Julianne Blignaut, Martin Venter, D.J. van den Heever, M. Solms, Ivan Crockart
{"title":"虚拟现实头戴式显示器双目竞争诱导知觉优势","authors":"Julianne Blignaut, Martin Venter, D.J. van den Heever, M. Solms, Ivan Crockart","doi":"10.3390/mca28030077","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":53224,"journal":{"name":"Mathematical & Computational Applications","volume":" ","pages":""},"PeriodicalIF":1.9000,"publicationDate":"2023-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Inducing Perceptual Dominance with Binocular Rivalry in a Virtual Reality Head-Mounted Display\",\"authors\":\"Julianne Blignaut, Martin Venter, D.J. van den Heever, M. Solms, Ivan Crockart\",\"doi\":\"10.3390/mca28030077\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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. 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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.
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.