68 research outputs found

    Collecting memories: the impact of active object handling on recall and search times

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    Collecting memories: the impact of active object handling on recall and search times

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    Viewpoint dependence and scene context effects generalize to depth rotated three-dimensional objects

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    Viewpoint effects on object recognition interact with object-scene consistency effects. While recognition of objects seen from “noncanonical” viewpoints (e.g., a cup from below) is typically impeded compared to processing of objects seen from canonical viewpoints (e.g., the string-side of a guitar), this effect is reduced by meaningful scene context information. In the present study we investigated if these findings established by using photographic images, generalize to strongly noncanonical orientations of three-dimensional (3D) models of objects. Using 3D models allowed us to probe a broad range of viewpoints and empirically establish viewpoints with very strong noncanonical and canonical orientations. In Experiment 1, we presented 3D models of objects from six different viewpoints (0°, 60°, 120°, 180° 240°, 300°) in color (1a) and grayscaled (1b) in a sequential matching task. Viewpoint had a significant effect on accuracy and response times. Based on the viewpoint effect in Experiments 1a and 1b, we could empirically determine the most canonical and noncanonical viewpoints from our set of viewpoints to use in Experiment 2. In Experiment 2, participants again performed a sequential matching task, however now the objects were paired with scene backgrounds which could be either consistent (e.g., a cup in the kitchen) or inconsistent (e.g., a guitar in the bathroom) to the object. Viewpoint interacted significantly with scene consistency in that object recognition was less affected by viewpoint when consistent scene information was provided, compared to inconsistent information. Our results show that scene context supports object recognition even when using extremely noncanonical orientations of depth rotated 3D objects. This supports the important role object-scene processing plays for object constancy especially under conditions of high uncertainty

    Capacity and selection in immersive visual working memory following naturalistic object disappearance

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    Visual working memory—holding past visual information in mind for upcoming behavior—is commonly studied following the abrupt removal of visual objects from static two-dimensional (2D) displays. In everyday life, visual objects do not typically vanish from the environment in front of us. Rather, visual objects tend to enter working memory following self or object motion: disappearing from view gradually and changing the spatial relation between memoranda and observer. Here, we used virtual reality (VR) to investigate whether two classic findings from visual working memory research—a capacity of around three objects and the reliance on space for object selection—generalize to more naturalistic modes of object disappearance. Our static reference condition mimicked traditional laboratory tasks whereby visual objects were held static in front of the participant and removed from view abruptly. In our critical flow condition, the same visual objects flowed by participants, disappearing from view gradually and behind the observer. We considered visual working memory performance and capacity, as well as space-based mnemonic selection, indexed by directional biases in gaze. Despite vastly distinct modes of object disappearance and altered spatial relations between memoranda and observer, we found comparable capacity and comparable gaze signatures of space-based mnemonic selection. This finding reveals how classic findings from visual working memory research generalize to immersive situations with more naturalistic modes of object disappearance and with dynamic spatial relations between memoranda and observer

    Multiple spatial frames for immersive working memory

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    Semantic object processing is modulated by prior scene context

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    Objects that are congruent with a scene are recognised more efficiently than objects that are incongruent. Further, semantic integration of incongruent objects elicits a stronger N300/N400 EEG component. Yet, the time course and mechanisms of how contextual information supports access to semantic object information is unclear. We used computational modelling and EEG to test how context influences semantic object processing. Using representational similarity analysis, we established that EEG patterns dissociated between objects in congruent or incongruent scenes from around 300 ms. By modelling the semantic processing of objects using independently normed properties, we confirm that the onset of semantic processing of both congruent and incongruent objects is similar (∌150 ms). Critically, after ∌275 ms, we discover a difference in the duration of semantic integration, lasting longer for incongruent compared to congruent objects. These results constrain our understanding of how contextual information supports access to semantic object information

    Multifaceted consequences of visual distraction during natural behaviour

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    Visual distraction is a ubiquitous aspect of everyday life. Studying the consequences of distraction during temporally extended tasks, however, is not tractable with traditional methods. Here we developed a virtual reality approach that segments complex behaviour into cognitive subcomponents, including encoding, visual search, working memory usage, and decision-making. Participants copied a model display by selecting objects from a resource pool and placing them into a workspace. By manipulating the distractibility of objects in the resource pool, we discovered interfering effects of distraction across the different cognitive subcomponents. We successfully traced the consequences of distraction all the way from overall task performance to the decision-making processes that gate memory usage. Distraction slowed down behaviour and increased costly body movements. Critically, distraction increased encoding demands, slowed visual search, and decreased reliance on working memory. Our findings illustrate that the effects of visual distraction during natural behaviour can be rather focal but nevertheless have cascading consequences

    Flipping the world upside down: Using eye tracking in virtual reality to study visual search in inverted scenes

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    Image inversion is a powerful tool for investigating cognitive mechanisms of visual perception. However, studies have mainly used inversion in paradigms presented on two-dimensional computer screens. It remains open whether disruptive effects of inversion also hold true in more naturalistic scenarios. In our study, we used scene inversion in virtual reality in combination with eye tracking to investigate the mechanisms of repeated visual search through three-dimensional immersive indoor scenes. Scene inversion affected all gaze and head measures except fixation durations and saccade amplitudes. Our behavioral results, surprisingly, did not entirely follow as hypothesized: While search efficiency dropped significantly in inverted scenes, participants did not utilize more memory as measured by search time slopes. This indicates that despite the disruption, participants did not try to compensate the increased difficulty by using more memory. Our study highlights the importance of investigating classical experimental paradigms in more naturalistic scenarios to advance research on daily human behavior

    Seek and you shall remember: Scene semantics interact with visual search to build better memories

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    Memorizing critical objects and their locations is an essential part of everyday life. In the present study, incidental encoding of objects in naturalistic scenes during search was compared to explicit memorization of those scenes. To investigate if prior knowledge of scene structure influences these two types of encoding differently, we used meaningless arrays of objects as well as objects in real-world, semantically meaningful images. Surprisingly, when participants were asked to recall scenes, their memory performance was markedly better for searched objects than for objects they had explicitly tried to memorize, even though participants in the search condition were not explicitly asked to memorize objects. This finding held true even when objects were observed for an equal amount of time in both conditions. Critically, the recall benefit for searched over memorized objects in scenes was eliminated when objects were presented on uniform, non-scene backgrounds rather than in a full scene context. Thus, scene semantics not only help us search for objects in naturalistic scenes, but appear to produce a representation that supports our memory for those objects beyond intentional memorization

    Using XR (extended reality) for behavioral, clinical, and learning sciences requires updates in infrastructure and funding

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    Extended reality (XR, including Augmented and Virtual Reality) creates a powerful intersection between information technology and cognitive, clinical, and education sciences. XR technology has long captured the public imagination, and its development is the focus of major technology companies. This article demonstrates the potential of XR to (1) deliver behavioral insights, (2) transform clinical treatments, and (3) improve learning and education. However, without appropriate policy, funding, and infrastructural investment, many research institutions will struggle to keep pace with the advances and opportunities of XR. To realize the full potential of XR for basic and translational research, funding should incentivize (1) appropriate training, (2) open software solutions, and (3) collaborations between complementary academic and industry partners. Bolstering the XR research infrastructure with the right investments and incentives is vital for delivering on the potential for transformative discoveries, innovations, and applications
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