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1.
J Neurosci ; 39(43): 8527-8537, 2019 10 23.
Article in English | MEDLINE | ID: mdl-31519817

ABSTRACT

Human vision combines inputs from the two eyes into one percept. Small differences "fuse" together, whereas larger differences are seen "rivalrously" from one eye at a time. These outcomes are typically treated as mutually exclusive processes, with paradigms targeting one or the other and fusion being unreported in most rivalry studies. Is fusion truly a default, stable state that only breaks into rivalry for non-fusible stimuli? Or are monocular and fused percepts three sub-states of one dynamical system? To determine whether fusion and rivalry are separate processes, we measured human perception of Gabor patches with a range of interocular orientation disparities. Observers (10 female, 5 male) reported rivalrous, fused, and uncertain percepts over time. We found a dynamic "tristable" zone spanning from ∼25-35° of orientation disparity where fused, left-eye-, or right-eye-dominant percepts could all occur. The temporal characteristics of fusion and non-fusion periods during tristability matched other bistable processes. We tested statistical models with fusion as a higher-level bistable process alternating with rivalry against our findings. None of these fit our data, but a simple bistable model extended to have three states reproduced many of our observations. We conclude that rivalry and fusion are multistable substates capable of direct competition, rather than separate bistable processes.SIGNIFICANCE STATEMENT When inputs to the two eyes differ, they can either fuse together or engage in binocular rivalry, where each eye's view is seen exclusively in turn. Visual stimuli have often been tailored to produce either fusion or rivalry, implicitly treating them as separate mutually-exclusive perceptual processes. We have found that some similar-but-different stimuli can result in both outcomes over time. Comparing various simple models with our results suggests that rivalry and fusion are not independent processes, but compete within a single multistable system. This conceptual shift is a step toward unifying fusion and rivalry, and understanding how they both contribute to the visual system's production of a unified interpretation of the conflicting images cast on the retina by real-world scenes.


Subject(s)
Vision Disparity/physiology , Vision, Binocular/physiology , Visual Perception/physiology , Depth Perception/physiology , Female , Humans , Male , Models, Neurological , Photic Stimulation
2.
J Vis ; 15(9): 20, 2015.
Article in English | MEDLINE | ID: mdl-26230982

ABSTRACT

Understanding the depth ordering of surfaces in the natural world is one of the most fundamental operations of the primate visual system. Surfaces that undergo accretion or deletion (AD) of texture are always perceived to behind an adjacent surface. An updated ForMotionOcclusion model (Barnes & Mingolla, 2013) includes two streams for computing motion signals and boundary signals. The two streams generate depth percepts such that AD signals together with boundary signals generate a farther depth on the occluded side of the boundary. The model fits the classical data (Kaplan, 1969) as well as the observation that moving surfaces tend to appear closer in depth (Royden, Baker, & Allman, 1988), for both binary and grayscale stimuli. The recent "Moonwalk illusion" described by Kromrey, Bart, and Hegdé (2011) upends the classical view that the surface undergoing AD always becomes the background. Here the surface that undergoes AD appears to be in front of the surrounding surface-a result of the random flickering noise in the surround. As an additional challenge, we developed an AD display with dynamic depth ordering. A new texture version of the Michotte rabbit hole phenomenon (Michotte, Thinès, & Crabbé, 1964/1991) generates depth that changes in part of the display area. Because the ForMotionOcclusion model separates the computation of boundaries from the computation of AD signals, it is able to explain the counterintuitive Moonwalk stimulus. We show simulations that explain the workings of the model and how the model explains the Moonwalk and textured Michotte phenomena.


Subject(s)
Computer Simulation , Depth Perception/physiology , Form Perception/physiology , Models, Theoretical , Motion Perception/physiology , Humans
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