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The Effect of Motion Direction and Eccentricity on Vection, VR Sickness and Head Movements in Virtual Reality. 运动方向和偏心率对虚拟现实中的视觉、VR 晕眩和头部运动的影响。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-04-20 DOI: 10.1163/22134808-bja10049
Katharina Margareta Theresa Pöhlmann, Julia Föcker, Patrick Dickinson, Adrian Parke, Louise O'Hare

Virtual Reality (VR) experienced through head-mounted displays often leads to vection, discomfort and sway in the user. This study investigated the effect of motion direction and eccentricity on these three phenomena using optic flow patterns displayed using the Valve Index. Visual motion stimuli were presented in the centre, periphery or far periphery and moved either in depth (back and forth) or laterally (left and right). Overall vection was stronger for motion in depth compared to lateral motion. Additionally, eccentricity primarily affected stimuli moving in depth with stronger vection for more peripherally presented motion patterns compared to more central ones. Motion direction affected the various aspects of VR sickness differently and modulated the effect of eccentricity on VR sickness. For stimuli moving in depth far peripheral presentation caused more discomfort, whereas for lateral motion the central stimuli caused more discomfort. Stimuli moving in depth led to more head movements in the anterior-posterior direction when the entire visual field was stimulated. Observers demonstrated more head movements in the anterior-posterior direction compared to the medio-lateral direction throughout the entire experiment independent of motion direction or eccentricity of the presented moving stimulus. Head movements were elicited on the same plane as the moving stimulus only for stimuli moving in depth covering the entire visual field. A correlation showed a positive relationship between dizziness and vection duration and between general discomfort and sway. Identifying where in the visual field motion presented to an individual causes the least amount of VR sickness without losing vection and presence can guide development for Virtual Reality games, training and treatment programmes.

通过头戴式显示器体验虚拟现实(VR)往往会导致用户产生视觉偏差、不适和摇摆。本研究利用阀门指数(Valve Index)显示的光流模式,研究了运动方向和偏心率对这三种现象的影响。视觉运动刺激出现在中心、外围或远端,并在深度(前后)或横向(左右)移动。与横向运动相比,深度运动的总体牵引力更强。此外,偏心率主要影响深度运动的刺激,与更集中的刺激相比,更外围的运动模式具有更强的吸引力。运动方向对 VR 恶心各方面的影响各不相同,并调节了偏心率对 VR 恶心的影响。对于向纵深移动的刺激物,远处呈现的刺激物会引起更多不适,而对于横向运动的刺激物,中央呈现的刺激物会引起更多不适。当整个视野都受到刺激时,深度移动的刺激物会导致更多的前后方向的头部运动。在整个实验过程中,观察者表现出的前后方向的头部运动多于内外侧方向,与运动方向或运动刺激物的偏心率无关。只有当移动刺激物的深度覆盖整个视野时,才会在移动刺激物的同一平面上引起头部运动。相关研究表明,头晕与视线移动持续时间之间以及全身不适与摇摆之间存在正相关关系。在不失去视线和临场感的情况下,确定运动在个人视野中的哪个位置引起的 VR 晕眩最小,可以为虚拟现实游戏、培训和治疗方案的开发提供指导。
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引用次数: 0
Effects of Audiovisual Presentations on Visual Localization Errors: One or Several Multisensory Mechanisms? 视听演示对视觉定位错误的影响:一种还是多种多感官机制?
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-04-20 DOI: 10.1163/22134808-bja10048
Cristina Jordão Nazaré, Armando Mónica Oliveira

The present study examines the extent to which temporal and spatial properties of sound modulate visual motion processing in spatial localization tasks. Participants were asked to locate the place at which a moving visual target unexpectedly vanished. Across different tasks, accompanying sounds were factorially varied within subjects as to their onset and offset times and/or positions relative to visual motion. Sound onset had no effect on the localization error. Sound offset was shown to modulate the perceived visual offset location, both for temporal and spatial disparities. This modulation did not conform to attraction toward the timing or location of the sounds but, demonstrably in the case of temporal disparities, to bimodal enhancement instead. Favorable indications to a contextual effect of audiovisual presentations on interspersed visual-only trials were also found. The short sound-leading offset asynchrony had equivalent benefits to audiovisual offset synchrony, suggestive of the involvement of early-level mechanisms, constrained by a temporal window, at these conditions. Yet, we tentatively hypothesize that the whole of the results and how they compare with previous studies requires the contribution of additional mechanisms, including learning-detection of auditory-visual associations and cross-sensory spread of endogenous attention.

本研究探讨了声音的时间和空间特性在多大程度上调节了空间定位任务中的视觉运动处理。受试者被要求找出移动的视觉目标意外消失的位置。在不同的任务中,伴随声音的起始时间、偏移时间和/或相对于视觉运动的位置在受试者内部都有不同。声音的开始对定位误差没有影响。结果表明,声音偏移会调节视觉偏移位置的感知,无论是在时间上还是在空间上。这种调节与声音的时间或位置的吸引力并不一致,但在时间差异的情况下,明显的双峰增强。在穿插的纯视觉试验中,也发现了视听演示的情境效应的有利迹象。短时间的声音引导偏移不同步与视听偏移同步具有同等的益处,这表明在这些条件下,受时间窗口限制的早期机制参与其中。然而,我们初步假设,整个研究结果及其与以往研究的比较需要其他机制的贡献,包括听觉-视觉关联的学习-检测和内源性注意的跨感官传播。
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引用次数: 0
Weaker McGurk Effect for Rubin's Vase-Type Speech in People With High Autistic Traits. 高度自闭症患者的鲁宾花瓶型语音麦克格克效应较弱
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-04-16 DOI: 10.1163/22134808-bja10047
Yuta Ujiie, Kohske Takahashi

While visual information from facial speech modulates auditory speech perception, it is less influential on audiovisual speech perception among autistic individuals than among typically developed individuals. In this study, we investigated the relationship between autistic traits (Autism-Spectrum Quotient; AQ) and the influence of visual speech on the recognition of Rubin's vase-type speech stimuli with degraded facial speech information. Participants were 31 university students (13 males and 18 females; mean age: 19.2, SD: 1.13 years) who reported normal (or corrected-to-normal) hearing and vision. All participants completed three speech recognition tasks (visual, auditory, and audiovisual stimuli) and the AQ-Japanese version. The results showed that accuracies of speech recognition for visual (i.e., lip-reading) and auditory stimuli were not significantly related to participants' AQ. In contrast, audiovisual speech perception was less susceptible to facial speech perception among individuals with high rather than low autistic traits. The weaker influence of visual information on audiovisual speech perception in autism spectrum disorder (ASD) was robust regardless of the clarity of the visual information, suggesting a difficulty in the process of audiovisual integration rather than in the visual processing of facial speech.

虽然来自面部语音的视觉信息会调节听觉语音感知,但它对自闭症患者视听语音感知的影响却小于典型发育患者。在这项研究中,我们调查了自闭症特质(自闭症谱系商数;AQ)与视觉语音对识别鲁宾花瓶型语音刺激的影响之间的关系。参与者为 31 名大学生(13 男 18 女;平均年龄:19.2 岁,标准差:1.13 岁),听力和视力正常(或矫正为正常)。所有参与者都完成了三项语音识别任务(视觉、听觉和视听刺激)和 AQ 日语版。结果显示,视觉(即唇读)和听觉刺激的语音识别准确率与参与者的 AQ 没有明显关系。相比之下,自闭症特质高的人对视听语音感知的影响比自闭症特质低的人对面部语音感知的影响要小。在自闭症谱系障碍(ASD)患者中,无论视觉信息的清晰度如何,视觉信息对视听言语感知的影响都较弱,这表明视听整合过程中存在困难,而不是面部言语的视觉处理过程中存在困难。
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引用次数: 0
The Redundant Signals Effect and the Full Body Illusion: not Multisensory, but Unisensory Tactile Stimuli Are Affected by the Illusion. 冗余信号效应与全身幻觉:受幻觉影响的不是多感官触觉刺激,而是单感官触觉刺激。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-04-09 DOI: 10.1163/22134808-bja10046
Lieke M J Swinkels, Harm Veling, Hein T van Schie

During a full body illusion (FBI), participants experience a change in self-location towards a body that they see in front of them from a third-person perspective and experience touch to originate from this body. Multisensory integration is thought to underlie this illusion. In the present study we tested the redundant signals effect (RSE) as a new objective measure of the illusion that was designed to directly tap into the multisensory integration underlying the illusion. The illusion was induced by an experimenter who stroked and tapped the participant's shoulder and underarm, while participants perceived the touch on the virtual body in front of them via a head-mounted display. Participants performed a speeded detection task, responding to visual stimuli on the virtual body, to tactile stimuli on the real body and to combined (multisensory) visual and tactile stimuli. Analysis of the RSE with a race model inequality test indicated that multisensory integration took place in both the synchronous and the asynchronous condition. This surprising finding suggests that simultaneous bodily stimuli from different (visual and tactile) modalities will be transiently integrated into a multisensory representation even when no illusion is induced. Furthermore, this finding suggests that the RSE is not a suitable objective measure of body illusions. Interestingly however, responses to the unisensory tactile stimuli in the speeded detection task were found to be slower and had a larger variance in the asynchronous condition than in the synchronous condition. The implications of this finding for the literature on body representations are discussed.

在全身幻觉(FBI)过程中,参与者会体验到自我位置向一个身体的变化,他们从第三人称视角看到这个身体就在面前,并体验到触觉来自这个身体。多感官整合被认为是这种错觉的基础。在本研究中,我们测试了冗余信号效应(RSE),这是一种新的客观幻觉测量方法,旨在直接探究幻觉背后的多感官整合。幻觉由一名实验者诱发,实验者抚摸和轻拍参与者的肩膀和腋下,参与者则通过头戴式显示器感知面前虚拟身体上的触摸。受试者进行了一项快速检测任务,对虚拟人身上的视觉刺激、真实人身上的触觉刺激以及视觉和触觉的综合(多感官)刺激做出反应。通过种族模型不等式测试对 RSE 进行的分析表明,多感官整合在同步和异步条件下都发生了。这一惊人的发现表明,即使在没有诱发幻觉的情况下,来自不同(视觉和触觉)模式的同步身体刺激也会短暂地整合到多感官表征中。此外,这一发现还表明,RSE 并不是衡量身体错觉的合适客观指标。但有趣的是,在加速检测任务中,对单感触觉刺激的反应在异步条件下比在同步条件下更慢,方差也更大。本文讨论了这一发现对身体表征文献的影响。
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引用次数: 0
Multiple Spatial Coordinates Influence the Prediction of Tactile Events Facilitated by Approaching Visual Stimuli. 多重空间坐标影响触觉事件的预测,而视觉刺激的接近会促进触觉事件的发生
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-03-15 DOI: 10.1163/22134808-bja10045
Tsukasa Kimura

Interaction with other sensory information is important for prediction of tactile events. Recent studies have reported that the approach of visual information toward the body facilitates prediction of subsequent tactile events. However, the processing of tactile events is influenced by multiple spatial coordinates, and it remains unclear how this approach effect influences tactile events in different spatial coordinates, i.e., spatial reference frames. We investigated the relationship between the prediction of a tactile stimulus via this approach effect and spatial coordinates by comparing ERPs. Participants were asked to place their arms on a desk and required to respond tactile stimuli which were presented to the left (or right) index finger with a high probability (80%) or to the opposite index finger with a low probability (20%). Before the presentation of each tactile stimulus, visual stimuli approached sequentially toward the hand to which the high-probability tactile stimulus was presented. In the uncrossed condition, each hand was placed on the corresponding side. In the crossed condition, each hand was crossed and placed on the opposite side, i.e., left (right) hand placed on the right (left) side. Thus, the spatial location of the tactile stimulus and hand was consistent in the uncrossed condition and inconsistent in the crossed condition. The results showed that N1 amplitudes elicited by high-probability tactile stimuli only decreased in the uncrossed condition. These results suggest that the prediction of a tactile stimulus facilitated by approaching visual information is influenced by multiple spatial coordinates.

与其他感官信息的交互对于预测触觉事件非常重要。最近的研究报告指出,视觉信息向身体靠近有助于预测随后的触觉事件。然而,触觉事件的处理受到多个空间坐标的影响,这种接近效应如何影响不同空间坐标(即空间参照系)中的触觉事件仍不清楚。我们通过比较ERPs,研究了通过这种接近效应预测触觉刺激与空间坐标之间的关系。受试者被要求将手臂放在桌子上,并对触觉刺激做出反应,这些触觉刺激是以高概率(80%)呈现在左手(或右手)食指上,或以低概率(20%)呈现在对侧食指上。在每次触觉刺激出现之前,视觉刺激会依次向出现高概率触觉刺激的那只手靠近。在无交叉条件下,每只手都放在相应的一侧。在交叉条件下,每只手都被交叉放在相反的一侧,即左(右)手放在右(左)侧。因此,在非交叉条件下,触觉刺激和手的空间位置是一致的,而在交叉条件下则不一致。结果显示,只有在无交叉条件下,高概率触觉刺激引起的 N1 振幅才会下降。这些结果表明,在接近视觉信息的情况下,对触觉刺激的预测会受到多个空间坐标的影响。
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引用次数: 0
Introduction to the Special Issue on Multisensory Perception in Philosophy. 哲学多感官知觉专题导论。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-03-10 DOI: 10.1163/22134808-034001ED
Amber Ross, Mohan Matthen
European philosophers of the modern period generally acknowledged that the senses are our primary source of knowledge about the contingent states of the world around us. The question of modality was of secondary interest and was very little discussed in this period. Why? Because these philosophers were atomists about sense-perception, an attitude that makes multisensory perception impossible. Let us explain. Atomists hold that all sense-experience is of ‘ideas’ — a somewhat oversimple, but still useful, way to think of these is as images. All ideas are ultimately composed of simple ideas. Atomists hold, moreover, that the intrinsic nature of a simple (or non-composite) idea is fully given by conscious experience of that idea, and in no other way. For example, burnt sienna is a simple idea because it is not composed of other ideas. Nothing about its intrinsic nature can be known except by experiencing it — a colour-blind individual cannot know what it is. It is, moreover, adequately and completely known when it is experienced; there is nothing more to know about it than is given by visual experience of it (see Note 1). Now, on this account of simple ideas, distinctions among them cannot be analysed. For atomists, inter-modal distinctions, like all other distinctions among ideas, are primitive and based in experience. What, for example, is the difference between burnt sienna and the sound of a trumpet playing middle C? All that can be said is that they are experientially different from one
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引用次数: 0
The Relationship Between Multisensory Temporal Processing and Schizotypal Traits. 多感官时空处理与分裂型特质之间的关系。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-02-09 DOI: 10.1163/22134808-bja10044
Tyler C Dalal, Anne-Marie Muller, Ryan A Stevenson

Recent literature has suggested that deficits in sensory processing are associated with schizophrenia (SCZ), and more specifically hallucination severity. The DSM-5's shift towards a dimensional approach to diagnostic criteria has led to SCZ and schizotypal personality disorder (SPD) being classified as schizophrenia spectrum disorders. With SCZ and SPD overlapping in aetiology and symptomatology, such as sensory abnormalities, it is important to investigate whether these deficits commonly reported in SCZ extend to non-clinical expressions of SPD. In this study, we investigated whether levels of SPD traits were related to audiovisual multisensory temporal processing in a non-clinical sample, revealing two novel findings. First, less precise multisensory temporal processing was related to higher overall levels of SPD symptomatology. Second, this relationship was specific to the cognitive-perceptual domain of SPD symptomatology, and more specifically, the Unusual Perceptual Experiences and Odd Beliefs or Magical Thinking symptomatology. The current study provides an initial look at the relationship between multisensory temporal processing and schizotypal traits. Additionally, it builds on the previous literature by suggesting that less precise multisensory temporal processing is not exclusive to SCZ but may also be related to non-clinical expressions of schizotypal traits in the general population.

最近的文献表明,感觉处理能力的缺陷与精神分裂症(SCZ)有关,更具体地说,与幻觉的严重程度有关。DSM-5 在诊断标准上向维度方法转变,导致 SCZ 和分裂型人格障碍(SPD)被归类为精神分裂症谱系障碍。由于SCZ和SPD在病因和症状(如感觉异常)方面存在重叠,因此研究SCZ中常见的这些缺陷是否会延伸到SPD的非临床表现中非常重要。在这项研究中,我们在非临床样本中调查了SPD特质的水平是否与视听多感官时间处理有关,发现了两个新发现。首先,较不精确的多感官时间处理与较高的 SPD 症状总体水平有关。其次,这种关系与 SPD 症状的认知-感知领域有关,更具体地说,与异常感知体验和古怪信念或神奇思维症状有关。本研究初步探讨了多感官时间处理与精神分裂症特质之间的关系。此外,本研究还在以往文献的基础上指出,不那么精确的多感官时间处理并非是分裂型精神分裂症的专属症状,它还可能与普通人群中精神分裂症的非临床表现有关。
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引用次数: 0
Embodiment and Multisensory Perception of Synchronicity: Biological Features Modulate Visual and Tactile Multisensory Interaction in Simultaneity Judgements. 同步性的体现与多感官感知:生物特征调节同时性判断中的视觉和触觉多感官互动
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-02-01 DOI: 10.1163/22134808-bja10020
Ramiro Joly-Mascheroni, Sonia Abad-Hernando, Bettina Forster, Beatriz Calvo-Merino

The concept of embodiment has been used in multiple scenarios, but in cognitive neuroscience it normally refers to the comprehension of the role of one's own body in the cognition of everyday situations and the processes involved in that perception. Multisensory research is gradually embracing the concept of embodiment, but the focus has mostly been concentrated upon audiovisual integration. In two experiments, we evaluated how the likelihood of a perceived stimulus to be embodied modulates visuotactile interaction in a Simultaneity Judgement task. Experiment 1 compared the perception of two visual stimuli with and without biological attributes (hands and geometrical shapes) moving towards each other, while tactile stimuli were provided on the palm of the participants' hand. Participants judged whether the meeting point of two periodically-moving visual stimuli was synchronous with the tactile stimulation in their own hands. Results showed that in the hand condition, the Point of Subjective Simultaneity (PSS) was significantly more distant to real synchrony (60 ms after the Stimulus Onset Asynchrony, SOA) than in the geometrical shape condition (45 ms after SOA). In experiment 2, we further explored the impact of biological attributes by comparing performance on two visual biological stimuli (hands and ears), that also vary in their motor and visuotactile properties. Results showed that the PSS was equally distant to real synchrony in both the hands and ears conditions. Overall, findings suggest that embodied visual biological stimuli may modulate visual and tactile multisensory interaction in simultaneity judgements.

"体现"(embodiment)的概念被用于多种情况,但在认知神经科学中,它通常是指理解自己的身体在认知日常情况中的作用以及这种感知所涉及的过程。多感官研究正逐渐接受 "体现 "这一概念,但研究重点大多集中在视听整合上。在两项实验中,我们评估了在 "同时性判断 "任务中,感知到的刺激物被具象化的可能性是如何调节视触互动的。实验 1 比较了有生物属性和无生物属性(手和几何图形)的两个视觉刺激相互移动的感知,同时在参与者的手掌上提供了触觉刺激。参与者判断两个周期性移动的视觉刺激物的交汇点是否与自己手掌上的触觉刺激同步。结果表明,在手掌条件下,主观同步点(PSS)与真实同步点的距离(刺激发生不同步后 60 毫秒,SOA)明显大于几何形状条件下(SOA 后 45 毫秒)。在实验 2 中,我们通过比较两种视觉生物刺激(手和耳朵)的表现,进一步探讨了生物属性的影响。结果表明,在手和耳朵的条件下,PSS 与真实同步的距离相同。总之,研究结果表明,具身的视觉生物刺激可能会在同时性判断中调节视觉和触觉的多感官互动。
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引用次数: 0
Visual Self-Motion Feedback Affects the Sense of Self in Virtual Reality. 视觉自我运动反馈影响虚拟现实中的自我感觉
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2020-12-11 DOI: 10.1163/22134808-bja10043
Aubrieann Schettler, Ian Holstead, John Turri, Michael Barnett-Cowan

We assessed how self-motion affects the visual representation of the self. We constructed a novel virtual-reality experiment that systematically varied an avatar's motion and also biological sex. Participants were presented with pairs of avatars that visually represented the participant ('self-avatar'), or another person ('opposite avatar'). Avatar motion either corresponded with the participant's motion, or was decoupled from the participant's motion. The results show that participants identified with (i) 'self-avatars' over 'opposite-avatars', (ii) avatars moving congruently with self-motion over incongruent motion, and importantly (iii) with the 'opposite avatar' over the 'self-avatar' when the opposite avatar's motion was congruent with self-motion. Our results suggest that both self-motion and biological sex are relevant to the body schema and body image and that congruent bottom-up visual feedback of self-motion is particularly important for the sense of self and capable of overriding top-down self-identification factors such as biological sex.

我们评估了自我运动如何影响自我的视觉表征。我们构建了一个新颖的虚拟现实实验,系统地改变化身的动作和生物性别。参与者会看到一对头像,在视觉上代表参与者("自我头像")或另一个人("相反头像")。头像的运动要么与参与者的运动相对应,要么与参与者的运动脱钩。结果表明,被试(i)认同 "自己的头像",而不是 "对面的头像";(ii)认同与自己的运动一致的头像,而不是运动不一致的头像;重要的是(iii)当对面头像的运动与自己的运动一致时,被试认同 "对面的头像",而不是 "自己的头像"。我们的研究结果表明,自我运动和生物性别都与身体图式和身体形象有关,而且自下而上的自我运动视觉反馈对自我意识尤为重要,能够超越生物性别等自上而下的自我认同因素。
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引用次数: 0
Autistic Communication and Imagination Sub-Traits Are Related to Audiovisual Temporal Integration in the Stream-Bounce Illusion. 自闭症沟通和想象子特质与流弹幻觉中的视听时空整合有关。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2020-12-08 DOI: 10.1163/22134808-bja10042
Ayako Yaguchi, Souta Hidaka

Autism spectrum disorder (ASD) is characterized by atypical social communication and restricted and repetitive behaviors; such traits are continuously distributed across nonclinical and clinical populations. Recently, relationships between ASD traits and low-level multisensory processing have been investigated, because atypical sensory reactivity has been regarded as a diagnostic criterion of ASD. Studies regarding an audiovisual illusion (the double-flash illusion) reported that social communication difficulties are related to temporal aspects of audiovisual integration. This study investigated whether similar relationships exist in another audiovisual illusion (the stream-bounce effect). In this illusion, two visual objects move toward each other, coincide, and pass each other, and the presentation of a transient sound at their coincidence induces a dominant perception that they bounce away from each other. Typically developing adults were recruited to perform experimental trials involving the stream-bounce effect. We measured their ASD traits using the Autism-Spectrum Quotient. The total quotient score was not related to any behavioral measurements of the effect. In contrast, for participants with higher difficulty in communication, the greatest magnitude of the stream-bounce effect occurred when the presentation timing of the sound tended to follow the visual coincidence. Participants with higher difficulty in imagination also showed the greatest magnitude of the effect when the presentation timing of the sound preceded that of the visual coincidence. Our findings regarding the stream-bounce effect, along with previous findings regarding the double-flash illusion, suggest that atypical temporal audiovisual integration is uniquely related to ASD sub-traits, especially in social communication.

自闭症谱系障碍(ASD)的特征是不典型的社会交往以及限制性和重复性行为;这些特征在非临床和临床人群中持续分布。最近,人们开始研究自闭症特征与低水平多感觉处理之间的关系,因为非典型感觉反应被视为自闭症的诊断标准。有关视听错觉(双闪错觉)的研究报告指出,社会交往障碍与视听整合的时间性有关。本研究调查了另一种视听幻觉(流弹跳效应)中是否存在类似的关系。在这种错觉中,两个视觉物体相互移动、重合并擦肩而过,而在它们重合处出现的瞬时声音会诱发它们相互弹开的主导感知。我们招募了发育正常的成年人来进行涉及流弹效应的实验。我们使用自闭症谱系商数测量了他们的自闭症特征。商数总分与该效应的任何行为测量无关。相反,对于交流困难程度较高的参与者,当声音的呈现时间趋向于与视觉重合时,弹流效应的幅度最大。当声音的呈现时间先于视觉重合时间时,想象力难度较高的参与者也会表现出最大的反弹效应。我们关于音流反弹效应的研究结果以及之前关于双闪错觉的研究结果表明,不典型的时间视听整合与 ASD 亚特征有着独特的关系,尤其是在社交沟通方面。
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引用次数: 0
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