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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
Connecting the beholder with the artwork: Thoughts on gaining liveliness by the usage of paraphernalia. 连接观者与艺术作品:关于通过使用随身物品获得活力的思考。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-03-01 DOI: 10.1177/20416695231162010
Claus-Christian Carbon

When we attend sculptures in museums, they might fascinate us due to the mastery of the material, the inherent dynamics of body language or due to contrapposto or the sheer size of some of these statues such as Michelangelo's David. What is less convincing, however, is the life-alikeness of the face. Actually, most visitors experience dead faces, dead eyes, and static expressions. By merely adding paraphernalia to a face (e.g., a facemask or sunglasses), such unalive sculptures gain vividness and liveliness. This striking effect is demonstrated by applying a facemask and sunglasses to a sculpture on public display in Bamberg, but it can easily be demonstrated on any available sculpture. This simple method might help connect people with sculptures or artworks, in general, to lower the barrier between the beholder and artwork and increase their interaction.

当我们在博物馆里观看雕塑时,它们可能会因为对材料的掌握,身体语言的内在动态,或者由于一些雕像的对抗性或纯粹的尺寸而吸引我们,比如米开朗基罗的大卫。然而,不那么令人信服的是脸部的逼真度。实际上,大多数游客都经历过死气沉沉的面孔、死气沉沉的眼神和静止的表情。只要在脸上加上一些附属品(如面具或太阳镜),这些没有生命的雕塑就会变得生动活泼。这种引人注目的效果是通过在班贝格的公共展览中给一个雕塑戴上口罩和太阳镜来展示的,但它可以很容易地在任何可用的雕塑上展示。一般来说,这种简单的方法可能有助于将人们与雕塑或艺术品联系起来,降低观者和艺术品之间的障碍,增加他们的互动。
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引用次数: 2
Touch and voice have different advantages in perceiving positive and negative emotions. 触觉和声音在感知积极情绪和消极情绪方面具有不同的优势。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-03-01 DOI: 10.1177/20416695231160420
Rika Oya, Akihiro Tanaka

Previous research has revealed that several emotions can be perceived via touch. What advantages does touch have over other nonverbal communication channels? In our study, we compared the perception of emotions from touch with that from voice to examine the advantages of each channel at the emotional valence level. In our experiment, the encoder expressed 12 different emotions by touching the decoder's arm or uttering a syllable /e/, and the decoder judged the emotion. The results showed that the categorical average accuracy of negative emotions was higher for voice than for touch, whereas that of positive emotions was marginally higher for touch than for voice. These results suggest that different channels (touch and voice) have different advantages for the perception of positive and negative emotions.

之前的研究表明,有几种情绪可以通过触摸来感知。与其他非语言交流渠道相比,触摸有什么优势?在我们的研究中,我们比较了触摸和声音对情绪的感知,以检验每种渠道在情绪效价水平上的优势。在我们的实验中,编码器通过触摸解码器的手臂或发出音节/e/来表达12种不同的情绪,解码器对这种情绪进行判断。结果表明,声音对负面情绪的分类平均准确率高于触摸,而触摸对积极情绪的分类平均准确率略高于声音。这些结果表明,不同的通道(触摸和声音)对积极和消极情绪的感知有不同的优势。
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引用次数: 0
The contributions of surface features and contour shapes to object slant perception. 表面特征和轮廓形状对物体倾斜感知的贡献。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-03-01 DOI: 10.1177/20416695231160402
Ryosuke Niimi

Humans perceive 3D shapes even from 2D images. A slant can be perceived from images of slanted rectangular objects, which include texture gradients and linear perspective contours. How does the visual system integrate and utilize these pictorial depth cues? A new visual illusion that provides some insights into this issue was examined. A box-like object with disk figures drawn on its upper surface was rendered in a linear perspective image. The length of the object's upper surface side line was overestimated, probably due to the foreshortened disks serving as slant cues. This illusory effect occurred even when observers estimated the line length on the image plane, suggesting that the slant perception from the disks was mandatory. Five experiments revealed that multiple depth cues were utilized for the slant perception; the aspect ratio of the disks, texture gradients, trapezium/parallelogram contours, and the side surfaces of the box-like object. However, foreshortened disks outside the object were not utilized as depth cues. These results suggested that various depth cues belonging to the target object are integrated for the slant perception.

人类甚至可以从2D图像中感知3D形状。斜面可以从倾斜矩形物体的图像中感知到,其中包括纹理梯度和线性透视轮廓。视觉系统如何整合和利用这些图像深度线索?研究了一种新的视觉错觉,为这个问题提供了一些见解。在其上表面绘制磁盘图形的盒状物体以线性透视图像呈现。物体上表面边线的长度被高估了,可能是由于缩短的圆盘作为倾斜的线索。这种错觉效应甚至在观察者估计图像平面上的线长时也会发生,这表明来自磁盘的倾斜感知是强制性的。5个实验结果表明,在倾斜知觉中存在多种深度线索;磁盘的长宽比、纹理梯度、梯形/平行四边形轮廓和盒状对象的侧面。然而,物体外的缩短的圆盘没有被用作深度线索。这些结果表明,属于目标物体的各种深度线索在倾斜感知中是综合的。
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引用次数: 0
An interactive motion perception tool for kindergarteners (and vision scientists). 一个互动的运动感知工具,为幼儿园(和视觉科学家)。
IF 1.9 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-03-01 DOI: 10.1177/20416695231159182
Aravind Battaje, Oliver Brock, Martin Rolfs

We implement Adelson and Bergen's spatiotemporal energy model with extension to three-dimensional (x-y-t) in an interactive tool. It helps gain an easy understanding of early (first-order) visual motion perception. We demonstrate its usefulness in explaining an assortment of phenomena, including some that are typically not associated with the spatiotemporal energy model.

我们在交互式工具中实现了Adelson和Bergen的时空能量模型,并扩展到三维(x-y-t)。它有助于获得对早期(一阶)视觉运动感知的简单理解。我们证明了它在解释各种现象方面的有用性,包括一些通常与时空能量模型无关的现象。
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引用次数: 0
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I-Perception
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