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Estimating the distribution of numerosity and non-numerical visual magnitudes in natural scenes using computer vision. 利用计算机视觉估计自然场景中数量级和非数量级的视觉星等分布。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-12-03 DOI: 10.1007/s00426-024-02064-2
Kuinan Hou, Marco Zorzi, Alberto Testolin

Humans share with many animal species the ability to perceive and approximately represent the number of objects in visual scenes. This ability improves throughout childhood, suggesting that learning and development play a key role in shaping our number sense. This hypothesis is further supported by computational investigations based on deep learning, which have shown that numerosity perception can spontaneously emerge in neural networks that learn the statistical structure of images with a varying number of items. However, neural network models are usually trained using synthetic datasets that might not faithfully reflect the statistical structure of natural environments, and there is also growing interest in using more ecological visual stimuli to investigate numerosity perception in humans. In this work, we exploit recent advances in computer vision algorithms to design and implement an original pipeline that can be used to estimate the distribution of numerosity and non-numerical magnitudes in large-scale datasets containing thousands of real images depicting objects in daily life situations. We show that in natural visual scenes the frequency of appearance of different numerosities follows a power law distribution. Moreover, we show that the correlational structure for numerosity and continuous magnitudes is stable across datasets and scene types (homogeneous vs. heterogeneous object sets). We suggest that considering such "ecological" pattern of covariance is important to understand the influence of non-numerical visual cues on numerosity judgements.

人类和许多动物一样具有感知和近似表示视觉场景中物体数量的能力。这种能力在整个童年时期都在提高,这表明学习和发展在塑造我们的数字感方面起着关键作用。基于深度学习的计算研究进一步支持了这一假设,这些研究表明,在学习具有不同数量的图像的统计结构的神经网络中,数字感知可以自发地出现。然而,神经网络模型通常使用合成数据集进行训练,这些数据集可能不能忠实地反映自然环境的统计结构,并且人们对使用更多的生态视觉刺激来研究人类的数字感知也越来越感兴趣。在这项工作中,我们利用计算机视觉算法的最新进展来设计和实现一个原始管道,该管道可用于估计包含数千个描绘日常生活中物体的真实图像的大规模数据集中的数量级和非数值量级的分布。我们证明了在自然视觉场景中,不同数字出现的频率遵循幂律分布。此外,我们表明,在数据集和场景类型(同质与异构对象集)中,数量和连续数量级的相关结构是稳定的。我们认为,考虑这种“生态”的协方差模式对于理解非数字视觉线索对数量判断的影响是重要的。
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引用次数: 0
Symbolic representations of infinity: the impact of notation and numerical syntax. 无穷的符号表示:符号和数值语法的影响。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-12-02 DOI: 10.1007/s00426-024-02050-8
Ami Feder, Yair Graithzer, Michal Pinhas

Past research indicates that concepts of infinity are not fully understood. In countably infinite sets, infinity is presumed to be perceived as larger than any finite natural number. This study explored whether symbolic representations of infinity are processed as such through contrasts with Arabic and verbal written numbers. Comparisons between the infinity word and number words were responded to faster than comparisons of two number words, but not when the infinity symbol was solely compared to Arabic numbers. Moreover, infinity comparisons yielded distance-like effects, suggesting that infinity (both word and symbol) can be misconceived as a "natural number" closer to larger numbers than small ones. These findings demonstrate difficulty perceiving the physically smallest stimulus (∞) as the upper end-value and seem to reflect a limited understanding of symbolic forms of infinity among adults. They further highlight the impact of notation and numerical syntax on how we process symbolic numerical information.

过去的研究表明,人们并没有完全理解无限的概念。在可数无穷集合中,无限被假定为大于任何有限自然数。本研究通过与阿拉伯语和口头书面数字的对比,探讨了无穷大的符号表示是否被这样处理。比较无限符号和数字的反应要比比较两个数字的反应快,但是当把无限符号单独和阿拉伯数字比较时,反应却不是这样。此外,无限比较产生了类似距离的效果,这表明无限(包括单词和符号)可能被误解为更接近大数而不是小数的“自然数”。这些发现表明,很难将物理上最小的刺激(∞)视为上限值,这似乎反映了成年人对无穷符号形式的有限理解。他们进一步强调了符号和数字语法对我们如何处理符号数字信息的影响。
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引用次数: 0
Input device matters for measures of behaviour in online experiments. 输入设备对在线实验中的行为测量至关重要。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-28 DOI: 10.1007/s00426-024-02065-1
Matthew Warburton, Carlo Campagnoli, Mark Mon-Williams, Faisal Mushtaq, J Ryan Morehead

Studies of perception, cognition, and action increasingly rely on measures derived from the movements of a cursor to investigate how psychological processes unfold over time. This method is one of the most sensitive measures available for remote experiments conducted online, but experimenters have little control over the input device used by participants, typically a mouse or trackpad. These two devices require biomechanically distinct movements to operate, so measures extracted from cursor tracking data may differ between input devices. We investigated this in two online experiments requiring participants to execute goal-directed movements. We identify several measures that are critically influenced by the choice of input device using a kinematic decomposition of the recorded cursor trajectories. Those using a trackpad were slower to acquire targets, mainly attributable to greater times required to initiate movements and click on targets, despite showing greater peak speeds and lower variability in their movements. We believe there is a substantial risk that behavioural disparities caused by the input device used could be misidentified as differences in psychological processes. We urge researchers to collect data on input devices in online experiments and carefully consider and account for the effect they may have on their experimental data.

有关感知、认知和行动的研究越来越多地依赖于从光标移动中得出的测量结果来研究心理过程是如何随着时间的推移而展开的。这种方法是用于在线远程实验的最灵敏的测量方法之一,但实验人员几乎无法控制参与者使用的输入设备,通常是鼠标或触控板。这两种设备的操作需要不同的生物力学动作,因此从光标跟踪数据中提取的测量结果可能因输入设备而异。我们在两个要求参与者执行目标引导动作的在线实验中对这一问题进行了研究。通过对记录的光标轨迹进行运动学分解,我们确定了几种受输入设备选择影响极大的测量指标。使用触控板的参与者获取目标的速度较慢,这主要是由于启动运动和点击目标所需的时间较长,尽管他们的运动峰值速度较快,变异性较低。我们认为,输入设备造成的行为差异很有可能被误认为是心理过程的差异。我们敦促研究人员在在线实验中收集有关输入设备的数据,并仔细考虑和说明它们可能对实验数据产生的影响。
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引用次数: 0
Anchoring bias in mental arithmetic. 心算中的锚定偏差。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-27 DOI: 10.1007/s00426-024-02035-7
Samuel Shaki, Martin H Fischer

Mental arithmetic is widely studied, both with symbolic digits and with non-symbolic dot patterns that require operand estimation. Several studies reported surprising biases in adults' performance with both formats while their direction (over/underestimation in addition/subtraction) remains controversial (operational momentum effect or OM; Prado & Knops, Prado and Knops, Psychonomic Bulletin & Review, in Press., 2024). Theoretical accounts of OM make opposing predictions, thus enabling a decisive test: Using symbolic stimuli and responses, we enabled accurate operand encoding and result reporting, thus leaving mental calculation as only source of bias. Importantly, we manipulated operand order through calculation instructions (e.g., "29 + 19" vs. "add 19 to 29") to assess the crucial role of first operand size as cognitive anchor. With both auditory (Experiment 1, N = 30) and visual presentation (Experiment 2, N = 30), we observed reverse OM, i.e., overestimations in subtraction and underestimations in addition. Importantly, this instance of operation-based anchoring was independent of a second anchoring effect related to operand order: A large operand is a stronger anchor when mentioned first. Our discovery of both operation-based and order-based anchoring extends the well-known anchoring effect into mental arithmetic and eliminates several competing theories about the origin of OM.

心算被广泛研究,包括符号数字心算和需要操作数估计的非符号点模式心算。有几项研究报告称,成人在使用这两种运算形式时会出现令人惊讶的偏差,但其方向(加法/减法中的高估/低估)仍存在争议(运算动力效应或OM;Prado和Knops,《心理学公报与评论》,出版中,2024年)。操作动量效应的理论解释提出了相反的预测,因此可以进行决定性的测试:通过使用符号刺激和反应,我们实现了准确的操作数编码和结果报告,从而使心理计算成为唯一的偏差来源。重要的是,我们通过计算指令(如 "29 + 19 "与 "将 19 加到 29")来操纵操作数顺序,以评估第一操作数大小作为认知锚的关键作用。在听觉(实验 1,N = 30)和视觉(实验 2,N = 30)演示下,我们观察到了反向 OM,即高估减法和低估加法。重要的是,这种基于操作的锚定与第二种与操作顺序有关的锚定效应无关:大的操作数先被提及时,锚定效果更强。我们发现的基于运算和基于顺序的锚定效应将众所周知的锚定效应扩展到了心算中,并消除了关于OM起源的几种相互竞争的理论。
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引用次数: 0
Visuospatial working memory and (free and cued) recall of survey knowledge after environment navigation. 环境导航后的视觉空间工作记忆和调查知识的(自由和提示)回忆。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-27 DOI: 10.1007/s00426-024-02030-y
Veronica Muffato, Laura Miola, Francesca Pazzaglia, Chiara Meneghetti

Navigating environments is a fundamental ability of daily life, with survey knowledge playing a crucial role. Survey knowledge varies between individuals, and these variations may be related to individual differences in visuospatial working memory (VSWM) ability. However, other factors, such as the modalities of recall (cued vs. free recall) of survey knowledge, could interact with VSWM resources. The present study aimed to clarify whether various types of VSWM contribute to survey knowledge under specific recall modalities or regardless of how spatial information is retrieved. A sample of 74 young adults performed VSWM tasks with varying processing demands and degrees of active involvement. Then, they actively learned a virtual city path in a Cave Automatic Virtual Environment (CAVE) environment, and their survey knowledge was assessed using a sketch map task in free and cued recall modalities (within-participants). Cued recall demonstrated an advantage in sketch map accuracy over free recall. VSWM with simultaneous processing and active mental imagery is associated with sketch map accuracy, but not other VSWM. Importantly, no interaction was found between VSWM and the modality of recall. Therefore, survey knowledge is primarily related to VSWM, regardless of recall modality, emphasizing the importance of VSWM ability in capturing survey knowledge after active navigation.

环境导航是日常生活中的一项基本能力,其中调查知识起着至关重要的作用。调查知识因人而异,这些差异可能与视觉空间工作记忆(VSWM)能力的个体差异有关。然而,其他因素,如调查知识的回忆方式(提示回忆与自由回忆),也可能与视觉空间工作记忆资源相互作用。本研究旨在阐明,在特定的回忆模式下,或无论以何种方式检索空间信息,各种类型的 VSWM 是否有助于调查知识。74 名年轻成年人完成了不同处理要求和主动参与程度的虚拟现实空间知识任务。然后,他们在洞穴自动虚拟环境(CAVE)环境中主动学习了一条虚拟城市道路,并使用自由回忆模式和提示回忆模式(参与者内部)的草图任务对他们的调查知识进行了评估。与自由回忆相比,提示回忆在草图准确性方面更具优势。同时处理和积极心理想象的虚拟思维导图与草图的准确性有关,但与其他虚拟思维导图无关。重要的是,VSWM 与回忆方式之间没有相互作用。因此,调查知识主要与 VSWM 有关,而与回忆方式无关,这强调了 VSWM 能力在主动导航后获取调查知识方面的重要性。
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引用次数: 0
Autonomy-supportive instructional language does not enhance skill acquisition compared to controlling instructional language. 与控制性教学语言相比,自主支持性教学语言并不能促进技能的掌握。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-26 DOI: 10.1007/s00426-024-02059-z
Laura St Germain, Brad McKay, Lidia Barbera, Chitrini Tandon, Jeswende Seedu, Chantal Carrillo, Denver M Y Brown, Michael J Carter

Instructional language is one of three techniques in OPTIMAL theory that can be manipulated to foster an autonomy-supportive practice environment to enhance motor performance and learning. While autonomy-supportive language has been shown to be beneficial in educational psychology, coaching, and health settings, the wording of task instructions has received minimal attention in the motor learning literature to date. We investigated the influence of two instructional language styles on skill acquisition in a preregistered experiment. Participants (N = 156) learned a speed cup stacking task and received instructions throughout practice that used either autonomy-supportive or controlling language. Although the autonomy-supportive instructions resulted in higher perceptions of autonomy, there were no group differences for motor performance in acquisition or retention. Perceptions of competence and intrinsic motivation did not differ between groups at any time point. These data are difficult to reconcile with key predictions in OPTIMAL theory regarding a direct and causal influence of motivational factors on performance and learning. However, our equivalence test suggests these effects on skill acquisition may be smaller than what we were powered to detect. These findings are consistent with a growing body of evidence highlighting the need for much larger N experiments in motor learning research.

指导性语言是 "优化 "理论中的三种技巧之一,可用于营造自主支持性练习环境,以提高运动表现和学习能力。虽然在教育心理学、教练和健康环境中,自主支持性语言已被证明是有益的,但迄今为止,任务指令的措辞在运动学习文献中却很少受到关注。我们在一项预先登记的实验中研究了两种指导语言风格对技能习得的影响。参与者(N = 156)学习了速度叠杯任务,并在整个练习过程中接受了使用自主支持性语言或控制性语言的指令。虽然自主支持型指导会使参与者对自主性有更高的认知,但在掌握或保持运动表现方面并无组间差异。对能力和内在动机的认知在任何时间点都没有组间差异。这些数据很难与 OPTIMAL 理论中关于动机因素对成绩和学习的直接和因果影响的主要预测相一致。不过,我们的等效测试表明,这些对技能掌握的影响可能小于我们的检测能力。这些发现与越来越多的证据相吻合,这些证据强调了在运动学习研究中需要更大规模的N实验。
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引用次数: 0
Linguistic markedness and body specificity in parity judgments: evidence from a go/no-go task. 奇偶判断中的语言标记性和身体特异性:来自 "去/不去 "任务的证据。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-20 DOI: 10.1007/s00426-024-02062-4
Mia Šetić Beg, Vanja Sopta, Dražen Domijan

In two experiments we tested the contribution of linguistic markedness and affective evaluation (i.e., body specificity) to the representation of abstract numerical concepts, such as parity. To this end, we employed speeded parity judgments of digits (Exp 1) or number words (Exp 2) in a go/no-go task. Fifty right-handed participants completed four blocks of trials in each experiment. In two blocks, they responded to even numbers (2, 4, 6, or 8) and in the other two blocks they responded to odd numbers (1, 3, 7, or 9). In each pair of blocks, they responded once with their right hand and once with their left hand. Results revealed faster right-hand responses to even than to odd digits (Exp 1), and faster left-hand response to odd than to even number words (Exp 2). In addition, in both experiments, we found faster responses to small-odd than large-odd digits and number words. The results support the conclusion that the affective evaluation of parity and linguistic markedness makes independent contributions to the representation of parity.

在两项实验中,我们测试了语言标记性和情感评价(即身体特异性)对抽象数字概念(如奇偶性)表征的贡献。为此,我们在 "去/不去 "任务中采用了数字(实验 1)或数字词(实验 2)的速度奇偶性判断。50名右撇子参与者在每个实验中完成了四个试验块。在两个实验组中,他们对偶数(2、4、6 或 8)做出反应;在另外两个实验组中,他们对奇数(1、3、7 或 9)做出反应。在每一对区块中,他们分别用右手和左手做出一次反应。结果显示,右手对偶数数字的反应比对奇数数字的反应快(实验 1),左手对奇数数字单词的反应比对偶数数字单词的反应快(实验 2)。此外,在这两项实验中,我们还发现对小奇数数字和数字单词的反应快于大奇数数字和数字单词。这些结果支持这样的结论,即对奇偶性和语言标记性的情感评价对奇偶性的表征做出了独立的贡献。
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引用次数: 0
Motion in the depth direction appears faster when the target is closer to the observer. 当目标距离观察者较近时,深度方向上的运动会显得更快。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-20 DOI: 10.1007/s00426-024-02040-w
Yusei Yoshimura, Tomohiro Kizuka, Seiji Ono

The target velocity at the retina and the initial phase of target motion are known to affect the perceived velocity of a target in planar motion. For depth motion, however, the role of this information in velocity perception remains unclear. Therefore, the purpose of this study was to reveal the role of the angular velocity derived from the vergence angle and the initial phase of target motion on the perceived velocity for depth motion. We devised two experimental tasks with five stimuli and used a two-alternative forced-choice paradigm to investigate velocity perception. In the tasks, a target moving toward or away from the observer was used. The five stimuli in each task moved between 40 and 240 cm (standard stimulus), 20 and 240 cm, 20 and 220 cm, 40 and 260 cm, and 60 and 260 cm from the participants. In the comparison of the standard stimulus with other stimuli, the stimuli approaching or receding from a distance of 20 cm were perceived as faster than the standard stimulus approaching or receding from a distance of 40 cm. We also showed that the stimuli that receded starting from a distance of 60 cm were perceived as moving slower than the standard stimulus. Our results suggest that larger changes in angular velocity affect velocity perception for depth motion; thus, observers perceive the target velocity as faster when the target is closer to the observer.

众所周知,视网膜上的目标速度和目标运动的初始阶段会影响平面运动中目标的感知速度。然而,对于深度运动,这些信息在速度感知中的作用仍不清楚。因此,本研究的目的是揭示由辐辏角和目标运动初始阶段得出的角速度对深度运动感知速度的作用。我们设计了两个包含五个刺激物的实验任务,并使用双向强迫选择范式来研究速度感知。在这些任务中,我们使用了一个朝向或远离观察者运动的目标。每个任务中的五个刺激物分别在距离观察者 40 到 240 厘米(标准刺激)、20 到 240 厘米、20 到 220 厘米、40 到 260 厘米以及 60 到 260 厘米之间移动。在标准刺激与其他刺激物的比较中,接近或后退 20 厘米距离的刺激物被认为比接近或后退 40 厘米距离的标准刺激快。我们还发现,从 60 厘米距离开始后退的刺激物被认为比标准刺激物移动得慢。我们的结果表明,角速度的较大变化会影响深度运动的速度感知;因此,当目标离观察者较近时,观察者会认为目标的速度较快。
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引用次数: 0
Beneficial effects of imagination of successful action after an actual error on baseline performances in non-expert young tennis players. 非专业青少年网球运动员在实际失误后想象成功动作对基线成绩的有利影响。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-16 DOI: 10.1007/s00426-024-02051-7
Robin Nicolas, Robbin Carien, Younès Ouarti, Dominique Laurent

The aim of this study was to evaluate the effects of motor imagery (MI: imagining the success or failure of a forehand or backhand shot) training according to an internal visual modality centred on the movement and the target to be reached on tennis performance. 66 young (Mage = 12.1 years) players were randomly divided into three groups: control, failure MI or success MI, and performed 3 experimental phases. The pre-test consisted of performing 6 blocks of 5 forehand and backhand groundstrokes (sent randomly by a ball launcher towards the baseline) and a super tie-break. The acquisition phase consisted of 12 sessions, each including a standardized warm-up followed by 15 min of background rally in pairs. The participants of the MI group were instructed, after unprovoked errors on their part, to imagine performing the previous shot correctly (positive MI) or missing (failure MI). The post-test was identical to the pre-test. The efficiency score of shots and the number of errors committed at the pre- and post-test served as dependent variables. The results of this study indicate that participants in the success MI group performed better than the control and failure MI groups at post-test. The success MI, performed after errors, has positive effects on the quality of the shot and reduces the number of unforced errors of tennis players, while failure MI induces negative outcomes. The use of success MI, integrated in training session, is recommended.

本研究旨在评估运动想象(MI:想象正手或反手击球的成功或失败)训练对网球运动成绩的影响。66 名年轻球员(年龄 = 12.1 岁)被随机分为三组:对照组、失败想象组和成功想象组,并进行了三个阶段的实验。预测试包括进行 6 组 5 次正手和反手地面击球(由球发射器随机发向底线)和一次超级平局。习得阶段包括 12 个课时,每个课时包括标准化的热身,然后是 15 分钟的双人背景来回球。多元智能组的参与者在自己无缘无故出错后,会被要求想象前一次击球正确(积极多元智能)或失误(失败多元智能)。后测与前测相同。测试前后的射击效率得分和失误次数作为因变量。研究结果表明,成功多元智能组的学员在测试后的表现优于对照组和失败多元智能组。在失误后进行的成功多元智能对网球运动员的击球质量和减少非受迫性失误次数有积极影响,而失败多元智能则会导致消极结果。建议在训练中使用成功多元智能。
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引用次数: 0
Different effects of smooth pursuit eye movements on motion-based stimulus response congruency. 平滑追逐眼动对运动刺激反应一致性的不同影响
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-15 DOI: 10.1007/s00426-024-02049-1
Piotr Styrkowiec, Michał Wierzbicki

In the motion-based stimulus-response compatibility (SRC) effect, responses are faster when the task-irrelevant stimulus motion is congruent with the response movement performance. In the present study, we tested whether smooth pursuit eye movements, related to tracking a moving object, influence motion-based SRC when present on their own or when combined with position-based SRC. We examined the motion-based SRC effect during both the response selection and response execution stages. When investigating motion-based SRC alone, participants responded with left or right movements of the single hand to the left or right movements of a centrally presented stimulus, either with their eyes fixated at the center or tracking the moving object. In the case of combined motion-based and position-based SRC, participants responded with left or right movements of the left or right hand to stimulus motion presented on the left or right side of the screen, again with eyes either fixated at the center or following the moving target. Results showed that during the response selection stage, smooth pursuit type eye movements had no effect on the motion-based SRC when the stimulus moved in the center, whereas the effect was enhanced when the stimulus presentation was lateralized. This aligns with the idea that attentional shifts differ between central and peripheral vision and that cognitive system computes various spatial maps for stimulus and response. In the case of response execution, smooth pursuit type eye movements had no effect on the motion-based SRC effect, regardless of stimulus location.

在基于运动的刺激-反应相容性(SRC)效应中,当与任务无关的刺激运动与反应运动表现一致时,反应会更快。在本研究中,我们测试了与追踪移动物体相关的平滑追随眼动在单独出现或与位置刺激-反应相容效应相结合时是否会影响运动刺激-反应相容效应。我们在反应选择和反应执行阶段都考察了基于运动的 SRC 效应。在单独研究基于运动的 SRC 时,被试在眼睛固定在中心或跟踪移动物体的情况下,用单手的左右移动来对中心呈现的刺激物的左右移动做出反应。在结合了基于运动和位置的 SRC 的情况下,受试者对屏幕左侧或右侧出现的刺激运动做出左手或右手的动作反应,同样是眼睛盯住中心或跟踪移动的目标。结果表明,在反应选择阶段,当刺激物在中心移动时,平滑追随型眼动对基于运动的 SRC 没有影响,而当刺激物横向呈现时,这种影响会增强。这与中心视力和周边视力的注意力转移不同以及认知系统为刺激和反应计算不同空间地图的观点一致。在执行反应的情况下,平滑追随型眼动对基于运动的 SRC 效应没有影响,与刺激位置无关。
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引用次数: 0
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