366 research outputs found
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149â164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
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Visual recognition of objects : behavioral, computational, and neurobiological aspects
I surveyed work on visual object recognition and perception. In animals, vision has been studied mainly on the behavioral and neurobiological levels. Behavioral data typically show what the visual system, by itself or together with the rest of the organism, is capable of. They show, for example, that humans can recognie objects regardless of size and position, but that rotated objects pose problems. Important insights into the organization of behavior have also been provided by people who suffered localized brain damage. We have learned that the brain is divided into areas subserving different and relatively well-defined behaviors. The visual system itself is also organized in different subsystems; the visual cortex alone contains nearly twenty maps of the visual field. And individual neurons respond selectively to visual stimuli, e.g., the orientation of line segments, color, direction of motion, and, most intriguingly, faces. The question is how the actions of all these neurons produce the behavior we observe. How do neurons represent the shape of objects such that they can be recognized? Before we can answer the question, we have to understand the computational aspect of shape representation, the nature of the problem as it were. Many methods for representing shape have been explored, mainly by computer scientists, but so far no satisfactory answers have been found
Exploring Virtual Reality and Doppelganger Avatars for the Treatment of Chronic Back Pain
Cognitive-behavioral models of chronic pain assume that fear of pain and subsequent avoidance behavior contribute to pain chronicity and the maintenance of chronic pain. In chronic back pain (CBP), avoidance of movements often plays a major role in pain perseverance and interference with daily life activities. In treatment, avoidance is often addressed by teaching patients to reduce pain behaviors and increase healthy behaviors. The current project explored the use of personalized virtual characters (doppelganger avatars) in virtual reality (VR), to influence motor imitation and avoidance, fear of pain and experienced pain in CBP. We developed a method to create virtual doppelgangers, to animate them with movements captured from real-world models, and to present them to participants in an immersive cave virtual environment (CAVE) as autonomous movement models for imitation.
Study 1 investigated interactions between model and observer characteristics in imitation behavior of healthy participants. We tested the hypothesis that perceived affiliative characteristics of a virtual model, such as similarity to the observer and likeability, would facilitate observersâ engagement in voluntary motor imitation. In a within-subject design (N=33), participants were exposed to four virtual characters of different degrees of realism and observer similarity, ranging from an abstract stickperson to a personalized doppelganger avatar designed from 3d scans of the observer. The characters performed different trunk movements and participants were asked to imitate these. We defined functional ranges of motion (ROM) for spinal extension (bending backward, BB), lateral flexion (bending sideward, BS) and rotation in the horizontal plane (RH) based on shoulder marker trajectories as behavioral indicators of imitation. Participantsâ ratings on perceived avatar appearance were recorded in an Autonomous Avatar Questionnaire (AAQ), based on an explorative factor analysis. Linear mixed effects models revealed that for lateral flexion (BS), a facilitating influence of avatar type on ROM was mediated by perceived identification with the avatar including avatar likeability, avatar-observer-similarity and other affiliative characteristics. These findings suggest that maximizing model-observer similarity may indeed be useful to stimulate observational modeling.
Study 2 employed the techniques developed in study 1 with participants who suffered from CBP and extended the setup with real-world elements, creating an immersive mixed reality. The research question was whether virtual doppelgangers could modify motor behaviors, pain expectancy and pain. In a randomized controlled between-subject design, participants observed and imitated an avatar (AVA, N=17) or a videotaped model (VID, N=16) over three sessions, during which the movements BS and RH as well as a new movement (moving a beverage crate) were shown. Again, self-reports and ROMs were used as measures. The AVA group reported reduced avoidance with no significant group differences in ROM. Pain expectancy increased in AVA but not VID over the sessions. Pain and limitations did not significantly differ. We observed a moderation effect of group, with prior pain expectancy predicting pain and avoidance in the VID but not in the AVA group. This can be interpreted as an effect of personalized movement models decoupling pain behavior from movement-related fear and pain expectancy by increasing pain tolerance and task persistence. Our findings suggest that personalized virtual movement models can stimulate observational modeling in general, and that they can increase pain tolerance and persistence in chronic pain conditions. Thus, they may provide a tool for exposure and exercise treatments in cognitive behavioral treatment approaches to CBP
Can Science Explain Consciousness?
For diverse reasons, the problem of phenomenal consciousness is persistently challenging. Mental terms are characteristically ambiguous, researchers have philosophical biases, secondary qualities are excluded from objective description, and philosophers love to argue. Adhering to a regime of efficient causes and third-person descriptions, science as it has been defined has no place for subjectivity or teleology. A solution to the âhard problemâ of consciousness will require a radical approach: to take the point of view of the cognitive system itself. To facilitate this approach, a concept of agency is introduced along with a different understanding of intentionality. Following this approach reveals that the autopoietic cognitive system constructs phenomenality through acts of fiat, which underlie perceptual completion effects and âfilling inââand, by implication, phenomenology in general. It creates phenomenality much as we create meaning in language, through the use of symbols that it assigns meaning in the context of an embodied evolutionary history that is the source of valuation upon which meaning depends. Phenomenality is a virtual representation to itself by an executive agent (the conscious self) tasked with monitoring the state of the organism and its environment, planning future action, and coordinating various sub- agencies. Consciousness is not epiphenomenal, but serves a function for higher organisms that is distinct from that of unconscious processing. While a strictly scientific solution to the hard problem is not possible for a science that excludes the subjectivity it seeks to explain, there is hope to at least psychologically bridge the explanatory gulf between mind and matter, and perhaps hope for a broader definition of science
Backwards is the way forward: feedback in the cortical hierarchy predicts the expected future
Clark offers a powerful description of the brain as a prediction machine, which offers progress on two distinct levels. First, on an abstract conceptual level, it provides a unifying framework for perception, action, and cognition (including subdivisions such as attention, expectation, and imagination). Second, hierarchical prediction offers progress on a concrete descriptive level for testing and constraining conceptual elements and mechanisms of predictive coding models (estimation of predictions, prediction errors, and internal models)
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