27 research outputs found
Viewpoint dependence and scene context effects generalize to depth rotated three-dimensional objects
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
Multifaceted consequences of visual distraction during natural behaviour
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
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
Even if I showed you where you looked, remembering where you just looked is hard
People know surprisingly little about their own visual behavior, which can be problematic when learning or executing complex visual tasks such as search of medical images. We investigated whether providing observers with online information about their eye position during search would help them recall their own fixations immediately afterwards. Seventeen observers searched for various objects in “Where's Waldo” images for 3 s. On two-thirds of trials, observers made target present/absent responses. On the other third (critical trials), they were asked to click twelve locations in the scene where they thought they had just fixated. On half of the trials, a gaze-contingent window showed observers their current eye position as a 7.5° diameter “spotlight.” The spotlight “illuminated” everything fixated, while the rest of the display was still visible but dimmer. Performance was quantified as the overlap of circles centered on the actual fixations and centered on the reported fixations. Replicating prior work, this overlap was quite low (26%), far from ceiling (66%) and quite close to chance performance (21%). Performance was only slightly better in the spotlight condition (28%, p = 0.03). Giving observers information about their fixation locations by dimming the periphery improved memory for those fixations modestly, at best
Using XR (extended reality) for behavioral, clinical, and learning sciences requires updates in infrastructure and funding
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
Welcome to the real world: Validating fixation-related brain potentials for ecologically valid settings
Scene grammar shapes the way we interact with objects, strengthens memories, and speeds search
Abstract Predictions of environmental rules (here referred to as “scene grammar”) can come in different forms: seeing a toilet in a living room would violate semantic predictions, while finding a toilet brush next to the toothpaste would violate syntactic predictions. The existence of such predictions has usually been investigated by showing observers images containing such grammatical violations. Conversely, the generative process of creating an environment according to one’s scene grammar and its effects on behavior and memory has received little attention. In a virtual reality paradigm, we either instructed participants to arrange objects according to their scene grammar or against it. Subsequently, participants’ memory for the arrangements was probed using a surprise recall (Exp1), or repeated search (Exp2) task. As a result, participants’ construction behavior showed strategic use of larger, static objects to anchor the location of smaller objects which are generally the goals of everyday actions. Further analysis of this scene construction data revealed possible commonalities between the rules governing word usage in language and object usage in naturalistic environments. Taken together, we revealed some of the building blocks of scene grammar necessary for efficient behavior, which differentially influence how we interact with objects and what we remember about scenes