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Crossmodal Correspondence Between Auditory Timbre and Visual Shape. 听觉音色与视觉形状的跨模对应关系。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-12-30 DOI: 10.1163/22134808-bja10067
Daniel Gurman, Colin R McCormick, Raymond M Klein

Crossmodal correspondences are defined as associations between crossmodal stimuli based on seemingly irrelevant stimulus features (i.e., bright shapes being associated with high-pitched sounds). There is a large body of research describing auditory crossmodal correspondences involving pitch and volume, but not so much involving auditory timbre, the character or quality of a sound. Adeli and colleagues (2014, Front. Hum. Neurosci. 8, 352) found evidence of correspondences between timbre and visual shape. The present study aimed to replicate Adeli et al.'s findings, as well as identify novel timbre-shape correspondences. Participants were tested using two computerized tasks: an association task, which involved matching shapes to presented sounds based on best perceived fit, and a semantic task, which involved rating shapes and sounds on a number of scales. The analysis of association matches reveals nonrandom selection, with certain stimulus pairs being selected at a much higher frequency. The harsh/jagged and smooth/soft correspondences observed by Adeli et al. were found to be associated with a high level of consistency. Additionally, high matching frequency of sounds with unstudied timbre characteristics suggests the existence of novel correspondences. Finally, the ability of the semantic task to supplement existing crossmodal correspondence assessments was demonstrated. Convergent analysis of the semantic and association data demonstrates that the two datasets are significantly correlated (-0.36) meaning stimulus pairs associated with a high level of consensus were more likely to hold similar perceived meaning. The results of this study are discussed in both theoretical and applied contexts.

跨模态对应被定义为基于看似无关的刺激特征的跨模态刺激之间的关联(例如,明亮的形状与高音调的声音相关联)。有大量的研究描述了涉及音调和音量的听觉跨模对应,但没有太多涉及听觉音色,声音的特征或质量。Adeli和同事(2014,Front。嗡嗡声。神经科学,8,352)发现了音色和视觉形状之间对应关系的证据。目前的研究旨在复制Adeli等人的发现,以及识别新的音色形状对应。参与者接受了两项计算机化任务的测试:一项是联想任务,它涉及到根据最佳感知契合度将形状与呈现的声音相匹配;另一项是语义任务,它涉及到在多个尺度上对形状和声音进行评级。联想匹配分析揭示了非随机选择,某些刺激对被选择的频率更高。Adeli等人观察到的粗糙/锯齿和光滑/柔软的对应关系被发现与高度的一致性有关。此外,高匹配频率的声音与未研究的音色特征表明存在新的对应。最后,证明了语义任务对现有的跨模对应性评估的补充能力。语义和关联数据的收敛分析表明,这两个数据集显著相关(-0.36),这意味着具有高共识水平的刺激对更有可能持有相似的感知意义。本文从理论和应用两个方面对研究结果进行了讨论。
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引用次数: 3
Reducing Cybersickness in 360-Degree Virtual Reality. 在 360 度虚拟现实中减少网络晕眩。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-12-16 DOI: 10.1163/22134808-bja10066
Iqra Arshad, Paulo De Mello, Martin Ender, Jason D McEwen, Elisa R Ferré

Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator sickness scores showed a significant reduction in feelings of nausea during the AI-supplemented six-degrees-of-freedom motion VR compared to traditional 360-degree VR. However, six-degrees-of-freedom motion VR did not reduce oculomotor or disorientation measures of sickness. No changes were observed in FMS and heart rate measures. Improving the congruency between visual and vestibular cues in 360-degree VR, as provided by the AI-supplemented six-degrees-of-freedom motion system considered, is essential for a more engaging, immersive and safe VR experience, which is critical for educational, cultural and entertainment applications.

尽管虚拟现实(VR)技术日新月异,但用户仍经常感到恶心和迷失方向,即所谓的 "晕机"。晕机症状会造成严重不适,阻碍身临其境的 VR 体验。在这里,我们研究了 360 度头戴式显示器 VR 中的晕机症状。在传统的 360 度 VR 体验中,现实世界中的平移运动不会反映在虚拟世界中,因此自我运动信息无法通过匹配的视觉和前庭线索得到证实,这可能会引发晕机症状。我们评估了一种新的人工智能(AI)软件,该软件旨在通过人工六自由度运动来补充 360 度 VR 体验,从而减少晕机症状。显性测量(模拟器晕机问卷和快速运动晕机(FMS)评级)和隐性测量(心率)被用来评估 360 度 VR 体验期间和之后的晕机症状。模拟器晕眩评分显示,与传统的 360 度 VR 相比,人工智能辅助六自由度运动 VR 的恶心感明显减少。不过,六自由度运动 VR 并没有减少眼球运动或迷失方向的不适感。在 FMS 和心率测量方面没有观察到任何变化。改进 360 度 VR 中视觉和前庭线索之间的一致性(如所考虑的人工智能辅助六自由度运动系统所提供的),对于获得更吸引人、更身临其境和更安全的 VR 体验至关重要,这对于教育、文化和娱乐应用也至关重要。
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引用次数: 0
Imagine Your Crossed Hands as Uncrossed: Visual Imagery Impacts the Crossed-Hands Deficit. 想象你交叉的双手没有交叉:视觉意象对双手交叉缺陷的影响
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-10-22 DOI: 10.1163/22134808-bja10065
Lisa Lorentz, Kaian Unwalla, David I Shore

Successful interaction with our environment requires accurate tactile localization. Although we seem to localize tactile stimuli effortlessly, the processes underlying this ability are complex. This is evidenced by the crossed-hands deficit, in which tactile localization performance suffers when the hands are crossed. The deficit results from the conflict between an internal reference frame, based in somatotopic coordinates, and an external reference frame, based in external spatial coordinates. Previous evidence in favour of the integration model employed manipulations to the external reference frame (e.g., blindfolding participants), which reduced the deficit by reducing conflict between the two reference frames. The present study extends this finding by asking blindfolded participants to visually imagine their crossed arms as uncrossed. This imagery manipulation further decreased the magnitude of the crossed-hands deficit by bringing information in the two reference frames into alignment. This imagery manipulation differentially affected males and females, which was consistent with the previously observed sex difference in this effect: females tend to show a larger crossed-hands deficit than males and females were more impacted by the imagery manipulation. Results are discussed in terms of the integration model of the crossed-hands deficit.

与环境成功互动需要准确的触觉定位。虽然我们似乎可以毫不费力地对触觉刺激进行定位,但这种能力背后的过程却十分复杂。双手交叉时,触觉定位能力会受到影响。这种缺陷源于以躯体坐标为基础的内部参照系与以外部空间坐标为基础的外部参照系之间的冲突。之前支持整合模型的证据采用了对外部参照框架的操作(例如蒙住参与者的眼睛),通过减少两个参照框架之间的冲突来减轻这种缺陷。本研究通过要求蒙住双眼的被试将交叉的手臂想象成未交叉的手臂,对这一发现进行了扩展。这种想象操作使两个参照框架中的信息趋于一致,从而进一步降低了交叉双手障碍的程度。这种想象操作对男性和女性的影响不同,这与之前观察到的这种效应的性别差异一致:女性往往比男性表现出更大的双手交叉障碍,而女性受到想象操作的影响更大。研究结果将根据双手交叉障碍的整合模型进行讨论。
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引用次数: 0
Temporal Alignment but not Complexity of Audiovisual Stimuli Influences Crossmodal Duration Percepts. 视听刺激的时间一致性而非复杂性会影响跨模态时长感知
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-10-08 DOI: 10.1163/22134808-bja10062
Alexandra N Scurry, Daniela M Lemus, Fang Jiang

Reliable duration perception is an integral aspect of daily life that impacts everyday perception, motor coordination, and subjective passage of time. The Scalar Expectancy Theory (SET) is a common model that explains how an internal pacemaker, gated by an external stimulus-driven switch, accumulates pulses during sensory events and compares these accumulated pulses to a reference memory duration for subsequent duration estimation. Second-order mechanisms, such as multisensory integration (MSI) and attention, can influence this model and affect duration perception. For instance, diverting attention away from temporal features could delay the switch closure or temporarily open the accumulator, altering pulse accumulation and distorting duration perception. In crossmodal duration perception, auditory signals of unequal duration can induce perceptual compression and expansion of durations of visual stimuli, presumably via auditory influence on the visual clock. The current project aimed to investigate the role of temporal (stimulus alignment) and nontemporal (stimulus complexity) features on crossmodal, specifically auditory over visual, duration perception. While temporal alignment revealed a larger impact on the strength of crossmodal duration percepts compared to stimulus complexity, both features showcase auditory dominance in processing visual duration.

可靠的时长感知是日常生活中不可或缺的一个方面,它影响着日常感知、运动协调和主观时间流逝。标量期望理论(SET)是一种常见的模型,它解释了内部起搏器如何在外部刺激驱动的开关作用下,在感觉事件发生时积累脉冲,并将这些积累的脉冲与参考记忆持续时间进行比较,以进行后续的持续时间估计。多感觉统合(MSI)和注意力等二阶机制会影响这一模型并影响持续时间感知。例如,将注意力从时间特征上转移开可能会延迟开关闭合或暂时打开累积器,从而改变脉冲累积并扭曲持续时间感知。在跨模态时长感知中,时长不等的听觉信号可能通过听觉对视觉时钟的影响,引起视觉刺激时长的压缩和扩展。本项目旨在研究时间特征(刺激对齐)和非时间特征(刺激复杂性)对跨模态时长感知的作用,特别是听觉对视觉时长感知的作用。虽然与刺激复杂性相比,时间排列对跨模态时长感知强度的影响更大,但这两种特征都显示了听觉在处理视觉时长时的优势。
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引用次数: 0
Serial Dependence of Emotion Within and Between Stimulus Sensory Modalities. 刺激感官模式内和刺激感官模式间的情绪序列依赖性。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-09-29 DOI: 10.1163/22134808-bja10064
Erik Van der Burg, Alexander Toet, Anne-Marie Brouwer, Jan B F Van Erp

How we perceive the world is not solely determined by what we sense at a given moment in time, but also by what we processed recently. Here we investigated whether such serial dependencies for emotional stimuli transfer from one modality to another. Participants were presented a random sequence of emotional sounds and images and instructed to rate the valence and arousal of each stimulus (Experiment 1). For both ratings, we conducted an intertrial analysis, based on whether the rating on the previous trial was low or high. We found a positive serial dependence for valence and arousal regardless of the stimulus modality on two consecutive trials. In Experiment 2, we examined whether passively perceiving a stimulus is sufficient to induce a serial dependence. In Experiment 2, participants were instructed to rate the stimuli only on active trials and not on passive trials. The participants were informed that the active and passive trials were presented in alternating order, so that they were able to prepare for the task. We conducted an intertrial analysis on active trials, based on whether the rating on the previous passive trial (determined in Experiment 1) was low or high. For both ratings, we again observed positive serial dependencies regardless of the stimulus modality. We conclude that the emotional experience triggered by one stimulus affects the emotional experience for a subsequent stimulus regardless of their sensory modalities, that this occurs in a bottom-up fashion, and that this can be explained by residual activation in the emotional network in the brain.

我们对世界的感知不仅取决于我们在某一特定时刻所感受到的东西,还取决于我们最近处理过的东西。在这里,我们研究了情绪刺激的这种序列依赖性是否会从一种模式转移到另一种模式。我们向受试者随机展示了一系列情绪化的声音和图像,并要求他们对每个刺激的价值和唤醒程度进行评分(实验 1)。对于这两种评分,我们根据前一次试验的评分是低还是高进行了试验间分析。我们发现,在连续两次试验中,无论刺激模式如何,情绪和唤醒度都存在正序列依赖性。在实验 2 中,我们考察了被动感知刺激是否足以诱发序列依赖。在实验 2 中,我们要求被试只对主动试验中的刺激进行评分,而不对被动试验中的刺激进行评分。我们告知被试,主动试验和被动试验是交替出现的,这样被试就能为任务做好准备。我们根据前一次被动试验(实验 1 中确定)的评分是低还是高,对主动试验进行了试验间分析。对于这两种评分,我们再次观察到了正序列依赖关系,而与刺激模式无关。我们的结论是,由一个刺激引发的情绪体验会影响对后续刺激的情绪体验,而不管它们的感官模式如何,这种情况是以自下而上的方式发生的,这可以用大脑中情绪网络的残余激活来解释。
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引用次数: 0
Influence of Tactile Flow on Visual Heading Perception. 触觉流对视觉头球感知的影响。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-09-27 DOI: 10.1167/jov.21.9.1915
Lisa Rosenblum, Elisa Grewe, J. Churan, F. Bremmer
The integration of information from different sensory modalities is crucial for successful navigation through an environment. Among others, self-motion induces distinct optic flow patterns on the retina, vestibular signals and tactile flow, which contribute to determine traveled distance (path integration) or movement direction (heading). While the processing of combined visual-vestibular information is subject to a growing body of literature, the processing of visuo-tactile signals in the context of self-motion has received comparatively little attention. Here, we investigated whether visual heading perception is influenced by behaviorally irrelevant tactile flow. In the visual modality, we simulated an observer's self-motion across a horizontal ground plane (optic flow). Tactile self-motion stimuli were delivered by air flow from head-mounted nozzles (tactile flow). In blocks of trials, we presented only visual or tactile stimuli and subjects had to report their perceived heading. In another block of trials, tactile and visual stimuli were presented simultaneously, with the tactile flow within ±40° of the visual heading (bimodal condition). Here, importantly, participants had to report their perceived visual heading. Perceived self-motion direction in all conditions revealed a centripetal bias, i.e., heading directions were perceived as compressed toward straight ahead. In the bimodal condition, we found a small but systematic influence of task-irrelevant tactile flow on visually perceived headings as function of their directional offset. We conclude that tactile flow is more tightly linked to self-motion perception than previously thought.
整合来自不同感觉模式的信息对于在环境中成功导航至关重要。除其他外,自我运动在视网膜上诱导不同的视觉流模式、前庭信号和触觉流,这有助于确定行进距离(路径积分)或运动方向(航向)。虽然对组合视觉前庭信息的处理受到越来越多的文献的关注,但在自我运动的背景下对视觉触觉信号的处理却相对较少受到关注。在这里,我们研究了视觉航向感知是否受到与行为无关的触觉流的影响。在视觉模态中,我们模拟了观察者在水平地平面上的自我运动(光流)。触觉自运动刺激由头戴式喷嘴的气流(触觉流)提供。在一组组试验中,我们只提供视觉或触觉刺激,受试者必须报告他们感知到的航向。在另一组试验中,触觉和视觉刺激同时出现,触觉流在视觉航向的±40°范围内(双峰条件)。在这里,重要的是,参与者必须报告他们感知到的视觉方向。在所有条件下感知到的自运动方向都显示出向心偏差,即航向方向被感知为朝着直行方向压缩。在双峰条件下,我们发现与任务无关的触觉流对视觉感知标题的影响很小,但有系统性,这是其方向偏移的函数。我们得出的结论是,触觉流与自我运动感知的联系比以前认为的更紧密。
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引用次数: 1
Developmental Changes in Gaze Behavior and the Effects of Auditory Emotion Word Priming in Emotional Face Categorization. 注视行为的发育变化和听觉情绪词引物对情绪面孔分类的影响
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-09-16 DOI: 10.1163/22134808-bja10063
Michael Vesker, Daniela Bahn, Christina Kauschke, Gudrun Schwarzer

Social interactions often require the simultaneous processing of emotions from facial expressions and speech. However, the development of the gaze behavior used for emotion recognition, and the effects of speech perception on the visual encoding of facial expressions is less understood. We therefore conducted a word-primed face categorization experiment, where participants from multiple age groups (six-year-olds, 12-year-olds, and adults) categorized target facial expressions as positive or negative after priming with valence-congruent or -incongruent auditory emotion words, or no words at all. We recorded our participants' gaze behavior during this task using an eye-tracker, and analyzed the data with respect to the fixation time toward the eyes and mouth regions of faces, as well as the time until participants made the first fixation within those regions (time to first fixation, TTFF). We found that the six-year-olds showed significantly higher accuracy in categorizing congruently primed faces compared to the other conditions. The six-year-olds also showed faster response times, shorter total fixation durations, and faster TTFF measures in all primed trials, regardless of congruency, as compared to unprimed trials. We also found that while adults looked first, and longer, at the eyes as compared to the mouth regions of target faces, children did not exhibit this gaze behavior. Our results thus indicate that young children are more sensitive than adults or older children to auditory emotion word primes during the perception of emotional faces, and that the distribution of gaze across the regions of the face changes significantly from childhood to adulthood.

社会交往通常需要同时处理面部表情和言语中的情绪。然而,人们对用于情绪识别的注视行为的发展以及言语感知对面部表情视觉编码的影响却知之甚少。因此,我们进行了一项以词语为引子的面部分类实验,来自多个年龄组(6 岁儿童、12 岁儿童和成人)的参与者在使用与情绪价值一致或不一致的听觉情绪词语或不使用任何词语作为引子后,将目标面部表情分为积极或消极。我们使用眼动仪记录了被试在这项任务中的注视行为,并分析了被试注视脸部眼睛和嘴巴区域的时间,以及被试在这些区域内首次注视的时间(首次注视时间,TTFF)。我们发现,与其他条件相比,六岁儿童对一致引物面孔进行分类的准确率明显更高。与无引物试验相比,六岁儿童在所有引物试验中(无论是否一致)都表现出更快的反应时间、更短的总定格时间和更快的 TTFF 测量值。我们还发现,与看嘴部相比,成人首先注视目标脸部的眼睛,而且注视时间更长,而儿童却没有表现出这种注视行为。因此,我们的研究结果表明,在感知情绪面孔时,幼儿比成人或年龄较大的儿童对听觉情绪词诱因更敏感,而且从儿童期到成年期,目光在面孔各区域的分布会发生显著变化。
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引用次数: 0
Contents Index to Volume 34 目录索引第34卷
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-09-14 DOI: 10.1163/22134808-340800ci
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引用次数: 0
Multisensory Information Facilitates the Categorization of Untrained Stimuli. 多感官信息有助于对未经训练的刺激进行分类。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-08-12 DOI: 10.1163/22134808-bja10061
Jie Wu, Qitian Li, Qiufang Fu, Michael Rose, Liping Jing

Although it has been demonstrated that multisensory information can facilitate object recognition and object memory, it remains unclear whether such facilitation effect exists in category learning. To address this issue, comparable car images and sounds were first selected by a discrimination task in Experiment 1. Then, those selected images and sounds were utilized in a prototype category learning task in Experiments 2 and 3, in which participants were trained with auditory, visual, and audiovisual stimuli, and were tested with trained or untrained stimuli within the same categories presented alone or accompanied with a congruent or incongruent stimulus in the other modality. In Experiment 2, when low-distortion stimuli (more similar to the prototypes) were trained, there was higher accuracy for audiovisual trials than visual trials, but no significant difference between audiovisual and auditory trials. During testing, accuracy was significantly higher for congruent trials than unisensory or incongruent trials, and the congruency effect was larger for untrained high-distortion stimuli than trained low-distortion stimuli. In Experiment 3, when high-distortion stimuli (less similar to the prototypes) were trained, there was higher accuracy for audiovisual trials than visual or auditory trials, and the congruency effect was larger for trained high-distortion stimuli than untrained low-distortion stimuli during testing. These findings demonstrated that higher degree of stimuli distortion resulted in more robust multisensory effect, and the categorization of not only trained but also untrained stimuli in one modality could be influenced by an accompanying stimulus in the other modality.

虽然多感官信息可以促进物体识别和物体记忆,但在类别学习中是否存在这种促进作用尚不清楚。为了解决这一问题,首先在实验1中通过判别任务选择了可比较的汽车图像和声音。然后,这些选定的图像和声音被用于实验2和3的原型类别学习任务,在实验2和3中,参与者接受听觉、视觉和视听刺激的训练,并在同一类别中接受训练或未训练的刺激单独呈现或伴随另一模态的一致或不一致刺激。在实验2中,当训练低失真刺激(更接近原型)时,视听试验的准确率高于视觉试验,但视听试验与听觉试验之间无显著差异。在测试过程中,一致性试验的准确性显著高于非一致性或不一致性试验,未训练的高失真刺激的一致性效应大于训练的低失真刺激。在实验3中,当训练高失真刺激(与原型不太相似)时,视听试验的准确性高于视觉或听觉试验,训练后的高失真刺激的一致性效应大于未训练的低失真刺激。这些结果表明,刺激失真程度越高,多感觉效应越强,并且一种模态中训练和未训练刺激的分类都可能受到另一种模态中伴随刺激的影响。
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引用次数: 2
Multisensory Effects on Illusory Self-Motion (Vection): the Role of Visual, Auditory, and Tactile Cues. 幻觉自我运动(Vection)的多感官效应:视觉、听觉和触觉线索的作用。
IF 1.6 4区 心理学 Q1 Medicine Pub Date : 2021-08-11 DOI: 10.1163/22134808-bja10058
Brandy Murovec, Julia Spaniol, Jennifer L Campos, Behrang Keshavarz

A critical component to many immersive experiences in virtual reality (VR) is vection, defined as the illusion of self-motion. Traditionally, vection has been described as a visual phenomenon, but more recent research suggests that vection can be influenced by a variety of senses. The goal of the present study was to investigate the role of multisensory cues on vection by manipulating the availability of visual, auditory, and tactile stimuli in a VR setting. To achieve this, 24 adults (Mage = 25.04) were presented with a rotating stimulus aimed to induce circular vection. All participants completed trials that included a single sensory cue, a combination of two cues, or all three cues presented together. The size of the field of view (FOV) was manipulated across four levels (no-visuals, small, medium, full). Participants rated vection intensity and duration verbally after each trial. Results showed that all three sensory cues induced vection when presented in isolation, with visual cues eliciting the highest intensity and longest duration. The presence of auditory and tactile cues further increased vection intensity and duration compared to conditions where these cues were not presented. These findings support the idea that vection can be induced via multiple types of sensory inputs and can be intensified when multiple sensory inputs are combined.

虚拟现实(VR)中许多沉浸式体验的一个重要组成部分是 "视差",即自我运动的错觉。传统上,vection 被描述为一种视觉现象,但最近的研究表明,vection 可以受到多种感官的影响。本研究的目的是通过操纵 VR 环境中视觉、听觉和触觉刺激的可用性,研究多感官线索对牵引力的作用。为此,研究人员向 24 名成年人(Mage = 25.04)展示了一个旋转刺激物,旨在诱发圆形吸力。所有参与者都完成了包含单一感官线索、两种线索组合或三种线索同时呈现的试验。视场(FOV)的大小在四个级别(无视觉、小、中、全)中进行调节。每次试验后,受试者都会以口头方式对视觉强度和持续时间进行评分。结果表明,当三种感觉线索单独出现时,都会诱发牵引,其中视觉线索诱发的牵引强度最高,持续时间最长。与不出现这些线索的情况相比,出现听觉和触觉线索会进一步增加牵拉强度和持续时间。这些发现支持了这样一种观点,即牵引可以通过多种类型的感觉输入来诱发,并且当多种感觉输入结合在一起时可以得到加强。
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引用次数: 0
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Multisensory Research
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