跨呈现方式的早期视觉过程的比较分析:由现实生活,虚拟现实和平面对象唤起的与事件相关的潜力
Joanna Kisker1, Marike Johnsdorf2, Merle Sagehorn2
1Experimental Psychology I, Institute of Psychology, Osnabrück University, Lise-Meitner-Straße 3, 49076, Osnabrück, Germany. joanna.kisker@uni-osnabrueck.de.
Cognitive, affective & behavioral neuroscience
|April 8, 2025
概括
虚拟现实 (VR) 和现实生活 (RL) 视觉处理显示了可比的基本阶段,VR比2D (PC) 图像更接近RL. 视觉处理的大小不同,这表明VR是VR.
科学领域:
- 神经科学是一个神经科学.
- 认知科学 认知科学
- 视觉感知 视觉感知 视觉感知
背景情况:
- 现实生活中的物体具有像双眼深度这样的特征,而平面图像缺乏这种特征,这可能会影响视觉处理.
- 虚拟现实 (VR) 越来越多地用于实验中模拟现实世界的特征,但其忠实于现实生活 (RL) 视觉处理需要进行调查.
研究的目的:
- 为了比较对2D (PC),VR和RL对象的电生理反应.
- 确定哪些早期视觉处理阶段是特定于模式的.
- 在视觉处理研究中评估VR作为RL的替代品的有效性.
主要方法:
- 参与者被动地探索以PC,VR和RL模式呈现的抽象对象.
- 一个使用延迟匹配到样本任务的活跃探索阶段接下来是被动查看.
- 记录了电生理学反应 (ERP,α频段),以分析视觉处理.
主要成果:
- 所有模式都引起了相似的基本视觉过程.
- 现实生活 (RL) 视觉处理显示ERP响应 (P1-N1-P2复合体) 幅度与VR相似,并且大于PC.
- 立体镜影响了早期处理 (P1,N1),而P2差异表明了潜在的VR诱导的视觉疲劳. 阿尔法频段分析表明,与RL相比,PC和VR的注意力要求更高.
结论:
- 虽然基本的视觉过程在PC,VR和RL中是相似的,但这些过程的规模不同.
- 虚拟现实是接近现实生活视觉处理的宝贵工具,尤其是在响应大小至关重要的情况下.
- 这些发现支持在旨在复制现实世界视觉感知动态的研究中使用VR.
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