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Local motion governs visibility and suppression of biological motion in continuous flash suppression. 在连续闪光抑制中,局部运动控制着生物运动的可见性和抑制。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.25
William Swann, Matthew Davidson, Gabriel Clouston, David Alais

Presenting unique visual stimuli to each eye induces a dynamic perceptual state where only one image is perceived at a time, and the other is suppressed from awareness. This phenomenon, known as interocular suppression, has allowed researchers to probe the dynamics of visual awareness and unconscious processing in the visual system. A key result is that different categories of visual stimuli may not be suppressed equally, but there is still a wide debate as to whether low- or high-level visual features modulate interocular suppression. Here we quantify and compare the strength of suppression for various motion stimuli in comparison to biological motion stimuli that are rich in high-level semantic information. We employ the tracking continuous flash suppression method, which recently demonstrated uniform suppression depth for a variety of static images that varied in semantic content. The accumulative findings of our three experiments outline that suppression depth is varied not by the strength of the suppressor alone but with different low-level visual motion features, in contrast to the uniform suppression depth previously shown for static images. Notably, disrupting high-level semantic information via the inversion or rotation of biological motion did not alter suppression depth. Ultimately, our data support the dependency of suppression depth on local motion information, further supporting the low-level local-precedence hypothesis of interocular suppression.

向每只眼睛呈现独特的视觉刺激会引起一种动态感知状态,在这种状态下,一次只能感知到一个图像,而另一个图像则被抑制在意识之外。这种现象被称为眼间抑制,使研究人员能够探索视觉系统中视觉意识和无意识加工的动态。一个关键的结果是,不同类别的视觉刺激可能不会被同样地抑制,但关于低或高视觉特征是否调节眼间抑制仍然存在广泛的争论。在这里,我们量化并比较了各种运动刺激的抑制强度,与富含高级语义信息的生物运动刺激相比。我们采用跟踪连续闪光抑制方法,该方法最近证明了对各种语义内容不同的静态图像的均匀抑制深度。我们三个实验的累积结果表明,抑制深度的变化不仅取决于抑制器的强度,还取决于不同的低水平视觉运动特征,而不是之前静态图像的均匀抑制深度。值得注意的是,通过生物运动的反转或旋转来破坏高级语义信息并没有改变抑制深度。最终,我们的数据支持抑制深度对局部运动信息的依赖性,进一步支持眼间抑制的低水平局部优先假设。
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引用次数: 0
Dynamics of vision: Grouping takes longer than crowding. 视觉动力学:群体比拥挤需要更长的时间。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.16
Martina Morea, Michael H Herzog, Gregory Francis, Mauro Manassi

Vision is often understood as a hierarchical, feedforward process, where visual processing proceeds from low-level features to high-level representations. Within tens of milliseconds, the fundamental features of the percept are established. Traditional models use this framework to explain visual crowding, where nearby elements impair target perception with minimal influence from stimulus duration. Here, we show that, at least for more complex displays, crowding involves highly dynamic processes. We determined vernier offset discrimination thresholds for different flanker configurations. In Experiment 1, for a 160-ms stimulus duration, crowding was lower for flanking Cubes/Rectangles compared to Lines, pointing toward underlying grouping processes. However, strong crowding occurred in all conditions at 20 ms, showing that grouping requires a minimum stimulus duration to occur. In Experiment 2, the crowded vernier (20 ms) was preceded by a 20-ms Cubes display. This brief preview led to uncrowding of the subsequently presented flanked vernier, but only for flankers that ungroup for longer durations (i.e., Cubes). This uncrowding effect occurred for time spans up to 1 s (Experiment 3) but could be interrupted by elements presented between the preview and the flanked vernier (Experiment 4). Our findings are well predicted by the LAMINART model, which employs recurrent segmentation processes unfolding over time to separate objects into distinct representation layers. Taken together, our novel preview effect highlights the importance of spatiotemporal grouping in crowding. In contrast to classic feedforward models, we propose that crowding is a dynamic process where multiple interpretations are modulated and gated by grouping mechanisms evolving over time.

视觉通常被理解为一个分层的前馈过程,其中视觉处理从低级特征到高级表示。在几十毫秒内,感知的基本特征就建立起来了。传统的模型使用这个框架来解释视觉拥挤,其中附近的元素损害目标感知,刺激持续时间的影响最小。在这里,我们表明,至少对于更复杂的展示,拥挤涉及高度动态的过程。我们确定了不同侧板配置的游标偏移区分阈值。在实验1中,当刺激持续时间为160 ms时,侧翼立方体/矩形的拥挤程度低于直线,这说明了潜在的分组过程。然而,在20 ms时,所有条件下都发生了强烈的拥挤,这表明分组需要最小的刺激持续时间。在实验2中,拥挤的游标(20毫秒)之前是20毫秒的立方体显示。这个简短的预览导致了随后呈现的侧翼游标的解除拥挤,但仅适用于长时间解除分组的侧翼游标(即立方体)。这种非拥挤效应持续时间长达1秒(实验3),但可能被预览和侧边游标之间出现的元素打断(实验4)。LAMINART模型很好地预测了我们的发现,该模型采用随时间展开的循环分割过程,将对象分离为不同的表示层。综上所述,我们的新预览效应突出了拥挤中时空分组的重要性。与经典的前驱模型相比,我们提出拥挤是一个动态过程,其中多种解释是由随时间演变的分组机制调节和控制的。
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引用次数: 0
In the eye of the beholder? Gaze perception and the external morphology of the human eye. 在旁观者的眼中?注视知觉与人眼外部形态学。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.24
Conrad Alting, Gernot Horstmann

A well-known finding from research on gaze perception in triadic gaze tasks is the overestimation of horizontal gaze directions. In general, a looker model's gaze appears to deviate more from the straight line of sight than is objectively the case. Although there is, up to now, a substantial amount of evidence for what Anstis et al. (1969) termed the overestimation effect, results vary regarding the absolute overestimation factor. Starting from the occlusion hypothesis by Anstis et al. (1969), the present study examines the influence of horizontal iris movement range, operationalized as the sclera size index on overestimation factors acquired for a sample of 40 looker models. The study rendered two main findings. First, horizontal iris movement range (sclera size index: M = 2.02, SD = 0.11, min = 1.79, max = 2.25) proved not useful for the explanation of variance in the overestimation factors (M = 1.79, SD = 0.16, min = 1.49, max = 2.24) obtained separately for each of the looker models. Second, intraclass correlations revealed that variance in perceived gaze directions between observers was roughly 10 times larger (ICC = 0.189) than variance between looker models (ICC = 0.019). The results strongly emphasize the need for larger and more diverse observer samples and may serve as a post hoc justification for using only a few or no different looker models in triadic gaze judgment tasks.

三合一凝视任务中凝视感知的一个著名研究发现是对水平凝视方向的高估。一般来说,模特的视线偏离直线的程度比客观情况要大。尽管到目前为止,有大量证据证明Anstis等人(1969)所说的高估效应,但关于绝对高估因素的结果各不相同。从Anstis等人(1969)的遮挡假说出发,本研究考察了虹膜水平运动范围(作为巩膜大小指数)对40个looker模型样本中获得的高估因子的影响。这项研究有两个主要发现。首先,水平虹膜运动范围(巩膜大小指数:M = 2.02, SD = 0.11, min = 1.79, max = 2.25)被证明对每个观察者模型分别获得的高估因子(M = 1.79, SD = 0.16, min = 1.49, max = 2.24)的方差解释无效。其次,类内相关性表明,观察者之间感知凝视方向的差异(ICC = 0.189)大约是观察者模型之间差异(ICC = 0.019)的10倍。结果强烈强调需要更大、更多样化的观察者样本,并可能作为在三合一凝视判断任务中只使用少数或不使用不同的观察者模型的事后理由。
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引用次数: 0
Detection and identification of monocular, binocular, and dichoptic stimuli are mediated by binocular sum and difference channels. 单眼、双眼和双视刺激的检测和识别是由双眼和差通道介导的。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.22
Mark A Georgeson, Hiromi Sato, Ronald Chang, Frederick A A Kingdom

How are signals from the two eyes combined? We asked whether the mechanisms that limit detectability of simple binocular and dichoptic stimuli also set the limits for their identification. For example, at low contrasts, can we (a) identify monocular versus binocular stimulation and/or (b) identify stimuli that are the same in both eyes (e.g., both light discs or both dark) versus stimuli with opposite polarity (light disc in one eye, dark disc in the other). For the same- versus opposite-polarity tasks, mean proportions of correct trials for detection and for identification were almost identical. This is the classic signature of separate mechanisms for the two stimuli in question. For the monocular versus binocular task, however, identification (one eye or two?) was notably worse than detection, but these very different outcomes do not demand fundamentally different explanations. We developed a model with binocular sum and difference channels and formulated the identification task in a two-dimensional decision space whose coordinates were the sum and difference channel responses. This space was ideally suited to the same versus opposite polarity tasks, having orthogonal response axes (90° apart) for these stimuli. But monocular discs stimulated both channels, with greater overlap of monocular and binocular response distributions, hence greater perceptual confusion and poorer identification. When bias and uncertainty were also accounted for, the model fit to identification data was excellent. We conclude that the same binocular sum and difference channels are used in stimulus detection and in perceptually encoding the degree of difference between inputs to the two eyes.

两只眼睛发出的信号是如何结合的?我们询问限制简单双眼和双眼刺激可检测性的机制是否也限制了它们的识别。例如,在低对比度下,我们可以(a)识别单眼刺激和双眼刺激,和/或(b)识别两只眼睛中相同的刺激(例如,两只眼睛的光盘或两只眼睛的暗盘)和相反极性的刺激(一只眼睛的光盘,另一只眼睛的暗盘)。对于相同极性和相反极性的任务,检测和识别的正确试验的平均比例几乎相同。这是两种不同刺激机制的典型特征。然而,对于单眼和双眼任务,识别(一只眼睛还是两只眼睛?)明显比探测差,但这些截然不同的结果并不需要根本不同的解释。建立了双目和差通道模型,并在以和差通道响应为坐标的二维决策空间中制定了识别任务。这个空间非常适合于相同或相反极性的任务,这些刺激具有正交的响应轴(相距90°)。但单眼盘同时刺激两个通道,单眼和双眼的反应分布有较大的重叠,从而导致更大的知觉混淆和较差的识别。当偏差和不确定性也被考虑在内时,模型对识别数据的拟合是很好的。我们得出的结论是,在刺激检测和感知编码两眼输入之间的差异程度时,使用了相同的双眼和和差通道。
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引用次数: 0
Perceptual learning of prosthetic vision using video game training. 基于视频游戏训练的假肢视觉感知学习。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.12
Rebecca B Esquenazi, Kimberly Meier, Michael Beyeler, Drake Wright, Geoffrey M Boynton, Ione Fine

A key limitation shared by both electronic and optogenetic sight recovery technologies is that they cause simultaneous rather than complementary firing within on- and off-center cells. Here, using "virtual patients"-sighted individuals viewing distorted input-we examine whether gamified training improves the ability to compensate for distortions in neuronal population coding. We measured perceptual learning using dichoptic input, filtered so that regions of the image that produced on-center responses in one eye produced off-center responses in the other eye. The Non-Gaming control group carried out an object discrimination task over five sessions using this filtered input. The Gaming group carried out an additional 25 hours of gamified training using a similarly filtered variant of the video game Fruit Ninja. Both groups showed improvements over time in the object discrimination task. However, there was no significant transfer of learning from the "Fruit Ninja" task to the object discrimination task. The lack of transfer of learning from video game training to object recognition suggests that gamification-based rehabilitation for sight recovery technologies may have limited utility and may be most effective when targeted on learning specific visual tasks.

电子和光遗传视力恢复技术共同的一个关键限制是,它们在中心和中心外的细胞内引起同时而不是互补的放电。在这里,我们使用“虚拟病人”——视力正常的个体观看扭曲的输入——来检验游戏化训练是否提高了补偿神经元群体编码扭曲的能力。我们使用二分输入来测量感知学习,经过过滤,使在一只眼睛中产生中心反应的图像区域在另一只眼睛中产生偏离中心的反应。非游戏控制组使用这种过滤后的输入,在5个回合中执行了一个物体识别任务。游戏组使用同样经过过滤的电子游戏《水果忍者》进行了另外25小时的游戏化训练。随着时间的推移,两组人在辨别物体的任务中都表现出了进步。然而,从“水果忍者”任务到物体识别任务的学习没有明显的转移。缺乏从视频游戏训练到物体识别的学习转移表明,基于游戏化的视觉恢复技术可能实用性有限,并且可能在针对学习特定视觉任务时最有效。
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引用次数: 0
Individual variability in steady-state VEP responses for hues sweeping around cardinal color axes: Clues to cortical color coding? 在基本色轴周围扫过的色调的稳定状态VEP反应中的个体差异:皮质颜色编码的线索?
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.2
Sae Kaneko, Ichiro Kuriki, Søren K Andersen, David Henry Peterzell

We investigated how early human visual cortex processes color by analyzing individual variability in steady-state visual evoked potentials (SSVEPs). Sixteen participants viewed a flickering checkerboard that swept around the isoluminant hue circle at three chromatic contrasts. The current study analyzed the individual variability in the SSVEP data from the study to elucidate the hue-selective mechanisms in the early visual areas using a factor-analytic approach. The initial analyses of the correlations revealed that the responses to the nearby hues correlated highly, which is consistent with multiple overlapping color channels. Also, the correlational pattern showed consistent peaks and troughs at specific hue angles: 0° (+L-M), 30°, 120°, 180° (-L+M), 240°, and 300°. We further performed nonmetric multidimensional scaling, identifying four significant hue dimensions. Peaks and troughs of the dimension components were consistent with the hue angles revealed in the correlational pattern. Additional four hues also appeared in the last dimension: 90° (+S), 150°, 270° (-S), and 330°. The 10 (six plus four) hues suggested in these analyses may subserve the basis of early cortical color processing, including classical cone opponency and the mechanisms tuned to the intermediate hues.

我们通过分析稳态视觉诱发电位(ssvep)的个体差异,研究了早期人类视觉皮层如何处理颜色。16名参与者观看了一个闪烁的棋盘,棋盘以三种颜色的对比扫过等光色调圈。本研究利用因子分析方法分析了SSVEP数据的个体差异,以阐明早期视觉区域的色调选择机制。对相关性的初步分析表明,对附近色调的响应高度相关,这与多个重叠的颜色通道一致。此外,在特定色相角度(0°(+L-M)、30°、120°、180°(-L+M)、240°和300°)下,相关模式显示出一致的波峰和波谷。我们进一步进行了非度量的多维缩放,确定了四个重要的色调维度。各维度分量的波峰和波谷与相关图显示的色相角一致。另外四种色调也出现在最后一个维度:90°(+S), 150°,270°(-S)和330°。这些分析中提出的10种(6加4)色调可能是早期皮层颜色处理的基础,包括经典的视锥对立和调节到中间色调的机制。
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引用次数: 0
The effects of aging on directionally selective masking. 老化对定向选择性掩蔽的影响。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.21
Lia E Tsotsos, Eugenie Roudaia, Allison B Sekuler, Patrick J Bennett

Motion perception is degraded in older adults. Previous studies suggest that this effect of aging may be due in part to an increase in the bandwidth of directionally selective mechanisms. We tested this idea by measuring directional masking in younger and older adults. Experiments 1-3 measured the contrast needed to discriminate the direction of coherently moving signal dots embedded in high-contrast mask dots. The distribution of mask dot directions was varied with notch filters, and directional selectivity was indexed by the slope of the threshold-versus-notch function. Thresholds were higher and directional selectivity of masking was lower in older compared to younger adults. However, age differences were eliminated when signal and mask contrast were expressed as multiples of discrimination thresholds for unmasked motion. Experiments 4-5 measured direction discrimination thresholds by varying the proportion of coherently moving dots embedded in a mask consisting of dots whose directions varied across conditions. All dots were high contrast, so age differences in masking are unlikely to be caused by differences in contrast sensitivity in these conditions. Nevertheless, Experiments 4-5 also found higher discrimination thresholds and reduced directional selectivity in older adults. The results are consistent with the hypothesis that directionally selective mechanisms become more broadly tuned during senescence.

老年人的运动感知能力下降。先前的研究表明,这种老化的影响可能部分是由于方向选择机制的带宽增加。我们通过测量年轻人和老年人的定向掩蔽来验证这一观点。实验1-3测量了识别嵌入在高对比度掩模点中的相干移动信号点方向所需的对比度。陷波滤波器改变掩模点方向的分布,方向选择性由阈值-陷波函数的斜率表示。与年轻人相比,老年人的阈值更高,掩蔽的定向选择性更低。然而,当信号和掩膜对比度表示为非掩膜运动的识别阈值的倍数时,年龄差异被消除了。实验4-5通过改变在不同条件下方向不同的点组成的掩模中嵌入的相干移动点的比例来测量方向识别阈值。所有的点都是高对比度的,所以在这些条件下,掩蔽的年龄差异不太可能是由对比度灵敏度的差异引起的。然而,实验4-5也发现老年人的识别阈值更高,方向选择性降低。结果与方向选择机制在衰老过程中变得更广泛的假设是一致的。
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引用次数: 0
Local variations in L/M ratio influence the detection and color naming of small spots. L/M比的局部变化影响小斑点的检测和颜色命名。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.13
Maxwell J Greene, Vimal P Pandiyan, Ramkumar Sabesan, William S Tuten

The distribution of long (L)-, middle (M)-, and short (S)-wavelength sensitive cones in the retina determines how different frequencies of incident light are sampled across space and has been hypothesized to influence spatial and color vision. We examined how the detection and color naming of small, short-duration increment stimuli (λ = 543 or 680 nm) depend on the local spectral topography of the cone mosaic. Stimuli were corrected for optical aberrations by an adaptive optics system and targeted to locations in the parafovea where cone spectral types were known. We found that sensitivity to 680-nm light, normalized by sensitivity to 543-nm light, grew with the proportion of L cones at the stimulated locus, although intra- and intersubject variability was considerable. A similar trend was derived from a simple model of the achromatic (L+M) pathway, suggesting that small spot detection mainly relies on a non-opponent mechanism. Most stimuli were categorized as achromatic, with red and green responses becoming more common as stimulus intensity increased and as the local proportion of L and M cones became more balanced. The proximity of S cones to the stimulated region did not influence the likelihood of eliciting a chromatic percept. Our detection data confirm earlier reports that small spot psychophysics can reveal information about local cone topography, and our color naming findings suggest that chromatic sensitivity may improve when the L/M ratio approaches unity.

长(L)-、中(M)-和短(S)-波长敏感的视锥细胞在视网膜中的分布决定了不同频率的入射光如何在空间上采样,并被假设影响空间和色觉。我们研究了小的、短持续时间的增量刺激(λ = 543或680 nm)的检测和颜色命名如何依赖于锥体马赛克的局部光谱地形。刺激被一个自适应光学系统校正为光学像差,并瞄准在圆锥光谱类型已知的准中央的位置。我们发现,对680nm光的敏感度,通过对543 nm光的敏感度归一化,随着L锥细胞在受刺激位点的比例的增加而增加,尽管主体内和主体间的差异相当大。从消色差(L+M)途径的简单模型中得出了类似的趋势,表明小斑点检测主要依赖于非对手机制。大多数刺激被归类为消色差,随着刺激强度的增加和L和M视锥细胞局部比例的平衡,红色和绿色反应变得越来越普遍。S锥与受刺激区域的接近程度并不影响产生色觉的可能性。我们的检测数据证实了先前的报道,即小斑点心理物理学可以揭示局部锥体地形的信息,我们的颜色命名研究结果表明,当L/M比接近1时,颜色敏感性可能会提高。
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引用次数: 0
Breaking and restoring ocular balance: Temporal interactions in binocular rivalry and stereopsis. 打破和恢复眼平衡:双眼竞争和立体视的时间相互作用。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.5
Rong Jiang, Ming Meng

Binocular integration and interocular suppression are fundamental processes underlying binocular vision, giving rise to stereopsis and binocular rivalry, respectively. To investigate how the visual system dynamically coordinates these processes to form a unified percept, we conducted four psychophysical experiments examining the temporal interactions between binocular rivalry and stereopsis. In Experiment 1a, binocular rivalry, especially with high-contrast stimuli, impaired subsequent stereopsis, significantly elevating average stereo detection thresholds from 60.5 to 111.8 arcsec. Experiment 1b revealed no effect on contrast detection, confirming that the suppression was specific to stereopsis rather than due to general attentional distraction. Experiment 2a revealed that preceding stereopsis rebalanced subsequent rivalry dynamics by reducing ocular dominance asymmetry and increasing mixed percepts, without affecting alternation rate. Experiment 2b further demonstrated that anti-correlated stereograms, which do not elicit stable stereopsis, exerted no effect on subsequent rivalry dynamics. These findings underscore a dynamic interplay between binocular integration and suppression in resolving perceptual ambiguity and achieving unified visual perception. Crucially, our results reinforce that stereopsis is not merely a passive consequence of binocular integration, but actively contributes to rebalancing ocular dominance, thus offering insights for interventions aimed at restoring binocular function.

双目整合和眼间抑制是双眼视觉的基本过程,分别引起立体视和双目竞争。为了研究视觉系统如何动态协调这些过程以形成统一的感知,我们进行了四个心理物理实验,研究双眼竞争和立体视觉之间的时间相互作用。在实验1a中,双眼竞争,特别是在高对比度刺激下,损害了随后的立体视觉,显著提高了平均立体检测阈值,从60.5弧秒提高到111.8弧秒。实验1b显示对对比度检测没有影响,证实了这种抑制是立体视所特有的,而不是由于一般的注意力分散。实验2a显示,在不影响交替率的情况下,先前的立体视觉通过减少眼优势不对称和增加混合感知来重新平衡随后的竞争动态。实验2b进一步证明,不引起稳定立体视的反相关立体图对随后的竞争动态没有影响。这些发现强调了双眼整合和抑制在解决感知模糊和实现统一视觉感知方面的动态相互作用。至关重要的是,我们的研究结果强化了立体视不仅仅是双眼整合的被动结果,而是积极地有助于重新平衡眼优势,从而为旨在恢复双眼功能的干预提供见解。
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引用次数: 0
Keeping your eye, head, and hand on the ball: Rapidly orchestrated visuomotor behavior in a continuous action task. 保持你的眼睛、头和手在球上:在一个连续的动作任务中快速协调视觉运动行为。
IF 2.3 4区 心理学 Q2 OPHTHALMOLOGY Pub Date : 2025-10-01 DOI: 10.1167/jov.25.12.20
Anna Schroeger, Alexander Goettker, Doris I Braun, Karl R Gegenfurtner

In everyday life, we must adapt our behavior to a continuous stream of tasks and time motor responses and periods of resting accordingly. To mimic these challenges, we used a continuous interception computer game (Pong) on an iPad. This allowed us to measure the coordination of eye, hand, and head movements during natural sequential behavior while maintaining the benefits of experimental control. Participants intercepted a moving ball by sliding a paddle at the bottom of the screen so that the ball bounced back and moved toward the computerized opponent. We tested (i) how participants adapted their eye, hand, and head movements to this dynamic, continuous task, (ii) whether these adaptations are related to interception performance, and (iii) how their behavior changed under different conditions and (iv) over time. We showed that all movements are carefully adapted to the upcoming action. Pursuit eye movements provide crucial motion information and are emphasized shortly before participants must act; a strategy associated with better performance. Participants also increasingly used pursuit eye movements under more difficult conditions (fast targets and small paddles). Saccades, blinks, and head movements, which would lead to information loss, are minimized at critical times of interception. These strategic patterns are intuitively established and maintained over time and across manipulations. We conclude that humans carefully orchestrate their full repertoire of movements to aid performance and finely adjust them to the changing demands of our environment.

在日常生活中,我们必须使我们的行为适应连续的任务流,并相应地安排运动反应和休息时间。为了模拟这些挑战,我们在iPad上使用了一款持续拦截电脑游戏(Pong)。这使我们能够在保持实验控制的好处的同时,在自然顺序行为中测量眼睛,手和头部运动的协调。参与者通过滑动屏幕底部的球拍来拦截一个移动的球,这样球就会反弹并向计算机控制的对手移动。我们测试了(i)参与者如何适应他们的眼睛、手和头部运动来适应这个动态的、连续的任务,(ii)这些适应是否与拦截性能有关,以及(iii)他们的行为在不同条件下是如何变化的,(iv)随着时间的推移。我们展示了所有的动作都是精心适应即将到来的动作的。眼球追踪运动提供了关键的运动信息,并在参与者必须行动之前被强调;与更好的表现相关联的策略。参与者也越来越多地在更困难的条件下(快速目标和小桨)使用眼球追踪运动。在拦截的关键时刻,将导致信息丢失的扫视、眨眼和头部运动最小化。这些策略模式是随着时间的推移和跨操作而直观地建立和维护的。我们得出的结论是,人类精心编排了他们的全部动作,以帮助表演,并精细地调整它们以适应我们环境的变化需求。
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引用次数: 0
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Journal of Vision
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