1
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Britt N, Chau J, Sun HJ. Context-dependent modulation of spatial attention: prioritizing behaviourally relevant stimuli. Cogn Res Princ Implic 2025; 10:4. [PMID: 39920517 PMCID: PMC11806188 DOI: 10.1186/s41235-025-00612-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2024] [Accepted: 01/13/2025] [Indexed: 02/09/2025] Open
Abstract
Human attention can be guided by semantic information conveyed by individual objects in the environment. Over time, we learn to allocate attention resources towards stimuli that are behaviourally relevant to ongoing action, leading to attention capture by meaningful peripheral stimuli. A common example includes, while driving, stimuli that imply a possibly hazardous scenario (e.g. a pedestrian about to cross the road) warrant attentional prioritization to ensure safe proceedings. In the current study, we report a novel phenomenon in which the guidance of attention is dependent on the stimuli appearing in a behaviourally relevant context. Using a driving simulator, we simulated a real-world driving task representing an overlearned behaviour for licensed drivers. While driving, participants underwent a peripheral cue-target paradigm where a roadside pedestrian avatar (target) appeared following a cylinder cue. Results revealed that, during simulated driving conditions, participants (all with driver's licenses) showed greater attentional facilitation when pedestrians were oriented towards the road compared to away. This orientation-specific selectivity was not seen if the 3-D context was removed (Experiment 1) or the same visual scene was presented, but participants' viewpoints remained stationary (Experiment 2), or an inanimate object served as a target during simulated driving (Experiment 3). This context-specific attention modulation likely reflects drivers' expertise in automatically attending to behaviourally relevant information in a context-dependent manner.
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Affiliation(s)
- Noah Britt
- McMaster University, 1280 Main Street West, Hamilton, ON, Canada.
| | - Jackie Chau
- McMaster University, 1280 Main Street West, Hamilton, ON, Canada
| | - Hong-Jin Sun
- McMaster University, 1280 Main Street West, Hamilton, ON, Canada.
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2
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Finger NM, Eveland KE, Yin X, Moss CF. Why do bats fly into cave doors? Inattentional blindness in echolocating animals. BIORXIV : THE PREPRINT SERVER FOR BIOLOGY 2024:2024.10.16.618711. [PMID: 39464164 PMCID: PMC11507884 DOI: 10.1101/2024.10.16.618711] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/29/2024]
Abstract
Echolocating bats can navigate complex 3D environments by integrating prior knowledge of spatial layouts and real-time sensory cues. This study demonstrates that inattentional blindness to sensory information undermines successful navigation in Egyptian fruit bats, Rousettus aegyptiacus , a species that has access to vision and echolocation to traverse natural environments. Bats flew over repeated trials to a perch at a fixed location in the light, allowing them to navigate using both vision and echolocation. The experiment was then repeated in the dark to exclude the bat's use of vision. The perch was subsequently displaced by either 15 or 30 cm in one of six different directions (up, down, left, right, front, back). Echolocation behavior was recorded using a 25-channel microphone array, while flight paths were tracked using 13 motion capture cameras. The directional aim of echolocation clicks served as a metric for the bat's spatial attention to locations in their environment. In the light, bats modified their flight paths to successfully land on a perch that was moved 15 cm but surprisingly, often failed to land on it when displaced by 30 cm. In the dark, bats often failed to land on the perch after it was moved by only 15 cm. Landing failures suggest that learned spatial priors invoked inattentional blindness to changes in the environment, which interfered with successful navigation. In both the light and dark, when bats failed to land on the perch at its new location, they directed their attention toward the original perch position. Performance differences in the light and dark suggest that the bat's attentional spotlight may be narrower when it relies on echolocation than vision. To our knowledge, these findings provide the first evidence of inattentional blindness in a flying echolocating animal, demonstrating that spatial priors can dominate sensory processing during navigation.
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3
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Baltaretu BR, Schuetz I, Võ MLH, Fiehler K. Scene semantics affects allocentric spatial coding for action in naturalistic (virtual) environments. Sci Rep 2024; 14:15549. [PMID: 38969745 PMCID: PMC11226608 DOI: 10.1038/s41598-024-66428-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/14/2024] [Accepted: 07/01/2024] [Indexed: 07/07/2024] Open
Abstract
Interacting with objects in our environment requires determining their locations, often with respect to surrounding objects (i.e., allocentrically). According to the scene grammar framework, these usually small, local objects are movable within a scene and represent the lowest level of a scene's hierarchy. How do higher hierarchical levels of scene grammar influence allocentric coding for memory-guided actions? Here, we focused on the effect of large, immovable objects (anchors) on the encoding of local object positions. In a virtual reality study, participants (n = 30) viewed one of four possible scenes (two kitchens or two bathrooms), with two anchors connected by a shelf, onto which were presented three local objects (congruent with one anchor) (Encoding). The scene was re-presented (Test) with 1) local objects missing and 2) one of the anchors shifted (Shift) or not (No shift). Participants, then, saw a floating local object (target), which they grabbed and placed back on the shelf in its remembered position (Response). Eye-tracking data revealed that both local objects and anchors were fixated, with preference for local objects. Additionally, anchors guided allocentric coding of local objects, despite being task-irrelevant. Overall, anchors implicitly influence spatial coding of local object locations for memory-guided actions within naturalistic (virtual) environments.
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Affiliation(s)
- Bianca R Baltaretu
- Department of Experimental Psychology, Justus Liebig University Giessen, Otto-Behaghel-Strasse 10F, 35394, Giessen, Hesse, Germany.
| | - Immo Schuetz
- Department of Experimental Psychology, Justus Liebig University Giessen, Otto-Behaghel-Strasse 10F, 35394, Giessen, Hesse, Germany
| | - Melissa L-H Võ
- Department of Psychology, Goethe University Frankfurt, 60323, Frankfurt am Main, Hesse, Germany
| | - Katja Fiehler
- Department of Experimental Psychology, Justus Liebig University Giessen, Otto-Behaghel-Strasse 10F, 35394, Giessen, Hesse, Germany
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4
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Schuetz I, Baltaretu BR, Fiehler K. Where was this thing again? Evaluating methods to indicate remembered object positions in virtual reality. J Vis 2024; 24:10. [PMID: 38995109 PMCID: PMC11246095 DOI: 10.1167/jov.24.7.10] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 07/13/2024] Open
Abstract
A current focus in sensorimotor research is the study of human perception and action in increasingly naturalistic tasks and visual environments. This is further enabled by the recent commercial success of virtual reality (VR) technology, which allows for highly realistic but well-controlled three-dimensional (3D) scenes. VR enables a multitude of different ways to interact with virtual objects, but only rarely are such interaction techniques evaluated and compared before being selected for a sensorimotor experiment. Here, we compare different response techniques for a memory-guided action task, in which participants indicated the position of a previously seen 3D object in a VR scene: pointing, using a virtual laser pointer of short or unlimited length, and placing, either the target object itself or a generic reference cube. Response techniques differed in availability of 3D object cues and requirement to physically move to the remembered object position by walking. Object placement was the most accurate but slowest due to repeated repositioning. When placing objects, participants tended to match the original object's orientation. In contrast, the laser pointer was fastest but least accurate, with the short pointer showing a good speed-accuracy compromise. Our findings can help researchers in selecting appropriate methods when studying naturalistic visuomotor behavior in virtual environments.
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Affiliation(s)
- Immo Schuetz
- Experimental Psychology, Justus Liebig University, Giessen, Germany
| | | | - Katja Fiehler
- Experimental Psychology, Justus Liebig University, Giessen, Germany
- Center for Mind, Brain and Behavior (CMBB), Philipps University Marburg and Justus Liebig University, Giessen, Germany
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5
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Beitner J, Helbing J, David EJ, Võ MLH. Using a flashlight-contingent window paradigm to investigate visual search and object memory in virtual reality and on computer screens. Sci Rep 2024; 14:8596. [PMID: 38615047 PMCID: PMC11379806 DOI: 10.1038/s41598-024-58941-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2023] [Accepted: 04/04/2024] [Indexed: 04/15/2024] Open
Abstract
A popular technique to modulate visual input during search is to use gaze-contingent windows. However, these are often rather discomforting, providing the impression of visual impairment. To counteract this, we asked participants in this study to search through illuminated as well as dark three-dimensional scenes using a more naturalistic flashlight with which they could illuminate the rooms. In a surprise incidental memory task, we tested the identities and locations of objects encountered during search. Importantly, we tested this study design in both immersive virtual reality (VR; Experiment 1) and on a desktop-computer screen (Experiment 2). As hypothesized, searching with a flashlight increased search difficulty and memory usage during search. We found a memory benefit for identities of distractors in the flashlight condition in VR but not in the computer screen experiment. Surprisingly, location memory was comparable across search conditions despite the enormous difference in visual input. Subtle differences across experiments only appeared in VR after accounting for previous recognition performance, hinting at a benefit of flashlight search in VR. Our findings highlight that removing visual information does not necessarily impair location memory, and that screen experiments using virtual environments can elicit the same major effects as VR setups.
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Affiliation(s)
- Julia Beitner
- Department of Psychology, Goethe University Frankfurt, Frankfurt am Main, Germany.
| | - Jason Helbing
- Department of Psychology, Goethe University Frankfurt, Frankfurt am Main, Germany
| | - Erwan Joël David
- Department of Psychology, Goethe University Frankfurt, Frankfurt am Main, Germany
- LIUM, Le Mans Université, Le Mans, France
| | - Melissa Lê-Hoa Võ
- Department of Psychology, Goethe University Frankfurt, Frankfurt am Main, Germany
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6
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Castet E, Termoz-Masson J, Vizcay S, Delachambre J, Myrodia V, Aguilar C, Matonti F, Kornprobst P. PTVR - A software in Python to make virtual reality experiments easier to build and more reproducible. J Vis 2024; 24:19. [PMID: 38652657 PMCID: PMC11044846 DOI: 10.1167/jov.24.4.19] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2023] [Accepted: 02/25/2024] [Indexed: 04/25/2024] Open
Abstract
Researchers increasingly use virtual reality (VR) to perform behavioral experiments, especially in vision science. These experiments are usually programmed directly in so-called game engines that are extremely powerful. However, this process is tricky and time-consuming as it requires solid knowledge of game engines. Consequently, the anticipated prohibitive effort discourages many researchers who want to engage in VR. This paper introduces the Perception Toolbox for Virtual Reality (PTVR) library, allowing visual perception studies in VR to be created using high-level Python script programming. A crucial consequence of using a script is that an experiment can be described by a single, easy-to-read piece of code, thus improving VR studies' transparency, reproducibility, and reusability. We built our library upon a seminal open-source library released in 2018 that we have considerably developed since then. This paper aims to provide a comprehensive overview of the PTVR software for the first time. We introduce the main objects and features of PTVR and some general concepts related to the three-dimensional (3D) world. This new library should dramatically reduce the difficulty of programming experiments in VR and elicit a whole new set of visual perception studies with high ecological validity.
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Affiliation(s)
- Eric Castet
- Aix Marseille Univ, CNRS, CRPN, Marseille, France
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7
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Wise T, Emery K, Radulescu A. Naturalistic reinforcement learning. Trends Cogn Sci 2024; 28:144-158. [PMID: 37777463 PMCID: PMC10878983 DOI: 10.1016/j.tics.2023.08.016] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/16/2023] [Revised: 08/23/2023] [Accepted: 08/24/2023] [Indexed: 10/02/2023]
Abstract
Humans possess a remarkable ability to make decisions within real-world environments that are expansive, complex, and multidimensional. Human cognitive computational neuroscience has sought to exploit reinforcement learning (RL) as a framework within which to explain human decision-making, often focusing on constrained, artificial experimental tasks. In this article, we review recent efforts that use naturalistic approaches to determine how humans make decisions in complex environments that better approximate the real world, providing a clearer picture of how humans navigate the challenges posed by real-world decisions. These studies purposely embed elements of naturalistic complexity within experimental paradigms, rather than focusing on simplification, generating insights into the processes that likely underpin humans' ability to navigate complex, multidimensional real-world environments so successfully.
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Affiliation(s)
- Toby Wise
- Department of Neuroimaging, King's College London, London, UK.
| | - Kara Emery
- Center for Data Science, New York University, New York, NY, USA
| | - Angela Radulescu
- Center for Computational Psychiatry, Icahn School of Medicine at Mt. Sinai, New York, NY, USA
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8
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Nachtnebel SJ, Cambronero-Delgadillo AJ, Helmers L, Ischebeck A, Höfler M. The impact of different distractions on outdoor visual search and object memory. Sci Rep 2023; 13:16700. [PMID: 37794077 PMCID: PMC10551016 DOI: 10.1038/s41598-023-43679-6] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/16/2023] [Accepted: 09/27/2023] [Indexed: 10/06/2023] Open
Abstract
We investigated whether and how different types of search distractions affect visual search behavior and target memory while participants searched in a real-world environment. They searched either undistracted (control condition), listened to a podcast (auditory distraction), counted down aloud at intervals of three while searching (executive working memory load), or were forced to stop the search on half of the trials (time pressure). In line with findings from laboratory settings, participants searched longer but made fewer errors when the target was absent than when it was present, regardless of distraction condition. Furthermore, compared to the auditory distraction condition, the executive working memory load led to higher error rates (but not longer search times). In a surprise memory test after the end of the search tasks, recognition was better for previously present targets than for absent targets. Again, this was regardless of the previous distraction condition, although significantly fewer targets were remembered by the participants in the executive working memory load condition than by those in the control condition. The findings suggest that executive working memory load, but likely not auditory distraction and time pressure affected visual search performance and target memory in a real-world environment.
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Affiliation(s)
| | | | - Linda Helmers
- Department of Psychology, University of Graz, Universitätsplatz 2/III, 8010, Graz, Austria
| | - Anja Ischebeck
- Department of Psychology, University of Graz, Universitätsplatz 2/III, 8010, Graz, Austria
| | - Margit Höfler
- Department of Psychology, University of Graz, Universitätsplatz 2/III, 8010, Graz, Austria
- Department for Dementia Research, University for Continuing Education Krems, Dr.-Karl-Dorrek-Straße 30, 3500, Krems, Austria
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9
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Yu X, Zhou Z, Becker SI, Boettcher SEP, Geng JJ. Good-enough attentional guidance. Trends Cogn Sci 2023; 27:391-403. [PMID: 36841692 DOI: 10.1016/j.tics.2023.01.007] [Citation(s) in RCA: 15] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2022] [Revised: 01/24/2023] [Accepted: 01/25/2023] [Indexed: 02/27/2023]
Abstract
Theories of attention posit that attentional guidance operates on information held in a target template within memory. The template is often thought to contain veridical target features, akin to a photograph, and to guide attention to objects that match the exact target features. However, recent evidence suggests that attentional guidance is highly flexible and often guided by non-veridical features, a subset of features, or only associated features. We integrate these findings and propose that attentional guidance maximizes search efficiency based on a 'good-enough' principle to rapidly localize candidate target objects. Candidates are then serially interrogated to make target-match decisions using more precise information. We suggest that good-enough guidance optimizes the speed-accuracy-effort trade-offs inherent in each stage of visual search.
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Affiliation(s)
- Xinger Yu
- Center for Mind and Brain, University of California Davis, Davis, CA, USA; Department of Psychology, University of California Davis, Davis, CA, USA
| | - Zhiheng Zhou
- Center for Mind and Brain, University of California Davis, Davis, CA, USA
| | - Stefanie I Becker
- School of Psychology, University of Queensland, Brisbane, QLD, Australia
| | | | - Joy J Geng
- Center for Mind and Brain, University of California Davis, Davis, CA, USA; Department of Psychology, University of California Davis, Davis, CA, USA.
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10
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Beitner J, Helbing J, Draschkow D, David EJ, Võ MLH. Flipping the world upside down: Using eye tracking in virtual reality to study visual search in inverted scenes. J Eye Mov Res 2023; 15:10.16910/jemr.15.3.5. [PMID: 37215533 PMCID: PMC10195094 DOI: 10.16910/jemr.15.3.5] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 09/19/2024] Open
Abstract
Image inversion is a powerful tool for investigating cognitive mechanisms of visual perception. However, studies have mainly used inversion in paradigms presented on twodimensional 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.
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Affiliation(s)
- Julia Beitner
- Department of Psychology, Goethe University Frankfurt, Germany
- Corresponding author,
| | - Jason Helbing
- Department of Psychology, Goethe University Frankfurt, Germany
| | - Dejan Draschkow
- Department of Experimental Psychology, University of Oxford, UK
- Oxford Centre for Human Brain Activity, Wellcome Centre for Integrative Neuroimaging, Department of Psychiatry, University of Oxford, UK
| | - Erwan J David
- Department of Psychology, Goethe University Frankfurt, Germany
| | - Melissa L-H Võ
- Department of Psychology, Goethe University Frankfurt, Germany
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11
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Bischof WF, Anderson NC, Kingstone A. Eye and head movements while encoding and recognizing panoramic scenes in virtual reality. PLoS One 2023; 18:e0282030. [PMID: 36800398 PMCID: PMC9937482 DOI: 10.1371/journal.pone.0282030] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/27/2022] [Accepted: 02/06/2023] [Indexed: 02/18/2023] Open
Abstract
One approach to studying the recognition of scenes and objects relies on the comparison of eye movement patterns during encoding and recognition. Past studies typically analyzed the perception of flat stimuli of limited extent presented on a computer monitor that did not require head movements. In contrast, participants in the present study saw omnidirectional panoramic scenes through an immersive 3D virtual reality viewer, and they could move their head freely to inspect different parts of the visual scenes. This allowed us to examine how unconstrained observers use their head and eyes to encode and recognize visual scenes. By studying head and eye movement within a fully immersive environment, and applying cross-recurrence analysis, we found that eye movements are strongly influenced by the content of the visual environment, as are head movements-though to a much lesser degree. Moreover, we found that the head and eyes are linked, with the head supporting, and by and large mirroring the movements of the eyes, consistent with the notion that the head operates to support the acquisition of visual information by the eyes.
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Affiliation(s)
- Walter F. Bischof
- Department of Psychology, University of British Columbia, Vancouver, BC, Canada
| | - Nicola C. Anderson
- Department of Psychology, University of British Columbia, Vancouver, BC, Canada
| | - Alan Kingstone
- Department of Psychology, University of British Columbia, Vancouver, BC, Canada
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12
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Botch TL, Garcia BD, Choi YB, Feffer N, Robertson CE. Active visual search in naturalistic environments reflects individual differences in classic visual search performance. Sci Rep 2023; 13:631. [PMID: 36635491 PMCID: PMC9837148 DOI: 10.1038/s41598-023-27896-7] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2022] [Accepted: 01/10/2023] [Indexed: 01/13/2023] Open
Abstract
Visual search is a ubiquitous activity in real-world environments. Yet, traditionally, visual search is investigated in tightly controlled paradigms, where head-restricted participants locate a minimalistic target in a cluttered array that is presented on a computer screen. Do traditional visual search tasks predict performance in naturalistic settings, where participants actively explore complex, real-world scenes? Here, we leverage advances in virtual reality technology to test the degree to which classic and naturalistic search are limited by a common factor, set size, and the degree to which individual differences in classic search behavior predict naturalistic search behavior in a large sample of individuals (N = 75). In a naturalistic search task, participants looked for an object within their environment via a combination of head-turns and eye-movements using a head-mounted display. Then, in a classic search task, participants searched for a target within a simple array of colored letters using only eye-movements. In each task, we found that participants' search performance was impacted by increases in set size-the number of items in the visual display. Critically, we observed that participants' efficiency in classic search tasks-the degree to which set size slowed performance-indeed predicted efficiency in real-world scenes. These results demonstrate that classic, computer-based visual search tasks are excellent models of active, real-world search behavior.
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Affiliation(s)
- Thomas L Botch
- Department of Psychological and Brain Sciences, Dartmouth College, Hanover, NH, 03755, USA.
| | - Brenda D Garcia
- Department of Psychological and Brain Sciences, Dartmouth College, Hanover, NH, 03755, USA
| | - Yeo Bi Choi
- Department of Psychological and Brain Sciences, Dartmouth College, Hanover, NH, 03755, USA
| | - Nicholas Feffer
- Department of Computer Science, Dartmouth College, Hanover, NH, 03755, USA
- Department of Computer Science, Stanford University, Stanford, CA, 94305, USA
| | - Caroline E Robertson
- Department of Psychological and Brain Sciences, Dartmouth College, Hanover, NH, 03755, USA
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13
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Lukashova-Sanz O, Agarwala R, Wahl S. Context matters during pick-and-place in VR: Impact on search and transport phases. Front Psychol 2022; 13:881269. [PMID: 36160516 PMCID: PMC9493493 DOI: 10.3389/fpsyg.2022.881269] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/22/2022] [Accepted: 08/19/2022] [Indexed: 11/13/2022] Open
Abstract
When considering external assistive systems for people with motor impairments, gaze has been shown to be a powerful tool as it is anticipatory to motor actions and is promising for understanding intentions of an individual even before the action. Up until now, the vast majority of studies investigating the coordinated eye and hand movement in a grasping task focused on single objects manipulation without placing them in a meaningful scene. Very little is known about the impact of the scene context on how we manipulate objects in an interactive task. In the present study, it was investigated how the scene context affects human object manipulation in a pick-and-place task in a realistic scenario implemented in VR. During the experiment, participants were instructed to find the target object in a room, pick it up, and transport it to a predefined final location. Thereafter, the impact of the scene context on different stages of the task was examined using head and hand movement, as well as eye tracking. As the main result, the scene context had a significant effect on the search and transport phases, but not on the reach phase of the task. The present work provides insights into the development of potential supporting intention predicting systems, revealing the dynamics of the pick-and-place task behavior once it is realized in a realistic context-rich scenario.
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Affiliation(s)
- Olga Lukashova-Sanz
- Zeiss Vision Science Lab, Institute for Ophthalmic Research, University of Tübingen, Tübingen, Germany
- Carl Zeiss Vision International Gesellschaft mit beschränkter Haftung (GmbH), Aalen, Germany
| | - Rajat Agarwala
- Zeiss Vision Science Lab, Institute for Ophthalmic Research, University of Tübingen, Tübingen, Germany
| | - Siegfried Wahl
- Zeiss Vision Science Lab, Institute for Ophthalmic Research, University of Tübingen, Tübingen, Germany
- Carl Zeiss Vision International Gesellschaft mit beschränkter Haftung (GmbH), Aalen, Germany
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14
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Helbing J, Draschkow D, L-H Võ M. Auxiliary Scene-Context Information Provided by Anchor Objects Guides Attention and Locomotion in Natural Search Behavior. Psychol Sci 2022; 33:1463-1476. [PMID: 35942922 DOI: 10.1177/09567976221091838] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022] Open
Abstract
Successful adaptive behavior requires efficient attentional and locomotive systems. Previous research has thoroughly investigated how we achieve this efficiency during natural behavior by exploiting prior knowledge related to targets of our actions (e.g., attending to metallic targets when looking for a pot) and to the environmental context (e.g., looking for the pot in the kitchen). Less is known about whether and how individual nontarget components of the environment support natural behavior. In our immersive virtual reality task, 24 adult participants searched for objects in naturalistic scenes in which we manipulated the presence and arrangement of large, static objects that anchor predictions about targets (e.g., the sink provides a prediction for the location of the soap). Our results show that gaze and body movements in this naturalistic setting are strongly guided by these anchors. These findings demonstrate that objects auxiliary to the target are incorporated into the representations guiding attention and locomotion.
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Affiliation(s)
- Jason Helbing
- Scene Grammar Lab, Department of Psychology, Goethe University Frankfurt
| | - Dejan Draschkow
- Brain and Cognition Laboratory, Department of Experimental Psychology, University of Oxford.,Oxford Centre for Human Brain Activity, Wellcome Centre for Integrative Neuroimaging, Department of Psychiatry, University of Oxford
| | - Melissa L-H Võ
- Scene Grammar Lab, Department of Psychology, Goethe University Frankfurt
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15
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David EJ, Beitner J, Võ MLH. The importance of peripheral vision when searching 3D real-world scenes: A gaze-contingent study in virtual reality. J Vis 2021; 21:3. [PMID: 34251433 PMCID: PMC8287039 DOI: 10.1167/jov.21.7.3] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/18/2020] [Accepted: 05/09/2021] [Indexed: 11/24/2022] Open
Abstract
Visual search in natural scenes is a complex task relying on peripheral vision to detect potential targets and central vision to verify them. The segregation of the visual fields has been particularly established by on-screen experiments. We conducted a gaze-contingent experiment in virtual reality in order to test how the perceived roles of central and peripheral visions translated to more natural settings. The use of everyday scenes in virtual reality allowed us to study visual attention by implementing a fairly ecological protocol that cannot be implemented in the real world. Central or peripheral vision was masked during visual search, with target objects selected according to scene semantic rules. Analyzing the resulting search behavior, we found that target objects that were not spatially constrained to a probable location within the scene impacted search measures negatively. Our results diverge from on-screen studies in that search performances were only slightly affected by central vision loss. In particular, a central mask did not impact verification times when the target was grammatically constrained to an anchor object. Our findings demonstrates that the role of central vision (up to 6 degrees of eccentricities) in identifying objects in natural scenes seems to be minor, while the role of peripheral preprocessing of targets in immersive real-world searches may have been underestimated by on-screen experiments.
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Affiliation(s)
- Erwan Joël David
- Department of Psychology, Goethe-Universität, Frankfurt, Germany
| | - Julia Beitner
- Department of Psychology, Goethe-Universität, Frankfurt, Germany
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