592 research outputs found

    Mixture of easy trials enables transient and sustained perceptual improvements through priming and perceptual learning.

    Get PDF
    The sense of vision allows us to discriminate fine details across a wide range of tasks. How to improve this perceptual skill, particularly within a short training session, is of substantial interest. Emerging evidence suggests that mixing easy trials can quickly improve performance in hard trials, but it is equivocal whether the improvement is short-lived or long-lasting, and additionally what accounts for this improvement. Here, by tracking objective performance (accuracy) and subjective experience (ratings of target visibility and choice confidence) over time and in a large sample of participants, we demonstrate the coexistence of transient and sustained effects of mixing easy trials, which differ markedly in their timescales, in their effects on subjective awareness, and in individual differences. In particular, whereas the transient effect was found to be ubiquitous and manifested similarly across objective and subjective measures, the sustained effect was limited to a subset of participants with weak convergence from objective and subjective measures. These results indicate that mixture of easy trials enables two distinct, co-existing forms of rapid perceptual improvements in hard trials, as mediated by robust priming and fragile learning. Placing constraints on theory of brain plasticity, this finding may also have implications for alleviating visual deficits

    Level and mechanisms of perceptual learning: Learning first-order luminance and second-order texture objects

    Get PDF
    AbstractPerceptual learning is an improvement in perceptual task performance reflecting plasticity in the perceptual system. Practice effects were studied in two object orientation tasks: a first order, luminance object task and a second-order, texture object task. Perceptual learning was small or absent in the first-order task, but consistently occurred for the second-order (texture) task, where it was limited to improvements in low external noise conditions, or stimulus enhancement [Dosher, B., & Lu, Z. -L. (1998). Perceptual learning reflects external noise filtering and internal noise reduction through channel reweighting. Proceedings of the National Academy of Sciences of the United States of America, 95 (23) 13988–13993; Dosher, B., & Lu, Z. -L. (1999). Mechanisms of perceptual learning. Vision Research, 39 (19) 3197–3221], analogous to attention effects in first- and second-order motion processing [Lu, Z. -L., Liu, C. Q., & Dosher, B. (2000). Attention mechanisms for multi-location first- and second-order motion perception. Vision Research, 40 (2) 173–186]. Perceptual learning affected the later, post-rectification, stages of perceptual analysis, possibly localized at V2 or above. It serves to amplify the stimulus relative to limiting internal noise for intrinsically noisy representations of second-order stimuli

    How to study the kinetic depth effect experimentally.

    Get PDF

    Kinetic depth effect and identification of shape.

    Get PDF

    Defining a Link between Perceptual Learning and Attention

    Get PDF
    Takeo Watanabe and Yuko Yotsumoto explore the implications of a new study that shows that for perceptual learning of visual features involving multiple stimuli to occur, the brain needs to temporally "tag" the features, a learning process that requires paying attention

    Stochastic accumulation of feature information in perception and memory

    Get PDF
    It is now well established that the time course of perceptual processing influences the first second or so of performance in a wide variety of cognitive tasks. Over the last20 years, there has been a shift from modeling the speed at which a display is processed, to modeling the speed at which different features of the display are perceived and formalizing how this perceptual information is used in decision making. The first of these models(Lamberts, 1995) was implemented to fit the time course of performance in a speeded perceptual categorization task and assumed a simple stochastic accumulation of feature information. Subsequently, similar approaches have been used to model performance in a range of cognitive tasks including identification, absolute identification, perceptual matching, recognition, visual search, and word processing, again assuming a simple stochastic accumulation of feature information from both the stimulus and representations held in memory. These models are typically fit to data from signal-to-respond experiments whereby the effects of stimulus exposure duration on performance are examined, but response times (RTs) and RT distributions have also been modeled. In this article, we review this approach and explore the insights it has provided about the interplay between perceptual processing, memory retrieval, and decision making in a variety of tasks. In so doing, we highlight how such approaches can continue to usefully contribute to our understanding of cognition

    Developmental mechanisms underlying improved contrast thresholds for discriminations of orientation signals embedded in noise

    Get PDF
    We combined an external noise paradigm with an efficient procedure for obtaining contrast thresholds (Lesmes et al., 2006) in order to model developmental changes during childhood. Specifically, we measured the contrast thresholds of 5-, 7-, 9-year-olds and adults (n = 20/age) in a two alternative forced-choice orientation discrimination task over a wide range of external noise levels and at three levels of accuracy. Overall, as age increased, contrast thresholds decreased over the entire range of external noise levels tested. The decrease was greatest between 5 and 7 years of age. The reduction in threshold after age 5 was greater in the high than the low external noise region, a pattern implying greater tolerance to the irrelevant background noise as children became older. <br/>To model the mechanisms underlying these developmental changes in terms of internal noise components, we adapted the original perceptual template model (Lu and Dosher, 1998) and normalized the magnitude of performance changes against the performance of 5-year-olds. The resulting model provided an excellent fit (r2 = 0.985) to the contrast thresholds at multiple levels of accuracy (60, 75, and 90%) across a wide range of external noise levels. The improvements in contrast thresholds with age were best modelled by a combination of reductions in internal additive noise, reductions in internal multiplicative noise, and improvements in excluding external noise by template retuning. In line with the data, the improvement was greatest between 5 and 7 years of age, accompanied by a 39% reduction in additive noise, 71% reduction in multiplicative noise, and 45% improvement in external noise exclusion. The modelled improvements likely reflect developmental changes at the cortical level, rather than changes in front-end structural properties (Kiorpes et al., 2003)

    The challenges of developing a contrast-based video game for treatment of amblyopia

    Get PDF
    Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0–3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings
    corecore