虚拟现实头戴式显示器双目竞争诱导知觉优势

IF 1.9 Q2 MATHEMATICS, INTERDISCIPLINARY APPLICATIONS
Julianne Blignaut, Martin Venter, D.J. van den Heever, M. Solms, Ivan Crockart
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引用次数: 0

摘要

双眼竞争是一种视觉刺激对另一种视觉激励的感知优势。传统上,双目竞争是使用镜面立体镜来诱导的,这种设置包括与显示器成一定角度的镜子。各个镜平面通过将刺激通过立体镜投射到观察到的视野来融合观察者视野中的竞争性视觉刺激。由于虚拟现实头戴式显示器以类似的方式融合了二视视觉,并且虚拟现实头戴式显示器比镜面立体镜更通用、更容易获得,本研究调查了使用虚拟现实耳机(Oculus Rift-S)作为使用镜面立体镜的替代品来研究双眼竞争的效果。为了评估使用虚拟现实耳机诱导视觉优势/抑制的有效性,对两个相同的实验序列——一个使用传统的镜面立体镜,另一个使用虚拟现实头戴式耳机——进行了比较和评估。该研究使用不同方向的Gabor贴片来诱导双眼竞争,并评估两个实验的疗效。参与者被要求记录感知支配(完全抑制)和非支配(不完全抑制)的所有情况。独立样本t检验证实,镜面立体镜实验(t=−4.86;p≤0.0001)和虚拟现实实验(t=−9.41;p≤.0001)成功诱导了具有稳定收敛性的双眼竞争。使用ANOVA比较两个视野中+45°/-45°方向的Gabor补片光栅对,在两个视野中呈现的0°/90°取向的光栅,以及在两个视场中呈现的混合光栅(即非常规光栅对),通过比较以秒为单位的观察持续时间(F=0.12;p=0.91)和每次试验的交替率(F=8.1;p=0.0005)来评估两个实验的性能。刺激组之间的差异在观察持续时间方面没有统计学意义,但在每次试验的变化率基础上有显著差异。此外,方差分析还显示,在镜像立体镜和虚拟现实实验之间,每次试验的优势持续时间(F=141.1;p<0.0001)和交替率(F=91.6;p<0.001)显著不同,虚拟现实实验显示交替率增加,观察持续时间减少。这项研究表明,虚拟现实头戴式显示器可以作为一种有效而新颖的替代品来诱导双眼竞争,但这两种方法在视觉双稳定性方面存在一些差异。本文讨论了为尽量减少零碎竞争而采取的实验措施,并评估了两种实验设计之间的感知优势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Inducing Perceptual Dominance with Binocular Rivalry in a Virtual Reality Head-Mounted Display
Binocular rivalry is the perceptual dominance of one visual stimulus over another. Conventionally, binocular rivalry is induced using a mirror-stereoscope—a setup involving mirrors oriented at an angle to a display. The respective mirror planes fuse competing visual stimuli in the observer’s visual field by projecting the stimuli through the stereoscope to the observed visual field. Since virtual-reality head-mounted displays fuse dichoptic vision in a similar way, and since virtual-reality head-mounted displays are more versatile and more readily available than mirror stereoscopes, this study investigated the efficacy of using a virtual-reality headset (Oculus Rift-S) as an alternative to using a mirror stereoscope to study binocular rivalry. To evaluate the validity of using virtual-reality headsets to induce visual dominance/suppression, two identical experimental sequences—one using a conventional mirror stereoscope and one using a virtual-reality headset—were compared and evaluated. The study used Gabor patches at different orientations to induce binocular rivalry and to evaluate the efficacy of the two experiments. Participants were asked to record all instances of perceptual dominance (complete suppression) and non-dominance (incomplete suppression). Independent sample t-tests confirmed that binocular rivalry with stable vergence was successfully induced for the mirror-stereoscope experiment (t = −4.86; p ≤ 0.0001) and the virtual-reality experiment (t = −9.41; p ≤ 0.0001). Using ANOVA to compare Gabor patch pairs of gratings at +45°/−45° orientations presented in both visual fields, gratings at 0°/90° orientations presented in both visual fields, and mixed gratings (i.e., unconventional grating pairs) presented in both visual fields, the performance of the two experiments was evaluated by comparing observation duration in seconds (F = 0.12; p = 0.91) and the alternation rate per trial (F = 8.1; p = 0.0005). The differences between the stimulus groups were not statistically significant for the observation duration but were significantly different based on the alternation rates per trial. Moreover, ANOVA also showed that the dominance durations (F = 114.1; p < 0.0001) and the alternation rates (F = 91.6; p < 0.0001) per trial were significantly different between the mirror-stereoscope and the virtual-reality experiments, with the virtual-reality experiment showing an increase in alternation rate and a decrease in observation duration. The study was able to show that a virtual-reality head-mounted display can be used as an effective and novel alternative to induce binocular rivalry, but there were some differences in visual bi-stability between the two methods. This paper discusses the experimental measures taken to minimise piecemeal rivalry and to evaluate perceptual dominance between the two experimental designs.
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来源期刊
Mathematical & Computational Applications
Mathematical & Computational Applications MATHEMATICS, INTERDISCIPLINARY APPLICATIONS-
自引率
10.50%
发文量
86
审稿时长
12 weeks
期刊介绍: Mathematical and Computational Applications (MCA) is devoted to original research in the field of engineering, natural sciences or social sciences where mathematical and/or computational techniques are necessary for solving specific problems. The aim of the journal is to provide a medium by which a wide range of experience can be exchanged among researchers from diverse fields such as engineering (electrical, mechanical, civil, industrial, aeronautical, nuclear etc.), natural sciences (physics, mathematics, chemistry, biology etc.) or social sciences (administrative sciences, economics, political sciences etc.). The papers may be theoretical where mathematics is used in a nontrivial way or computational or combination of both. Each paper submitted will be reviewed and only papers of highest quality that contain original ideas and research will be published. Papers containing only experimental techniques and abstract mathematics without any sign of application are discouraged.
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