Motion Perception

运动感知
  • 文章类型: Journal Article
    我们调查了是否使用婴儿视动性眼震(OKN)将隐含运动(IM)的适应性转移到实际运动。具体来说,我们检查了观察一系列图像是否显示了婴儿对随机点运动学图(RDK)相反方向的运动位移OKN反应。每个RDK在预测试中呈现10次,其次是10次IM适应和测试试验。在预测试期间,RDK的信号点向左或向右移动。在IM适配期间,呈现了描绘向左(或向右)IM的10个随机选择的图像。在测试中,在最后一个IM图像之后立即呈现RDK。一个观察者,对运动方向视而不见,评估了OKN的方向。计算每个RDK方向的OKN响应中的匹配数作为OKN的匹配比。我们进行了双向混合方差分析,以年龄组(5-6个月和7-8个月)为参与者间因素,以适应(预测试和测试)为参与者内因素。仅在7-8个月内,通过查看一系列描绘运动的图像,OKN反应向RDK的相反方向移动。这些婴儿可以在预测试中检测到IM和RDK运动方向。我们的结果表明,检测IM和RDK方向可能会在7-8个月内诱导方向选择性适应。
    We investigated whether adaptation from implied motion (IM) is transferred to real motion using optokinetic nystagmus (OKN) in infants. Specifically, we examined whether viewing a series of images depicting motion shifted infants\' OKN responses to the opposite direction of random dot kinematograms (RDKs). Each RDK was presented 10 times in a pre-test, followed by 10 trials of IM adaptation and test. During the pre-test, the signal dots of the RDK moved left or right. During IM adaptation, 10 randomly selected images depicting leftward (or rightward) IM were presented. In the test, the RDK was presented immediately after the last IM image. An observer, blinded to the motion direction, assessed the OKN direction. The number of matches in OKN responses for each RDK direction was calculated as the match ratio of OKN. We conducted a two-way mixed analysis of variance, with age group (5-6 months and 7-8 months) as the between-participant factor and adaptation (pre-test and test) as the within-participant factor. Only in 7-8 months the OKN responses were shifted in the opposite direction of RDK by viewing a series of images depicting motion, and these infants could detect both IM and RDK motion directions in the pre-test. Our results indicate that detecting the IM and RDK directions might induce direction-selective adaptation in 7-8 months.
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  • 文章类型: Journal Article
    受运动处理途径的启发,本文提出了一种基于Hodgkin-Huxley神经元的生物启发前馈尖峰网络模型,用于人类运动感知。所提出的网络模拟了在初级视觉皮层的简单和复杂细胞中发现的方向选择性机制。使用Gabor能量滤波器对简单细胞的感受场进行建模,而复杂细胞的感受野是通过将简单细胞的反应整合到能量模型中来构建的。要生成运动图,网络的尖峰输出集成了由具有各种优选方向的复杂细胞的响应编码的运动信息。仿真结果表明,当呈现一系列时变图像时,基于尖峰神经元的网络有效地复制了视觉皮层的方向选择性操作。我们使用公开可用的数据集,针对最先进的基于尖峰神经元的运动检测模型评估所提出的模型。结果突出了模型从不同视频序列中提取运动能量的能力,类似于人类视觉运动感知模型。此外,我们展示了所提出的模型在运动分割任务中的应用,并使用具有挑战性的视频分割基准将其性能与最先进的基于运动的分割模型进行比较。结果表明有竞争力的表现。所提出的模型生成的运动图可以用于输入视频中的动作识别。
    Inspired by the motion processing pathway, this paper proposes a bio-inspired feedforward spiking network model based on Hodgkin-Huxley neurons for human motion perception. The proposed network mimics the mechanisms of direction selectivity found in simple and complex cells of the primary visual cortex. Simple cells\' receptive fields are modeled using Gabor energy filters, while complex cells\' receptive fields are constructed by integrating the responses of simple cells in an energy model. To generate the motion map, the spiking output of the network integrates motion information encoded by the responses of complex cells with various preferred directions. Simulation results demonstrate that the spiking neuron-based network effectively replicates the directional selectivity operation of the visual cortex when presented with a sequence of time-varying images. We evaluate the proposed model against state-of-the-art spiking neuron-based motion detection models using publicly available datasets. The results highlight the model\'s capability to extract motion energy from diverse video sequences, akin to human visual motion perception models. Additionally, we showcase the application of the proposed model in motion segmentation tasks and compare its performance with state-of-the-art motion-based segmentation models using challenging video segmentation benchmarks. The results indicate competitive performance. The motion maps generated by the proposed model can be utilized for action recognition in input videos.
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  • 文章类型: Journal Article
    一些运动任务涉及在杂乱的环境中以高速行驶通过多个航路点。尽管原则上参与者可以孤立地对待每个航路点,熟练的表现似乎需要他们调整他们的轨迹以适应最直接的航路点,以预期随后的航路点。迄今为止,对这种行为的研究很少,并且确实存在的证据对于转向是否受到多个未来航路点的影响尚无定论。本研究旨在解决更清晰地了解人类如何适应未来目标的转向运动的需要。受试者在森林般的虚拟环境中执行模拟无人机飞行任务,该任务在监视器上显示,同时跟踪他们的眼睛运动。他们被指示在门第一次变得可见的距离(即,前瞻距离)在试验之间进行了操纵。当闸门提前至少1-1/2段可见时,受试者成功地飞过了高比例的大门,很少与障碍物相撞,并保持了一致的速度。他们还以取决于随后的门的角度位置的方式接近最直接的门。然而,当前瞻距离小于1-1/2段时,受试者沿着更长的路径飞行更慢,更多的可变速度。研究结果表明,通过多个航路点的转向控制确实取决于来自最直接航路点以外的信息。讨论的重点是通过多个航路点转向的可能控制策略。
    Some locomotor tasks involve steering at high speeds through multiple waypoints within cluttered environments. Although in principle actors could treat each individual waypoint in isolation, skillful performance would seem to require them to adapt their trajectory to the most immediate waypoint in anticipation of subsequent waypoints. To date, there have been few studies of such behavior, and the evidence that does exist is inconclusive about whether steering is affected by multiple future waypoints. The present study was designed to address the need for a clearer understanding of how humans adapt their steering movements in anticipation of future goals. Subjects performed a simulated drone flying task in a forest-like virtual environment that was presented on a monitor while their eye movements were tracked. They were instructed to steer through a series of gates while the distance at which gates first became visible (i.e., lookahead distance) was manipulated between trials. When gates became visible at least 1-1/2 segments in advance, subjects successfully flew through a high percentage of gates, rarely collided with obstacles, and maintained a consistent speed. They also approached the most immediate gate in a way that depended on the angular position of the subsequent gate. However, when the lookahead distance was less than 1-1/2 segments, subjects followed longer paths and flew at slower, more variable speeds. The findings demonstrate that the control of steering through multiple waypoints does indeed depend on information from beyond the most immediate waypoint. Discussion focuses on the possible control strategies for steering through multiple waypoints.
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  • 文章类型: Journal Article
    动物群体的集体行为源于个体之间的相互作用。这些社会互动产生了鸟群和鱼群的协调运动,但是对它们的发育和神经生物学基础知之甚少。通过表征微型玻璃鱼Danionella大脑的基于视觉的教育行为,我们发现社会发展是顺序前进的,动物首先获得了聚集的能力,其次是与社交伙伴的姿势对齐。这种社会成熟伴随着中脑神经种群的发展,这些神经种群优先由类似于学校鱼的形状和运动的视觉刺激驱动。此外,发展过程中的社会隔离会损害成人的学校教育行为和社会运动的神经编码。这项工作表明,随着集体运动的经验依赖性发展,对特定物种的形式和运动具有选择性的神经种群出现。
    The collective behavior of animal groups emerges from the interactions among individuals. These social interactions produce the coordinated movements of bird flocks and fish schools, but little is known about their developmental emergence and neurobiological foundations. By characterizing the visually based schooling behavior of the micro glassfish Danionella cerebrum, we found that social development progresses sequentially, with animals first acquiring the ability to aggregate, followed by postural alignment with social partners. This social maturation was accompanied by the development of neural populations in the midbrain that were preferentially driven by visual stimuli that resemble the shape and movements of schooling fish. Furthermore, social isolation over the course of development impaired both schooling behavior and the neural encoding of social motion in adults. This work demonstrates that neural populations selective for the form and motion of conspecifics emerge with the experience-dependent development of collective movement.
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  • 文章类型: Journal Article
    美术的非正式启发式实践为我们对现象学现实外观的理解提供了很多帮助。一个有趣的例子是使用夸张来增强生活和非生活对象的活泼错觉。这进一步减轻了不舒服的感觉,即运动在某种程度上是不可思议的-特别是对于无生命的物体。我们进行了一系列实验,以测试夸张对简单动画物体-弹跳球的现象学感知的影响。弹跳球的物理上合理的模型得到了扩展,并使用了一种经常使用的夸张形式,称为壁球和拉伸。向观察者展示了一系列动画球,使用夸张模型的系统参数化来描绘,并要求评价他们的合理性。一系列渲染样式提供了有关球类型的不同级别的信息。在所有情况下,具有少量夸张的球被认为与没有任何夸张的球一样合理(例如,具有真实运动)。此外,当没有指定球的类型时,观察者容忍了大量的夸张,然后才认为它们是不可信的。当显示球的类型时,观察者在某种程度上缩小了可接受的夸张范围,但仍然容忍了远远超出物理上可能的夸张范围。我们认为,在这种情况下,夸张的行为来弥合所谓的不可思议的山谷,以人为地描绘物理现实。
    The informal heuristic practices of the fine arts have much to offer to our understanding of the appearance of phenomenological reality. One interesting example is the use of exaggeration to enhance the illusion of liveliness in both living and nonliving subjects. This further eases the uncomfortable sense that the motion is somehow uncanny - especially with inanimate objects. We performed a series of experiments to test the effects of exaggeration on the phenomenological perception of simple animated objects - bouncing balls. A physically plausible model of a bouncing ball was augmented with a frequently used form of exaggeration known as squash and stretch. Observers were shown a series of animated balls, depicted using systematic parameterizations of the exaggeration model, and asked to rate their plausibility. A range of rendering styles provided varying levels of information as to the type of ball. In all cases, balls with small amounts of exaggeration were seen as plausible as those without any exaggeration (e.g., with veridical motion). Furthermore, when the type of ball was not specified, observers tolerated a large amount of exaggeration before judging them as implausible. When the type of ball was indicated, observers narrowed the range of acceptable exaggeration somewhat but still tolerated exaggeration well beyond that which would be physically possible. We contend that, in this case, exaggeration acts to bridge the so-called uncanny valley for artificial depictions of physical reality.
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  • 文章类型: Journal Article
    移动帧在闪烁和连续移动的探针的感知位置中产生大的位移。在一系列的实验中,我们测试了探头位移和框架位移对框架效应强度的贡献。在第一个实验中,我们发现闪烁的探针的位置发生了剧烈的偏移,而对连续移动的探针的影响仅为后者的三分之一。在实验2中,我们表明静态探针没有效果是其与静态背景的感知分组的结果。只要连续存在的探测器有一些运动,它似乎在一定程度上与框架成组,并显示出中等幅度的虚幻位移。最后,当框架本身具有更复杂的路径时,我们非正式地探索了连续移动的探头所看到的虚幻变化。在这种情况下,探针似乎与框架更强烈地分组。总的来说,框架对探头的影响表明,在确定探头感知位置的参考框架时,框架和静态背景之间的竞争结果。
    Moving frames produce large displacements in the perceived location of flashed and continuously moving probes. In a series of experiments, we test the contributions of the probe\'s displacement and the frame\'s displacement on the strength of the frame\'s effect. In the first experiment, we find a dramatic position shift of flashed probes whereas the effect on a continuously moving probe is only one-third as strong. In Experiment 2, we show that the absence of an effect for the static probe is a consequence of its perceptual grouping with the static background. As long as the continuously present probe has some motion, it appears to group to some extent with the frame and show an illusory shift of intermediate magnitude. Finally, we informally explored the illusory shifts seen for a continuously moving probe when the frame itself has a more complex path. In this case, the probe appears to group more strongly with the frame. Overall, the effects of the frame on the probe demonstrate the outcome of a competition between the frame and the static background in determining the frame of reference for the probe\'s perceived position.
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  • 文章类型: Journal Article
    背景:研究表明,视觉感知学习(VPL)与修改更高级别的决策区域中的神经活动有关。然而,前额叶和视觉皮层在VPL中的因果作用尚不清楚.这里,我们研究了前额叶和视觉皮层的阳极经颅直流电刺激(tDCS)如何在早期和后期调节VPL,以及多个脑区的作用.
    方法:关于连贯运动方向识别任务的感知学习包括早期和后期。经过早期训练,参与者需要不断训练才能到达高原;一旦到达高原,参与者进入了后期阶段。60名参与者被随机分为五组。不管前期和后期的训练,四组在右背外侧前额叶皮层(rDLPFC)和右颞中区(rMT)接受多目标tDCS,rDLPFC上的单目标tDCS,和rMT或假刺激的单目标tDCS,一组在同侧大脑区域受到刺激(即,左MT)。
    结果:与假刺激相比,rDLPFC或rMT上的多目标和两个单目标tDCS提高了后测性能,并在早期加速了学习。然而,多目标tDCS和两个单目标tDCS为VPL带来了等效的好处。此外,当阳极tDCS应用于同侧大脑区域时,这些有益效果不存在.在后期,上述对多靶标或单靶标tDCS诱导的VPL的促进作用消失。
    结论:这项研究表明前额叶和视觉皮层在通过阳极tDCS进行视觉运动知觉学习中的因果作用,但未能通过同时刺激前额叶和视觉皮层来发现更大的有益效果。未来的研究应该研究多个大脑区域之间的功能关联,以进一步促进VPL。
    BACKGROUND: Research has shown that visual perceptual learning (VPL) is related to modifying neural activity in higher level decision-making regions. However, the causal roles of the prefrontal and visual cortexes in VPL are still unclear. Here, we investigated how anodal transcranial direct current stimulation (tDCS) of the prefrontal and visual cortices modulates VPL in the early and later phases and the role of multiple brain regions.
    METHODS: Perceptual learning on the coherent motion direction identification task included early and later stages. After early training, participants needed to continuously train to reach a plateau; once the plateau was reached, participants entered a later stage. Sixty participants were randomly divided into five groups. Regardless of the training at the early and later stages, four groups received multitarget tDCS over the right dorsolateral prefrontal cortex (rDLPFC) and right middle temporal area (rMT), single-target tDCS over the rDLPFC, and single-target tDCS over the rMT or sham stimulation, and one group was stimulated at the ipsilateral brain region (i.e., left MT).
    RESULTS: Compared with sham stimulation, multitarget and two single-target tDCS over the rDLPFC or rMT improved posttest performance and accelerated learning during the early period. However, multitarget tDCS and two single-target tDCS led to equivalent benefits for VPL. Additionally, these beneficial effects were absent when anodal tDCS was applied to the ipsilateral brain region. For the later period, the above facilitating effects on VPL induced by multitarget or single-target tDCS disappeared.
    CONCLUSIONS: This study suggested the causal role of the prefrontal and visual cortices in visual motion perceptual learning by anodal tDCS but failed to find greater beneficial effects by simultaneously stimulating the prefrontal and visual cortices. Future research should investigate the functional associations between multiple brain regions to further promote VPL.
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  • 文章类型: Journal Article
    大量研究探索了生物运动(BM)人群的显着社会意义,主要集中在均匀分布的。然而,现实世界的BM人群通常表现出分层结构,而不是统一的安排。如何处理这种结构化的BM人群仍然是一个问题。这项研究调查了结构化BM人群在工作记忆(WM)中的表现,认识到WM在我们涉及BM的社交互动中的关键作用。我们提出了基于群体的集成假设,并通过成员识别任务对其进行了测试。要求参与者辨别所呈现的BM是否属于八个BM的先前记忆显示,每个人都有不同的行走方向。借鉴突出的格式塔原则作为组织线索,我们通过在实验1和2中分别应用接近度和相似性线索,在BM人群中构建了结构化组。在实验3中,我们通过增加子集之间的相似性来故意削弱刺激结构的可见性,探索结果的稳健性。始终如一,我们的发现表明,与子集的平均方向一致的BM更有可能被认为是记忆刺激的一部分.这表明WM固有地根据组织线索将结构化的BM人群组织成单独的集合。实质上,我们的结果阐明了WM内BM人群的分组和集成编码机制的同时操作。
    Massive studies have explored biological motion (BM) crowds processing for their remarkable social significance, primarily focused on uniformly distributed ones. However, real-world BM crowds often exhibit hierarchical structures rather than uniform arrangements. How such structured BM crowds are processed remains a subject of inquiry. This study investigates the representation of structured BM crowds in working memory (WM), recognizing the pivotal role WM plays in our social interactions involving BM. We propose the group-based ensemble hypothesis and test it through a member identification task. Participants were required to discern whether a presented BM belonged to a prior memory display of eight BM, each with distinct walking directions. Drawing on prominent Gestalt principles as organizational cues, we constructed structured groups within BM crowds by applying proximity and similarity cues in Experiments 1 and 2, respectively. In Experiment 3, we deliberately weakened the visibility of stimuli structures by increasing the similarity between subsets, probing the robustness of results. Consistently, our findings indicate that BM aligned with the mean direction of the subsets was more likely to be recognized as part of the memory stimuli. This suggests that WM inherently organizes structured BM crowds into separate ensembles based on organizational cues. In essence, our results illuminate the simultaneous operation of grouping and ensemble encoding mechanisms for BM crowds within WM.
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  • 文章类型: Journal Article
    当人们指出突然消失的移动目标的消失位置时,系统误差向前(在运动方向)和向下(在重力方向)出现。这些空间位移是创造出来的,分别,代表性动量和代表性重力,并被认为反映了内化的生态相关物理不变量,可用于预测事件的未来状态。以前的研究表明,体育运动员表现出增加的代表性动量,指示增强的运动外推和预期,尽管目前尚不清楚这种影响在多大程度上是针对专业知识背景的,还是推广到其他动态事件。此外,专业知识对代表性重力的影响,特别是在预期垂直移动物体至关重要的情况下,仍未研究。由于快速垂直移动的球普遍存在,这项研究旨在通过将排球作为专业知识的背景来解决这些差距。排球运动员和非运动员指示平滑移动目标的感知偏移位置,以恒定速度移动或受到加速/减速,嵌入在排球或中性上下文中。结果显示,在排球背景下,运动员,但不是非运动员,揭示了一种明显的趋势,即误以为沿左对角线移动的目标会进一步向前移动,超出仅由于代表性动量而导致的预期。这一发现与排球比赛的自然统计数据有关,交叉的球轨迹,特别是外面的击球手,更普遍,快,和冒犯,需要更好的预期才能得到有效的处理。
    When people indicate the vanishing location of a moving target that suddenly disappears, systematic errors forward (in the direction of motion) and downward (in the direction of gravity) emerge. These spatial displacements were coined, respectively, Representational Momentum and Representational Gravity, and are believed to reflect internalized ecologically relevant physical invariants useful for the anticipation of future states of an event. Previous research has shown that sports athletes exhibit increased Representational Momentum, indicating enhanced motion extrapolation and anticipation, albeit it is still not clear up to what degree this effect is specific for the expertise context or if it generalizes to other dynamic events. Furthermore, the influence of expertise on Representational Gravity, particularly in contexts where anticipation of vertically moving objects is crucial, remains understudied. This study aimed to address these gaps by focusing on Volleyball as a context of expertise due to the prevalence of fast vertically moving balls. Volleyball athletes and non-athletes indicated the perceived offset location of a smoothly moving target, which moved at a constant speed or was subjected to acceleration/deceleration, embedded either in a Volleyball or neutral context. Outcomes revealed that for the Volleyball context, athletes, but not non-athletes, revealed a significant trend to misperceive targets moving along the left diagonal to be further displaced forward beyond what would be expected due to Representational Momentum alone. This finding is discussed in relation to the natural statistics of Volleyball games, where crossed ball trajectories, particularly by the outside hitter, are more prevalent, fast, and offensive, requiring better anticipation to be efficiently dealt with.
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  • 文章类型: Journal Article
    能够做出准确及时的决策,比如判断什么时候过马路是安全的,是适应性行为的基础。虽然支持孤立刺激的简单决策的计算和神经过程已经得到了很好的表征,现实世界中的决策通常需要在时间和空间上整合离散的感觉事件。以前大多数关于感知决策的实验工作都集中在只涉及单个任务的任务上,与任务相关的感官输入源。目前还不清楚,因此,这种综合决策是如何在计算上进行调节的。在这里我们使用了心理物理学,脑电图和计算建模,以了解人脑如何在一个单一的服务中跨空间组合视觉运动信号,综合决策。为此,我们在左右视觉半场呈现了两个随机点运动学图。在每个位置简要地同时显示了相干运动信号,健康的成年男女参与者报告了两个运动信号的平均值。我们直接测试了由视觉处理的有影响力的串行和并行帐户引起的竞争预测。使用生物学上合理的运动过滤模型,我们发现支持并行集成的证据是调节集成感知决策的基本计算机制。重要性陈述许多决策需要在时间和空间上整合离散的感官输入,这引发了一个问题,即不同的输入源如何集成在单个服务中,综合决策。补充先前的研究表明,时间整合表现出简单决策所缺乏的动态,在这里,我们描述了支持空间整合的神经过程。使用脑电图数据的计算模型,结合不同整合架构下的神经活动模拟,独立表征视觉半场对离散感觉输入的神经反应,我们测试了支持综合决策的证据积累是串行还是并行。
    The ability to make accurate and timely decisions, such as judging when it is safe to cross the road, is the foundation of adaptive behavior. While the computational and neural processes supporting simple decisions on isolated stimuli have been well characterized, decision-making in the real world often requires integration of discrete sensory events over time and space. Most previous experimental work on perceptual decision-making has focused on tasks that involve only a single, task-relevant source of sensory input. It remains unclear, therefore, how such integrative decisions are regulated computationally. Here we used psychophysics, electroencephalography, and computational modeling to understand how the human brain combines visual motion signals across space in the service of a single, integrated decision. To that purpose, we presented two random-dot kinematograms in the left and the right visual hemifields. Coherent motion signals were shown briefly and concurrently in each location, and healthy adult human participants of both sexes reported the average of the two motion signals. We directly tested competing predictions arising from influential serial and parallel accounts of visual processing. Using a biologically plausible model of motion filtering, we found evidence in favor of parallel integration as the fundamental computational mechanism regulating integrated perceptual decisions.
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