137 research outputs found

    Prior knowledge about events depicted in scenes decreases oculomotor exploration.

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    The visual input that the eyes receive usually contains temporally continuous information about unfolding events. Therefore, humans can accumulate knowledge about their current environment. Typical studies on scene perception, however, involve presenting multiple unrelated images and thereby render this accumulation unnecessary. Our study, instead, facilitated it and explored its effects. Specifically, we investigated how recently-accumulated prior knowledge affects gaze behavior. Participants viewed sequences of static film frames that contained several 'context frames' followed by a 'critical frame'. The context frames showed either events from which the situation depicted in the critical frame naturally followed, or events unrelated to this situation. Therefore, participants viewed identical critical frames while possessing prior knowledge that was either relevant or irrelevant to the frames' content. In the former case, participants' gaze behavior was slightly more exploratory, as revealed by seven gaze characteristics we analyzed. This result demonstrates that recently-gained prior knowledge reduces exploratory eye movements

    No link between handedness and spatial navigation: evidence from over 400 000 participants in 41 countries

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    There is an active debate concerning the association of handedness and spatial ability. Past studies used small sample sizes. Determining the effect of handedness on spatial ability requires a large, cross-cultural sample of participants and a navigation task with real-world validity. Here, we overcome these challenges via the mobile app Sea Hero Quest. We analysed the navigation performance from 422 772 participants from 41 countries and found no reliable evidence for any difference in spatial ability between leftand right-handers across all countries. A small but growing gap in performance appears for participants over 64 years old, with left-handers outperforming right-handers. Further analysis, however, suggests that this gap is most likely due to selection bias. Overall, our study clarifies the factors associated with spatial ability and shows that left-handedness is not associated with either a benefit or a deficit in spatial ability

    Entropy and a Sub-Group of Geometric Measures of Paths Predict the Navigability of an Environment

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    Despite extensive research on navigation, it remains unclear which features of an environment predict how difficult it will be to navigate. We analysed 478,170 trajectories from 10,626 participants who navigated 45 virtual environments in the research app-based game Sea Hero Quest. Virtual environments were designed to vary in a range of properties such as their layout, number of goals, visibility (varying fog) and map condition. We calculated 58 spatial measures grouped into four families: task-specific metrics, space syntax configurational metrics, space syntax geometric metrics, and general geometric metrics. We used Lasso, a variable selection method, to select the most predictive measures of navigation difficulty. Geometric features such as entropy, area of navigable space, number of rings and closeness centrality of path networks were among the most significant factors determining the navigational difficulty. By contrast a range of other measures did not predict difficulty, including measures of intelligibility. Unsurprisingly, other task-specific features (e.g. number of destinations) and fog also predicted navigation difficulty. These findings have implications for the study of spatial behaviour in ecological settings, as well as predicting human movements in different settings, such as complex buildings and transport networks and may aid the design of more navigable environments

    Plasmonic Metasurface for Directional and Frequency-Selective Thermal Emission

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    International audienceIncandescent filaments and membranes are often used as infrared sources despite their low efficiency, broad angular emission, and lack of spectral selectivity. Here, we introduce a metasurface to control simultaneously the spectrum and the directivity of blackbody radiation. The plasmonic metasurface operates reliably at 600 °C with an emissivity higher than 0.85 in a narrow frequency band and in a narrow solid angle. This emitter paves the way for the development of compact, efficient, and cheap IR sources and gas detection systems

    No link between handedness and spatial navigation: evidence from over 400 000 participants in 41 countries.

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    There is an active debate concerning the association of handedness and spatial ability. Past studies used small sample sizes. Determining the effect of handedness on spatial ability requires a large, cross-cultural sample of participants and a navigation task with real-world validity. Here, we overcome these challenges via the mobile app Sea Hero Quest. We analysed the navigation performance from 422 772 participants from 41 countries and found no reliable evidence for any difference in spatial ability between left- and right-handers across all countries. A small but growing gap in performance appears for participants over 64 years old, with left-handers outperforming right-handers. Further analysis, however, suggests that this gap is most likely due to selection bias. Overall, our study clarifies the factors associated with spatial ability and shows that left-handedness is not associated with either a benefit or a deficit in spatial ability

    Match-action: the role of motion and audio in creating global change blindness in film

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    An everyday example of change blindness is our difficulty to detect cuts in an edited moving-image. Edit Blindness (Smith & Henderson, 2008) is created by adhering to the continuity editing conventions of Hollywood, e.g. coinciding a cut with a sudden onset of motion (Match-Action). In this study we isolated the roles motion and audio play in limiting awareness of match-action cuts by removing motion before and/or after cuts in existing Hollywood film clips and presenting the clips with or without the original soundtrack whilst participants tried to detect cuts. Removing post-cut motion significantly decreased cut detection time and the probability of missing the cut. By comparison, removing pre-cut motion had no effect suggesting, contrary to the editing literature, that the onset of motion before a cut may not be as critical for creating edit blindness as the motion after a cut. Analysis of eye movements indicated that viewers reoriented less to new content across intact match-action cuts than shots with motion removed. Audio played a surprisingly large part in creating edit blindness with edit blindness mostly disappearing without audio. These results extend film editor intuitions and are discussed in the context of the Attentional Theory of Cinematic Continuity (Smith, 2012a)

    Problems with Saliency Maps

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    Despite the popularity that saliency models have gained in the computer vision community, they are most often conceived, exploited and benchmarked without taking heed of a number of problems and subtle issues they bring about. When saliency maps are used as proxies for the likelihood of fixating a location in a viewed scene, one such issue is the temporal dimension of visual attention deployment. Through a simple simulation it is shown how neglecting this dimension leads to results that at best cast shadows on the predictive performance of a model and its assessment via benchmarking procedures

    What is the role of the film viewer? The effects of narrative comprehension and viewing task on gaze control in film

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    Film is ubiquitous, but the processes that guide viewers' attention while viewing film narratives are poorly understood. In fact, many film theorists and practitioners disagree on whether the film stimulus (bottom-up) or the viewer (top-down) is more important in determining how we watch movies. Reading research has shown a strong connection between eye movements and comprehension, and scene perception studies have shown strong effects of viewing tasks on eye movements, but such idiosyncratic top-down control of gaze in film would be anathema to the universal control mainstream filmmakers typically aim for. Thus, in two experiments we tested whether the eye movements and comprehension relationship similarly held in a classic film example, the famous opening scene of Orson Welles' Touch of Evil (Welles & Zugsmith, Touch of Evil, 1958). Comprehension differences were compared with more volitionally controlled task-based effects on eye movements. To investigate the effects of comprehension on eye movements during film viewing, we manipulated viewers' comprehension by starting participants at different points in a film, and then tracked their eyes. Overall, the manipulation created large differences in comprehension, but only produced modest differences in eye movements. To amplify top-down effects on eye movements, a task manipulation was designed to prioritize peripheral scene features: a map task. This task manipulation created large differences in eye movements when compared to participants freely viewing the clip for comprehension. Thus, to allow for strong, volitional top-down control of eye movements in film, task manipulations need to make features that are important to narrative comprehension irrelevant to the viewing task. The evidence provided by this experimental case study suggests that filmmakers' belief in their ability to create systematic gaze behavior across viewers is confirmed, but that this does not indicate universally similar comprehension of the film narrative
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