184 research outputs found

    Contextual specificity in perception and action

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    The visually guided control of helicopter flight is a human achievement, and, thus, understanding this skill is, in part, a psychological problem. The abilities of skilled pilots are impressive, and yet it is of concern that pilots' performance is less than ideal: they suffer from workload constraints, make occasional errors, and are subject to such debilities as simulator sickness. Remedying such deficiencies is both an engineering and a psychological problem. When studying the psychological aspects of this problem, it is desirable to simplify the problem as much as possible, and thereby, sidestep as many intractable psychological issues as possible. Simply stated, we do not want to have to resolve such polemics as the mind-body problem in order to contribute to the design of more effective helicopter systems. On the other hand, the study of human behavior is a psychological endeavor and certain problems cannot be evaded. Four related issues that are of psychological significance in understanding the visually guided control of helicopter flight are discussed. First, a selected discussion of the nature of descriptive levels in analyzing human perception and performance is presented. It is argued that the appropriate level of description for perception is kinematical, and for performance, it is procedural. Second, it is argued that investigations into pilot performance cannot ignore the nature of pilots' phenomenal experience. The conscious control of actions is not based upon environmental states of affairs, nor upon the optical information that specifies them. Actions are coupled to perceptions. Third, the acquisition of skilled actions in the context of inherent misperceptions is discussed. Such skills may be error prone in some situations, but not in others. Finally, I discuss the contextual relativity of human errors. Each of these four issues relates to a common theme: the control of action is mediated by phenomenal experience, the veracity of which is context specific

    Perceptual adaptation in the use of night vision goggles

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    The image intensification (I sup 2) systems studied for this report were the biocular AN/PVS-7(NVG) and the binocular AN/AVS-6(ANVIS). Both are quite impressive for purposes of revealing the structure of the environment in a fairly straightforward way in extremely low-light conditions. But these systems represent an unusual viewing medium. The perceptual information available through I sup 2 systems is different in a variety of ways from the typical input of everyday vision, and extensive training and practice is required for optimal use. Using this sort of system involves a kind of perceptual skill learning, but is may also involve visual adaptations that are not simply an extension of normal vision. For example, the visual noise evident in the goggles in very low-light conditions results in unusual statistical properties in visual input. Because we had recently discovered a strong and enduring aftereffect of perceived texture density which seemed to be sensitive to precisely the sorts of statistical distortions introduced by I sup 2 systems, it occurred to use that visual noise of this sort might be a very adapting stimulus for texture density and produce an aftereffect that extended into normal vision once the goggles were removed. We have not found any experimental evidence that I sup 2 systems produce texture density aftereffects. The nature of the texture density aftereffect is briefly explained, followed by an accounting of our studies of I sup 2 systems and our most recent work on the texture density aftereffect. A test for spatial frequency adaptation after exposure to NVG's is also reported, as is a study of perceived depth from motion (motion parallax) while wearing the biocular goggles. We conclude with a summary of our findings

    Human-display interactions: Context-specific biases

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    Recent developments in computer engineering have greatly enhanced the capabilities of display technology. As displays are no longer limited to simple alphanumeric output, they can present a wide variety of graphic information, using either static or dynamic presentation modes. At the same time that interface designers exploit the increased capabilities of these displays, they must be aware of the inherent limitation of these displays. Generally, these limitations can be divided into those that reflect limitations of the medium (e.g., reducing three-dimensional representations onto a two-dimensional projection) and those reflecting the perceptual and conceptual biases of the operator. The advantages and limitations of static and dynamic graphic displays are considered. Rather than enter into the discussion of whether dynamic or static displays are superior, general advantages and limitations are explored which are contextually specific to each type of display

    Mapping the Zone of Eye-Height Utility for Seated and Standing Observers

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    In a series of experiments, we delimited a region within the vertical axis of space in which eye height (EH) information is used maximally to scale object heights, referred to as the zone of eye height utility (Wraga, 1999b Journal of Experimental Psychology, Human Perception and Performance 25 518-530). To test the lower limit of the zone, linear perspective (on the floor) was varied via introduction of a false perspective (FP) gradient while all sources of EH information except linear perspective were held constant. For seated (experiment 1a) observers, the FP gradient produced overestimations of height for rectangular objects up to 0.15 EH tall. This value was taken to be just outside the lower limit of the zone. This finding was replicated in a virtual environment, for both seated (experiment 1b) and standing (experiment 2) observers. For the upper limit of the zone, EH information itself was manipulated by lowering observers\u27 center of projection in a virtual scene. Lowering the effective EH of standing (experiment 3) and seated (experiment 4) observers produced corresponding overestimations of height for objects up to about 2.5 EH. This zone of approximately 0.20-2.5 EH suggests that the human visual system weights size information differentially, depending on its efficacy

    Apparent extended body motions in depth.

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    The Roles of Altitude and Fear in the Perception of Height

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    Previous research on perceiving spatial layout has found that people often exhibit normative biases in their perception of the environment. For instance, slant is typically overestimated and distance is usually underestimated. Surprisingly, however, the perception of height has rarely been studied. The present experiments examined the perception of height when viewed from the top (e.g., looking down) or from the bottom (e.g., looking up). Multiple measures were adapted from previous studies of horizontal extents to assess the perception of height. Across all of the measures, a large, consistent bias was found: Vertical distances were greatly overestimated, especially from the top. Secondary findings suggest that the overestimation of distance and size that occurs when looking down from a high place correlates with reports of trait- and state-level fear of heights, suggesting that height overestimation may be due, in part, to fear

    Perceptual response to visual noise and display media

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    The present project was designed to follow up an earlier investigation in which perceptual adaptation in response to the use of Night Vision Goggles, or image intensification (I squared) systems, such as those employed in the military were studied. Our chief concern in the earlier studies was with the dynamic visual noise that is a byproduct of the I(sup 2) technology: under low light conditions, there is a great deal of 'snow' or sporadic 'twinkling' of pixels in the I(sup 2) display which is more salient as the ambient light levels are lower. Because prolonged exposure to static visual noise produces strong adaptation responses, we reasoned that the dynamic visual noise of I(sup 2) displays might have a similar effect, which could have implications for their long term use. However, in the series of experiments reported last year, no evidence at all of such aftereffects following extended exposure to I(sup 2) displays were found. This finding surprised us, and led us to propose the following studies: (1) an investigation of dynamic visual noise and its capacity to produce after effects; and (2) an investigation of the perceptual consequences of characteristics of the display media

    Updating displays after imagined object and viewer rotations.

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    Human motion perception: Higher-order organization

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    An overview is given of higher-order motion perception and organization. It is argued that motion is sufficient to fully specify a number of environmental properties, including: depth order, three-dimensional form, object displacement, and dynamics. A grammar of motion perception is proposed; applications of this work for display design are discussed
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