Multisensory integration of a sound with stereo 3-D visual events

K. Sakurai, P. M. Grove
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引用次数: 1

Abstract

The stream/bounce effect is an example of audio/visual interaction in which two identical luminance-defined targets in a 2-D display move toward one another from opposite sides of a display, coincide, and continue past one another along collinear trajectories. The targets can be perceived to either stream past or bounce off of one another. Streaming is the dominant perception in visual only displays while bouncing predominates when an auditory transient tone is presented at the point of coincidence. We extended previous findings on audio/visual interactions, using 3-D displays, and found the following two points. First, the sound-induced bias towards bouncing persists in spite of the introduction of spatial offsets in depth between the trajectories, which reduce the probability of motion reversals. Second, audio/visual interactions are similar for luminance-defined and disparity-defined displays, indicating that audio/visual interaction occurs at or beyond the visual processing stage where disparity-defined form is recovered.
声音与立体三维视觉事件的多感官整合
流/反弹效应是音频/视觉交互的一个例子,其中二维显示器中两个相同亮度定义的目标从显示器的两侧相互移动,重合,并沿着共线轨迹继续彼此过去。这些目标可以被感知到要么流过,要么相互反弹。在视觉显示中,流是占主导地位的感知,而在巧合点呈现听觉瞬态音调时,弹跳占主导地位。我们使用3d显示器扩展了之前关于视听交互的发现,发现了以下两点。首先,尽管在轨迹之间引入了深度空间偏移,但声音诱导的弹跳偏倚仍然存在,这降低了运动逆转的概率。其次,对于亮度定义和差异定义的显示器,音频/视觉交互是相似的,这表明音频/视觉交互发生在或超越视觉处理阶段,其中差异定义的形式被恢复。
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