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Crossmodal Texture Perception Is Illumination-Dependent. 交叉模态纹理感知依赖于光照。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-12-28 DOI: 10.1163/22134808-bja10089
Karina Kangur, Martin Giesel, Julie M Harris, Constanze Hesse

Visually perceived roughness of 3D textures varies with illumination direction. Surfaces appear rougher when the illumination angle is lowered resulting in a lack of roughness constancy. Here we aimed to investigate whether the visual system also relies on illumination-dependent features when judging roughness in a crossmodal matching task or whether it can access illumination-invariant surface features that can also be evaluated by the tactile system. Participants ( N = 32) explored an abrasive paper of medium physical roughness either tactually, or visually under two different illumination conditions (top vs oblique angle). Subsequently, they had to judge if a comparison stimulus (varying in physical roughness) matched the previously explored standard. Matching was either performed using the same modality as during exploration (intramodal) or using a different modality (crossmodal). In the intramodal conditions, participants performed equally well independent of the modality or illumination employed. In the crossmodal conditions, participants selected rougher tactile matches after exploring the standard visually under oblique illumination than under top illumination. Conversely, after tactile exploration, they selected smoother visual matches under oblique than under top illumination. These findings confirm that visual roughness perception depends on illumination direction and show, for the first time, that this failure of roughness constancy also transfers to judgements made crossmodally.

三维纹理的视觉感知粗糙度随光照方向的变化而变化。当照明角度降低时,表面会显得粗糙,从而导致粗糙度不恒定。在这里,我们的目的是研究视觉系统在判断交叉模态匹配任务中的粗糙度时是否也依赖于光照依赖的特征,或者它是否可以访问也可以由触觉系统评估的光照不变的表面特征。参与者(N = 32)在两种不同的照明条件下(顶角和斜角)实际或视觉上探索了中等物理粗糙度的砂纸。随后,他们必须判断比较刺激(不同的物理粗糙度)是否与先前探索的标准相匹配。匹配要么使用与探索期间相同的模态(模态内),要么使用不同的模态(跨模态)。在模态内条件下,参与者的表现与模态或照明无关。在交叉模态条件下,被试在斜视光照条件下比在顶光条件下选择更粗糙的触觉匹配。相反,经过触觉探索,他们在倾斜照明下比在顶部照明下选择更平滑的视觉匹配。这些发现证实,视觉粗糙度感知取决于光照方向,并首次表明,这种粗糙度恒定的失败也转移到交叉模态的判断上。
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引用次数: 0
Body Pitch Together With Translational Body Motion Biases the Subjective Haptic Vertical. 身体俯仰与平移身体运动一起使主观触觉产生垂直偏差。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-12-20 DOI: 10.1163/22134808-bja10086
Chia-Huei Tseng, Hiu Mei Chow, Lothar Spillmann, Matt Oxner, Kenzo Sakurai

Accurate perception of verticality is critical for postural maintenance and successful physical interaction with the world. Although previous research has examined the independent influences of body orientation and self-motion under well-controlled laboratory conditions, these factors are constantly changing and interacting in the real world. In this study, we examine the subjective haptic vertical in a real-world scenario. Here, we report a bias of verticality perception in a field experiment on the Hong Kong Peak Tram as participants traveled on a slope ranging from 6° to 26°. Mean subjective haptic vertical (SHV) increased with slope by as much as 15°, regardless of whether the eyes were open (Experiment 1) or closed (Experiment 2). Shifting the body pitch by a fixed degree in an effort to compensate for the mountain slope failed to reduce the verticality bias (Experiment 3). These manipulations separately rule out visual and vestibular inputs about absolute body pitch as contributors to our observed bias. Observations collected on a tram traveling on level ground (Experiment 4A) or in a static dental chair with a range of inclinations similar to those encountered on the mountain tram (Experiment 4B) showed no significant deviation of the subjective vertical from gravity. We conclude that the SHV error is due to a combination of large, dynamic body pitch and translational motion. These observations made in a real-world scenario represent an incentive to neuroscientists and aviation experts alike for studying perceived verticality under field conditions and raising awareness of dangerous misperceptions of verticality when body pitch and translational self-motion come together.

对垂直度的准确感知对于保持姿势和成功地与外界进行身体互动至关重要。虽然之前的研究已经在控制良好的实验室条件下考察了身体方向和自我运动的独立影响,但这些因素在现实世界中是不断变化和相互作用的。在这项研究中,我们在现实世界的场景中检查主观触觉垂直。在这里,我们报告了在香港山顶缆车的现场实验中,当参与者在6°到26°的斜坡上行驶时,垂直感知的偏差。无论眼睛是睁着的(实验1)还是闭着的(实验2),平均主观触觉垂直度(SHV)随坡度增加最多可达15°。通过固定程度的身体俯仰来补偿山体坡度并不能减少垂直度偏差(实验3)。这些操作分别排除了视觉和前庭输入对绝对身体俯仰的影响,这些输入是我们观察到的偏差的原因。在平地上行驶的有轨电车(实验4A)或在与山上有轨电车相似的倾斜范围的静态牙科椅(实验4B)上收集的观察结果显示,主观垂直方向与重力没有明显偏差。我们得出的结论是,SHV误差是由于大的,动态的身体俯仰和平移运动的结合。这些在现实世界中观察到的结果,激励了神经科学家和航空专家们在野外条件下研究感知垂直度,并提高了人们对身体俯仰和平移自我运动结合在一起时对垂直度的危险误解的认识。
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引用次数: 0
Dynamic Weighting of Time-Varying Visual and Auditory Evidence During Multisensory Decision Making. 多感官决策中时变视觉和听觉证据的动态加权。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-12-01 DOI: 10.1163/22134808-bja10088
Rosanne R M Tuip, Wessel van der Ham, Jeannette A M Lorteije, Filip Van Opstal

Perceptual decision-making in a dynamic environment requires two integration processes: integration of sensory evidence from multiple modalities to form a coherent representation of the environment, and integration of evidence across time to accurately make a decision. Only recently studies started to unravel how evidence from two modalities is accumulated across time to form a perceptual decision. One important question is whether information from individual senses contributes equally to multisensory decisions. We designed a new psychophysical task that measures how visual and auditory evidence is weighted across time. Participants were asked to discriminate between two visual gratings, and/or two sounds presented to the right and left ear based on respectively contrast and loudness. We varied the evidence, i.e., the contrast of the gratings and amplitude of the sound, over time. Results showed a significant increase in performance accuracy on multisensory trials compared to unisensory trials, indicating that discriminating between two sources is improved when multisensory information is available. Furthermore, we found that early evidence contributed most to sensory decisions. Weighting of unisensory information during audiovisual decision-making dynamically changed over time. A first epoch was characterized by both visual and auditory weighting, during the second epoch vision dominated and the third epoch finalized the weighting profile with auditory dominance. Our results suggest that during our task multisensory improvement is generated by a mechanism that requires cross-modal interactions but also dynamically evokes dominance switching.

动态环境下的感知决策需要两个整合过程:整合来自多种形态的感官证据以形成对环境的连贯表征;整合跨时间的证据以准确做出决策。直到最近,研究才开始揭示两种模式的证据是如何随着时间的推移而积累起来形成感知决策的。一个重要的问题是,来自单个感官的信息是否同样有助于多感官决策。我们设计了一个新的心理物理任务来衡量视觉和听觉证据是如何随时间加权的。参与者被要求根据对比度和响度区分两种视觉光栅和/或分别呈现给右耳和左耳的两种声音。随着时间的推移,我们改变了证据,即光栅的对比度和声音的振幅。结果显示,与单感觉试验相比,多感觉试验的性能准确性显著提高,这表明当有多感觉信息可用时,两个来源之间的区分得到了改善。此外,我们发现早期证据对感官决策贡献最大。视听决策过程中感官信息的权重随时间动态变化。第一阶段以视觉和听觉加权为主,第二阶段以视觉为主,第三阶段以听觉为主。我们的研究结果表明,在我们的任务过程中,多感官的改善是由一种需要跨模态交互的机制产生的,但也动态地唤起了优势转换。
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引用次数: 0
Prior Exposure to Dynamic Visual Displays Reduces Vection Onset Latency. 先前暴露于动态视觉显示减少向量开始延迟。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-11-16 DOI: 10.1163/22134808-bja10084
Jing Ni, Hiroyuki Ito, Masaki Ogawa, Shoji Sunaga, Stephen Palmisano

While compelling illusions of self-motion (vection) can be induced purely by visual motion, they are rarely experienced immediately. This vection onset latency is thought to represent the time required to resolve sensory conflicts between the stationary observer's visual and nonvisual information about self-motion. In this study, we investigated whether manipulations designed to increase the weightings assigned to vision (compared to the nonvisual senses) might reduce vection onset latency. We presented two different types of visual priming displays directly before our main vection-inducing displays: (1) 'random motion' priming displays - designed to pre-activate general, as opposed to self-motion-specific, visual motion processing systems; and (2) 'dynamic no-motion' priming displays - designed to stimulate vision, but not generate conscious motion perceptions. Prior exposure to both types of priming displays was found to significantly shorten vection onset latencies for the main self-motion display. These experiments show that vection onset latencies can be reduced by pre-activating the visual system with both types of priming display. Importantly, these visual priming displays did not need to be capable of inducing vection or conscious motion perception in order to produce such benefits.

虽然令人信服的自我运动幻觉(垂直运动)可以纯粹由视觉运动引起,但它们很少立即体验到。这个矢量开始延迟被认为是用来表示解决静止观察者的视觉和非视觉信息之间的感觉冲突所需的时间。在这项研究中,我们调查了设计用于增加分配给视觉的权重的操作(与非视觉感官相比)是否可以减少向量开始延迟。在主要的矢量诱导显示之前,我们展示了两种不同类型的视觉启动显示:(1)“随机运动”启动显示-旨在预先激活一般,而不是自我运动特定的视觉运动处理系统;和(2)“动态无运动”启动显示——旨在刺激视觉,但不会产生有意识的运动感知。先前暴露于两种类型的启动显示被发现显著缩短向量开始潜伏期的主要自我运动显示。这些实验表明,用两种类型的启动显示预先激活视觉系统可以减少向量启动延迟。重要的是,为了产生这样的好处,这些视觉启动显示并不需要能够诱导矢量或有意识的运动感知。
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引用次数: 0
Can the Perceived Timing of Multisensory Events Predict Cybersickness? 多感官事件的感知时间能否预测晕机?
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-10-24 DOI: 10.1163/22134808-bja10083
Ogai Sadiq, Michael Barnett-Cowan

Humans are constantly presented with rich sensory information that the central nervous system (CNS) must process to form a coherent perception of the self and its relation to its surroundings. While the CNS is efficient in processing multisensory information in natural environments, virtual reality (VR) poses challenges of temporal discrepancies that the CNS must solve. These temporal discrepancies between information from different sensory modalities leads to inconsistencies in perception of the virtual environment which often causes cybersickness. Here, we investigate whether individual differences in the perceived relative timing of sensory events, specifically parameters of temporal-order judgement (TOJ), can predict cybersickness. Study 1 examined audiovisual (AV) TOJs while Study 2 examined audio-active head movement (AAHM) TOJs. We deduced metrics of the temporal binding window (TBW) and point of subjective simultaneity (PSS) for a total of 50 participants. Cybersickness was quantified using the Simulator Sickness Questionnaire (SSQ). Study 1 results (correlations and multiple regression) show that the oculomotor SSQ shares a significant yet positive correlation with AV PSS and TBW. While there is a positive correlation between the total SSQ scores and the TBW and PSS, these correlations are not significant. Therefore, although these results are promising, we did not find the same effect for AAHM TBW and PSS. We conclude that AV TOJ may serve as a potential tool to predict cybersickness in VR. Such findings will generate a better understanding of cybersickness which can be used for development of VR to help mitigate discomfort and maximize adoption.

人类不断获得丰富的感官信息,中枢神经系统(CNS)必须对这些信息进行处理,以形成对自我及其与周围环境关系的连贯感知。虽然中枢神经系统在自然环境中处理多感官信息是有效的,但虚拟现实(VR)提出了中枢神经系统必须解决的时间差异挑战。这些来自不同感官模式的信息之间的时间差异导致对虚拟环境的感知不一致,这往往导致晕屏。在本研究中,我们研究了感觉事件的感知相对时间的个体差异,特别是时间顺序判断参数(TOJ)是否可以预测晕动病。研究1检查视听(AV) toj,而研究2检查听觉主动头部运动(AAHM) toj。我们推导了50名参与者的时间绑定窗口(TBW)和主观同时性点(PSS)的度量。使用模拟晕机问卷(SSQ)对晕机进行量化。研究1结果(相关和多元回归)显示,动眼肌SSQ与AV PSS和TBW呈显著正相关。虽然总SSQ得分与TBW和PSS之间存在正相关,但这些相关性并不显著。因此,虽然这些结果很有希望,但我们没有发现AAHM TBW和PSS的效果相同。我们的结论是,AV TOJ可以作为预测虚拟现实中的晕动病的潜在工具。这些发现将有助于更好地理解晕动症,这可以用于VR的开发,以帮助减轻不适并最大限度地采用。
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引用次数: 0
Relating Sound and Sight in Simulated Environments. 模拟环境中声音和视觉的关联。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-09-08 DOI: 10.1163/22134808-bja10082
Kevin Y Tsang, Damien J Mannion

The auditory signals at the ear can be affected by components arriving both directly from a sound source and indirectly via environmental reverberation. Previous studies have suggested that the perceptual separation of these contributions can be aided by expectations of likely reverberant qualities. Here, we investigated whether vision can provide information about the auditory properties of physical locations that could also be used to develop such expectations. We presented participants with audiovisual stimuli derived from 10 simulated real-world locations via a head-mounted display (HMD; n = 44) or a web-based ( n = 60) delivery method. On each trial, participants viewed a first-person perspective rendering of a location before hearing a spoken utterance that was convolved with an impulse response that was from a location that was either the same as (congruent) or different to (incongruent) the visually-depicted location. We find that audiovisual congruence was associated with an increase in the probability of participants reporting an audiovisual match of about 0.22 (95% credible interval: [ 0.17 , 0.27 ]), and that participants were more likely to confuse audiovisual pairs as matching if their locations had similar reverberation times. Overall, this study suggests that human perceivers have a capacity to form expectations of reverberation from visual information. Such expectations may be useful for the perceptual challenge of separating sound sources and reverberation from within the signal available at the ear.

耳中的听觉信号可以受到直接来自声源的分量和间接通过环境混响到达的分量的影响。先前的研究表明,这些贡献的感性分离可以通过对可能的回响质量的预期来辅助。在这里,我们研究了视觉是否可以提供关于物理位置的听觉特性的信息,这些信息也可以用来发展这种期望。我们通过头戴式显示器(HMD)向参与者提供来自10个模拟现实世界地点的视听刺激。N = 44)或基于网络的交付方式(N = 60)。在每次试验中,参与者在听到与视觉上描绘的位置相同(一致)或不同(不一致)的位置的脉冲反应相关联的口头话语之前,先观看一个地点的第一人称视角渲染。我们发现,视听一致性与参与者报告视听匹配的概率增加有关,约为0.22(95%可信区间:[0.17,0.27]),如果他们的位置有相似的混响时间,参与者更有可能将视听对混淆为匹配。总的来说,这项研究表明,人类感知者有能力从视觉信息中形成对回响的期望。这样的期望可能对从耳朵可用的信号中分离声源和混响的感知挑战有用。
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引用次数: 0
Something in the Sway: Effects of the Shepard-Risset Glissando on Postural Activity and Vection. 摇摆中的一些东西:谢泼德-里塞特滑音对姿势活动和运动的影响。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-09-01 DOI: 10.1163/22134808-bja10081
Rebecca A Mursic, Stephen Palmisano

This study investigated claims of disrupted equilibrium when listening to the Shepard-Risset glissando (which creates an auditory illusion of perpetually ascending/descending pitch). During each trial, 23 participants stood quietly on a force plate for 90 s with their eyes either open or closed (30 s pre-sound, 30 s of sound and 30 s post-sound). Their centre of foot pressure (CoP) was continuously recorded during the trial and a verbal measure of illusory self-motion (i.e., vection) was obtained directly afterwards. As expected, vection was stronger during Shepard-Risset glissandi than during white noise or phase-scrambled auditory control stimuli. Individual differences in auditorily evoked postural sway (observed during sound) were also found to predict the strength of this vection. Importantly, the patterns of sway induced by Shepard-Risset glissandi differed significantly from those during our auditory control stimuli - but only in terms of their temporal dynamics. Since significant sound type differences were not seen in terms of sway magnitude, this stresses the importance of investigating the temporal dynamics of sound-posture interactions.

这项研究调查了在听谢泼德-里塞特滑音(它创造了一种永远上升/下降音高的听觉错觉)时平衡被破坏的说法。在每次试验中,23名参与者安静地站在测力板上90秒,眼睛睁着或闭着(播放前30秒,播放前30秒,播放后30秒)。在试验期间连续记录他们的足压中心(CoP),并在试验后直接获得虚幻自我运动(即向量)的口头测量。正如预期的那样,在谢泼德-里塞特滑音刺激下,向量比在白噪声或相位混乱的听觉控制刺激下更强。听觉诱发的姿势摇摆(在声音中观察到)的个体差异也被发现可以预测这种向量的强度。重要的是,由Shepard-Risset glissandi引起的摇摆模式与我们的听觉控制刺激有很大的不同,但只是在时间动态方面。由于在摇摆幅度方面没有看到显著的声音类型差异,这强调了研究声音-姿势相互作用的时间动态的重要性。
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引用次数: 1
Odor-Induced Taste Enhancement Is Specific to Naturally Occurring Temporal Order and the Respiration Phase. 气味引起的味觉增强是特定于自然发生的时间顺序和呼吸阶段。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-08-23 DOI: 10.1163/22134808-bja10080
Shogo Amano, Takuji Narumi, Tatsu Kobayakawa, Masayoshi Kobayashi, Masahiko Tamura, Yuko Kusakabe, Yuji Wada

Interaction between odor and taste information creates flavor perception. There are many possible determinants of the interaction between odor and taste, one of which may be the somatic sensations associated with breathing. We assumed that a smell stimulus accompanied by inhaling or exhaling enhances taste intensity if the order is congruent with natural drinking. To present an olfactory stimulus from the identical location during inhalation and exhalation, we blocked the gap between the tube presenting the olfactory stimulus and the nostril. Participants breathed and ingested the solution according to the instructions on the screen and evaluated the solution's taste intensity. Vanilla odor enhanced the sweet taste in both retronasal and orthonasal conditions when the order of stimuli was congruent with natural drinking, but it did not do so in either condition when they were incongruent. The results suggest that breathing is a determinant of odor-taste interaction. The methods of presenting olfactory stimuli used in this study were compared and discussed in relation to those used in previous studies. Odor-induced taste enhancement depends on the time order of smell with breathing and taste congruency in natural drinking. Taste enhancement was induced by odor in both conditions by minimizing differences in odor presentation between them.

气味和味觉信息之间的相互作用产生了味道感知。气味和味觉之间的相互作用有许多可能的决定因素,其中之一可能是与呼吸有关的躯体感觉。我们假设,如果吸入或呼出的顺序与自然饮用的顺序一致,那么气味刺激会增强味道的强度。为了在吸气和呼气过程中从同一位置呈现嗅觉刺激,我们堵塞了呈现嗅觉刺激的管子与鼻孔之间的间隙。参与者根据屏幕上的说明呼吸和摄入溶液,并评估溶液的味道强度。当刺激顺序与自然饮酒一致时,香草气味增强了后鼻和正鼻条件下的甜味,但当刺激顺序与自然饮酒不一致时,香草气味在两种条件下都没有增强甜味。结果表明,呼吸是气味-味觉相互作用的决定因素。本研究中使用的嗅觉刺激呈现方法与以往的研究进行了比较和讨论。气味诱发的味觉增强取决于自然饮用时气味与呼吸的时间顺序和味觉的一致性。在两种情况下,气味通过最小化它们之间气味表现的差异来诱导味觉增强。
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引用次数: 2
Exploring Group Differences in the Crossmodal Correspondences. 探讨跨模式对应的群体差异。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-08-09 DOI: 10.1163/22134808-bja10079
Charles Spence

There has been a rapid growth of interest amongst researchers in the cross-modal correspondences in recent years. In part, this has resulted from the emerging realization of the important role that the correspondences can sometimes play in multisensory integration. In turn, this has led to an interest in the nature of any differences between individuals, or rather, between groups of individuals, in the strength and/or consensuality of cross-modal correspondences that may be observed in both neurotypically normal groups cross-culturally, developmentally, and across various special populations (including those who have lost a sense, as well as those with autistic tendencies). The hope is that our emerging understanding of such group differences may one day provide grounds for supporting the reality of the various different types of correspondence that have so far been proposed, namely structural, statistical, semantic, and hedonic (or emotionally mediated).

近年来,研究人员对跨模态通信的兴趣迅速增长。在某种程度上,这是由于人们逐渐认识到通信有时在多感觉整合中发挥的重要作用。反过来,这又引起了人们对个体之间,或者更确切地说,个体群体之间,在跨文化、发展和各种特殊人群(包括那些失去感觉的人,以及那些有自闭症倾向的人)的神经正常群体中可能观察到的跨模态对应的强度和/或共识性的本质差异的兴趣。希望有一天,我们对这种群体差异的新兴理解可能会为支持迄今为止提出的各种不同类型的对应的现实提供依据,即结构,统计,语义和享乐(或情感介导)。
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引用次数: 19
Size and Quality of Drawings Made by Adults Under Visual and Haptic Control. 视觉和触觉控制下成人绘画的尺寸和质量。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2022-07-01 DOI: 10.1163/22134808-bja10078
Magdalena Szubielska, Paweł Augustynowicz, Delphine Picard

The aim of this study was twofold. First, our objective was to test the influence of an object's actual size (size rank) on the drawn size of the depicted object. We tested the canonical size effect (i.e., drawing objects larger in the physical world as larger) in four drawing conditions - two perceptual conditions (blindfolded or sighted) crossed with two materials (paper or special foil for producing embossed drawings). Second, we investigated whether drawing quality (we analysed both the local and global criteria of quality) depends on drawing conditions. We predicted that drawing quality, unlike drawing size, would vary according to drawing conditions - namely, being higher when foil than paper was used for drawing production in the blindfolded condition. We tested these hypotheses with young adults who repeatedly drew eight different familiar objects (differentiated by size in the real world) in four drawing conditions. As expected, drawn size increased linearly with increasing size rank, whatever the drawing condition, thus replicating the canonical size effect and showing that this effect was not dependent on drawing conditions. In line with our hypothesis, in the blindfolded condition drawing quality was better when foil rather than paper was used, suggesting a benefit from haptic feedback on the trace produced. Besides, the quality of drawings produced was still higher in the sighted than the blindfolded condition. In conclusion, canonical size is present under different drawing conditions regardless of whether sight is involved or not, while perceptual control increases drawing quality in adults.

这项研究的目的是双重的。首先,我们的目标是测试对象的实际尺寸(尺寸等级)对所描绘对象的绘制尺寸的影响。我们在四种绘制条件下测试了标准尺寸效应(即,在物理世界中绘制更大的物体)-两种感知条件(蒙眼或有视力)与两种材料(纸或用于制作浮雕图的特殊箔)交叉。其次,我们调查了绘图质量(我们分析了本地和全球质量标准)是否取决于绘图条件。我们预测,与拉丝尺寸不同,拉丝质量会因拉丝条件的不同而有所不同,即在蒙住眼睛的情况下,使用箔纸进行拉丝的质量要高于纸张。我们用年轻人来测试这些假设,他们在四种绘画条件下反复画出八个不同的熟悉物体(在现实世界中按大小区分)。正如预期的那样,无论绘制条件如何,绘制尺寸都随着尺寸等级的增加而线性增加,从而复制了典型尺寸效应,并表明该效应不依赖于绘制条件。与我们的假设一致,在蒙住眼睛的条件下,使用铝箔而不是纸张的绘画质量更好,这表明在产生的痕迹上有触觉反馈的好处。此外,在视力正常的情况下,绘制的图画质量仍然高于蒙眼条件。综上所述,无论是否涉及视觉,在不同的绘画条件下,标准尺寸都存在,而知觉控制提高了成人的绘画质量。
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引用次数: 2
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Multisensory Research
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