的发生是因为感知恒常性的衰减,这可能源于从非典型的角度观察手的图像。
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引用次数: 0
Monocular blur impairs heading judgements from optic flow. 单目模糊会影响光流对航向的判断。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-02-26 eCollection Date: 2025-01-01 DOI: 10.1177/20416695251317148
William E A Sheppard, Rachel O Coats, Richard M Wilkie, Rigmor C Baraas

Monocular blur sometimes impairs locomotion; however, it is not always clear when this will happen. Optic flow (the apparent motion of scene texture elements that occurs during self-motion) provides powerful signals about the direction of travel. Here, we test whether monocular blur impairs heading perception from optic flow compared to full vision under various levels of optic flow degradation. Participants (N = 52, mean age = 30 years) completed contrast sensitivity, visual acuity, and heading perception tasks with rich or degraded optic flow, with or without monocular blur (0.4 logMAR Bangerter filter over the non-dominant eye, full vision in the dominant eye). Heading perception was assessed using a browser-based task where the participants viewed a 3-second video consistent with self-motion over a textured ground plane (moving towards the horizon at an offset heading ranging from -20 to +20°) and identified the point on the horizon towards which they were travelling. The measures of each participant's performance were the absolute and directional angular error between the heading offset and their response. Monocular blur and degraded flow were associated with an increase in absolute heading error and a larger underestimation of heading angle, with the worst performance observed when monocular blur and degraded flow were combined. These results suggest that the impact of monocular blur on heading perception becomes apparent only when optic flow signals are weak (e.g., night-time driving). These findings support the theory that monocular blur and the richness of visual information interact to produce deficits in heading perception.

单目模糊有时会影响运动;然而,这种情况何时发生并不总是很清楚。光流(在自运动过程中发生的场景纹理元素的表观运动)提供了关于行进方向的强大信号。在这里,我们测试了在不同程度的光流退化情况下,与全视觉相比,单眼模糊是否会损害光流对头部的感知。参与者(N = 52,平均年龄= 30岁)完成了对比敏感度、视力和头球感知任务,其中有丰富或退化的光流,有或没有单眼模糊(0.4 logMAR Bangerter滤过非主视眼,主视眼完全视力)。航向感知是通过基于浏览器的任务来评估的,在这个任务中,参与者观看了一段3秒的视频,该视频与有纹理的地平面上的自运动一致(以-20°到+20°的偏移方向向地平线移动),并确定了他们正在行进的地平线上的点。每个参与者的表现的措施是绝对和定向角误差之间的航向偏移和他们的反应。单目模糊和退化流与绝对航向误差的增加和航向角的较大低估有关,当单目模糊和退化流结合使用时,观察到的性能最差。这些结果表明,只有当光流信号较弱时(例如夜间驾驶),单目模糊对头球感知的影响才会变得明显。这些发现支持了单眼模糊和视觉信息丰富性相互作用产生头球感知缺陷的理论。
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引用次数: 0
'See what you feel': The impact of visual scale distance in haptic-to-visual crossmodal matching. “看到你的感觉”:视觉尺度距离对触觉-视觉跨模匹配的影响。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-02-16 eCollection Date: 2025-01-01 DOI: 10.1177/20416695251318591
Olga Daneyko, Francesca Frisco, Angelo Maravita, Daniele Zavagno

Two experiments were conducted to explore the impact of the distance of a visual scale employed in the crossmodal matching method dubbed See What You Feel (SWYF) used to study the Uznadze haptic aftereffect. Previous studies reported that SWYF leads to a general underestimation of out-of-sight handheld spheres, which seems to increase with visual scale distance. Experiment 1 tested the effect of visual scale distance in haptic-to-visual crossmodal matching. A 19-step visual scale, made of actual 3D spheres (diameters ranging from 2.0 to 5.6 cm), was set at one of three possible distances (30, 160, 290 cm); participants' task was to find the matching visual spheres for four out-of-sight handheld test spheres (diameters 3.0, 3.8, 4.6, 5.0 cm). Results confirmed the underestimation effect and only partially confirmed the role of scale distance. Experiment 2 investigated the role of scale distance in a visual-to-visual matching task in which the same visual scale was employed, set at one of three distances (37, 160, 290 cm). Participants' task was to find a match for the same four test stimuli. Results showed no statistical difference between matched and actual sphere sizes with distance 37 cm; underestimations were observed with the far distances, thus reflecting overestimations of scale sphere sizes. Results from both experiments allow us to conclude that the underestimation effect observed with SWYF is a general feature of haptic-to-visual crossmodal matching, and that the SWYF method is a valuable tool for measuring haptic size perception with handheld stimuli when the visual scale is set at a visually comfortable peripersonal distance.

为了研究乌兹纳泽触觉后效,我们进行了两个实验,以探索视觉尺度距离对跨模匹配方法(See What You Feel, SWYF)的影响。先前的研究报道SWYF导致了视线外手持球体的普遍低估,这似乎随着视觉尺度距离的增加而增加。实验1检验了视觉尺度距离对触觉-视觉跨模匹配的影响。由实际的3D球体(直径从2.0厘米到5.6厘米)组成的19步视觉尺度被设置在三种可能的距离(30、160、290厘米)之一;参与者的任务是为四个视线外的手持式测试球体(直径3.0,3.8,4.6,5.0 cm)找到匹配的视觉球体。结果证实了低估效应,仅部分证实了尺度距离的作用。实验2研究了尺度距离在视觉-视觉匹配任务中的作用,该任务采用相同的视觉尺度,设置为3种距离(37、160、290 cm)之一。参与者的任务是为同样的四个测试刺激找到一个匹配。结果显示,当球距为37 cm时,匹配球尺寸与实际球尺寸无统计学差异;在较远的距离上观测到低估,从而反映了尺度球体尺寸的高估。这两个实验的结果都表明,SWYF方法观察到的低估效应是触觉-视觉跨模态匹配的一个普遍特征,并且当视觉尺度设置在视觉舒适的近个人距离时,SWYF方法是测量手持刺激触觉尺寸感知的一个有价值的工具。
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引用次数: 0
Assessing aesthetic impressions with pictorial measures: A novel approach in empirical aesthetics. 用图像测量评估审美印象:经验美学的一种新方法。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-02-14 eCollection Date: 2025-01-01 DOI: 10.1177/20416695241309780
Ivan Z Stojilović

This study introduces pictorial technique (PT) as an innovative method in empirical aesthetics to assess aesthetic impressions of visual artworks. Forty participants, drawn from general and artistic populations, evaluated nine paintings representing abstract, traditional figural, and modern figural styles using the PT and aesthetic rating scales. The PT enabled participants to mark impactful areas within artworks, transforming subjective impressions into spatial data visualized as heatmaps. Results showed that, on average, participants marked 17% of the painting's surface, with notable stylistic differences in attention distribution. Abstract paintings exhibited dispersed attention, focusing on geometric shapes and color contrasts, while traditional figural works concentrated on narrative elements. Modern figural paintings demonstrated a hybrid pattern, emphasizing both individual details and broader compositions. The study also tested the hypothesis that dimensional characteristics of marked areas correspond to aesthetic preferences. Findings revealed that the size of marked regions modestly predicted ratings on Interestingness and Comprehensibility scales, though the explained variance was limited. The study highlights the PT's potential for visualizing aesthetic engagement and suggests its integration with physiological methods like eye-tracking to explore the interaction between spontaneous attention and reflective aesthetic judgments. These findings underscore PT's adaptability and value as a tool for investigating aesthetic experiences across diverse art forms and cultural contexts.

本研究引入图像技术作为经验美学的创新方法,来评估视觉艺术作品的审美印象。从普通人群和艺术人群中抽取的40名参与者,使用PT和美学评分量表评估了代表抽象、传统人物和现代人物风格的9幅画作。PT使参与者能够在艺术品中标记有影响力的区域,将主观印象转化为可视化的热图空间数据。结果显示,参与者平均标记了17%的画作表面,在注意力分布上有明显的风格差异。抽象绘画表现出分散的注意力,注重几何形状和色彩对比,而传统的人物作品则注重叙事元素。现代人物画表现出一种混合模式,强调个人细节和更广泛的构图。该研究还验证了一个假设,即标记区域的尺寸特征与审美偏好相对应。研究结果显示,标记区域的大小适度地预测了兴趣和可理解性量表的评分,尽管解释的方差是有限的。该研究强调了PT在视觉化审美参与方面的潜力,并建议将其与眼动追踪等生理方法相结合,以探索自发注意与反思性审美判断之间的相互作用。这些发现强调了PT作为研究不同艺术形式和文化背景下审美体验的工具的适应性和价值。
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引用次数: 0
Chikamatsu, Mori, and the uncanny valley. 千松、森和恐怖谷。
IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-02-06 eCollection Date: 2025-01-01 DOI: 10.1177/20416695251317469
Karl F MacDorman

In Japan, robotics projects like Geminoid, modeled after Hiroshi Ishiguro, exhibit a fascination with creating human doubles. Yet, warnings against this also thread through Japanese thought, from the Edo-period playwright Chikamatsu Monzaemon (1653-1724) to the robotics professor Mori Masahiro (1927-2025). Though centuries apart, they describe the same uncanny valley phenomenon-eerie, cold, repellent feelings that arise when confronting the imperfectly human. In an interview with Hozumi Ikan, translated here, Chikamatsu presents a theory of realism exemplified through puppet theater and kabuki. He divides realism into four zones: the unreal, conceptual realism, surface realism, and the real. The unreal lacks authenticity, surface realism lacks soul, and the real lacks expressiveness. For Chikamatsu, it is conceptual realism that captivates an audience. A play's unfolding events evoke empathy and emotion through their meaning for the characters. Similarly, Mori divides realism into four zones: industrial, humanoid, and android robots, and real people. Industrial robots evoke little affinity, and androids risk appearing eerie. Though real people evoke the most affinity, androids cannot become indistinguishable from them. For Mori, only humanoid robots evoke affinity without risking uncanniness. By exploring anthropomorphism, both Chikamatsu and Mori illuminate principles for designing robots that do not unsettle but delight.

在日本,以石黑浩(Hiroshi Ishiguro)为原型设计的Geminoid等机器人项目对创造人类替身表现出了极大的兴趣。然而,从江户时代的剧作家千松门宰门(1653-1724)到机器人学教授森正弘(1927-2025),对这种做法的警告也贯穿了日本的思想。虽然相隔了几个世纪,但它们描述了同样的恐怖谷现象——面对不完美的人类时产生的怪异、寒冷、排斥的感觉。在一次采访中,Chikamatsu提出了一种现实主义理论,以木偶剧和歌舞伎为例。他将现实主义分为四个区域:虚幻的、概念的现实主义、表面的现实主义和真实的。虚幻缺乏真实性,表面现实主义缺乏灵魂,真实缺乏表现力。对于Chikamatsu来说,是概念现实主义吸引了观众。一个戏剧的展开事件通过它们对人物的意义来唤起共鸣和情感。同样,Mori将现实主义分为四个区域:工业机器人、人形机器人和机器人,以及真人。工业机器人几乎没有让人产生共鸣,而机器人可能看起来很怪异。虽然真实的人最能唤起人们的共鸣,但机器人却无法与真实的人区分开来。对Mori来说,只有类人机器人才能唤起人们的亲切感,同时又不会让人感到怪异。通过探索拟人化,Chikamatsu和Mori都阐明了设计机器人的原则,这些机器人不会让人不安,而是令人愉悦。
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引用次数: 0
Sound effects have only minor contribution to perceptions of anthropomorphism and animacy of simple animated shapes. 声音效果对简单动画形状的拟人化和动画感的影响很小。
IF 1.1 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-02-02 eCollection Date: 2025-01-01 DOI: 10.1177/20416695251315382
K C Collins, Maya Murad, Adel Manji

While studies of anthropomorphism have spanned many decades, there is little evidence of the role that sound effects may play. We present two studies into sound's influence on perceptions of anthropomorphism and animacy using simple geometric animated shapes. For the first study, conducted on 149 participants, we simplified the animation to just two "bumping" squares. Study Two recreated the Heider-Simmel study of 1944, and was conducted on 250 participants under five conditions: without sound, and with one of two different sound types (interface sounds and "anthropomorphic" robot sounds) with two stereo modes (fixed in stereo position, or binaurally panned with the movement). We had participants answer both the Individual Differences in Anthropomorphism Questionnaire and the Godspeed Questionnaire, with three additional questions added. Results showed that the sound had a minor impact on anthropomorphism and potency in Study One, but did not impact animacy. Study Two showed no significant effect on anthropomorphism or animacy, but did show an impact on perceived intelligence and perceptions of activity.

虽然对拟人论的研究已经持续了几十年,但几乎没有证据表明声音效果可能起作用。我们提出了两个研究声音对感知的影响拟人化和animacy使用简单的几何动画形状。在第一项研究中,我们对149名参与者进行了研究,我们将动画简化为两个“碰撞”方块。研究二重现了1944年的Heider-Simmel研究,并在五种情况下对250名参与者进行了研究:没有声音,两种不同的声音类型(界面声音和“拟人化”机器人声音)中的一种,两种立体声模式(固定在立体声位置,或随着运动双耳平移)。我们让参与者回答拟人论的个体差异问卷和敬虔问卷,另外还增加了三个问题。结果表明,在研究一中,声音对拟人化和效力有轻微的影响,但对动画没有影响。研究二显示,对拟人化或动物性没有显著影响,但确实显示了对感知智力和活动感知的影响。
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引用次数: 0
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I-Perception
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