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Biomedical subjects

H H Bülthoff

Publications and source records attributed to H H Bülthoff.

At least 19 recordsLinked to original sources

Grasp effects of the Ebbinghaus illusion: obstacle avoidance is not the explanation.

The perception-versus-action hypothesis states that visual information is processed in two different streams, one for visual awareness (or perception) and one for motor performance. Previous reports that the Ebbinghaus illusion deceives perception but not grasping seemed to indicate that this dichotomy between perception and action was fundamental enough to be reflected in the overt behavior of non-neurological, healthy humans. Contrary to this view we show that the Ebbinghaus illusion affects grasping to the same extent as perception. We also show that the grasp effects cannot be accounted for by non-perceptual obstacle avoidance mechanisms as has recently been suggested. Instead, even subtle variations of the Ebbinghaus illusion affect grasping in the same way as they affect perception. Our results suggest that the same signals are responsible for the perceptual effects and for the motor effects of the Ebbinghaus illusion. This casts doubt on one line of evidence, which used to strongly favor the perception-versus-action hypothesis.

Adolescent↗

Effects of temporal association on recognition memory.

The influence of temporal association on the representation and recognition of objects was investigated. Observers were shown sequences of novel faces in which the identity of the face changed as the head rotated. As a result, observers showed a tendency to treat the views as if they were of the same person. Additional experiments revealed that this was only true if the training sequences depicted head rotations rather than jumbled views; in other words, the sequence had to be spatially as well as temporally smooth. Results suggest that we are continuously associating views of objects to support later recognition, and that we do so not only on the basis of the physical similarity, but also the correlated appearance in time of the objects.

Analysis of Variance↗

Detection of animals in natural images using far peripheral vision.

It is generally believed that the acuity of the peripheral visual field is too poor to allow accurate object recognition and, that to be identified, most objects need to be brought into foveal vision by using saccadic eye movements. However, most measures of form vision in the periphery have been done at eccentricities below 10 degrees and have used relatively artificial stimuli such as letters, digits and compound Gabor patterns. Little is known about how such data would apply in the case of more naturalistic stimuli. Here humans were required to categorize briefly flashed (28 ms) unmasked photographs of natural scenes (39 degrees high, and 26 degrees across) on the basis of whether or not they contained an animal. The photographs appeared randomly in nine locations across virtually the entire extent of the horizontal visual field. Accuracy was 93.3% for central vision and decreased almost linearly with increasing eccentricity (89.8% at 13 degrees, 76.1% at 44.5 degrees and 71.2% at 57.5 degrees ). Even at the most extreme eccentricity, where the images were centred at 70.5 degrees, subjects scored 60.5% correct. No evidence was found for hemispheric specialization. This level of performance was achieved despite the fact that the position of the image was unpredictable, ruling out the use of precued attention to target locations. The results demonstrate that even high-level visual tasks involving object vision can be performed using the relatively coarse information provided by the peripheral retina.

Adult↗

A prior for global convexity in local shape-from-shading.

To solve the ill-posed problem of shape-from-shading, the visual system often relies on prior assumptions such as illumination from above or viewpoint from above. Here we demonstrate that a third prior assumption is used--namely that the surface is globally convex. We use complex surface shapes that are realistically rendered with computer graphics, and we find that performance in a local-shape-discrimination task is significantly higher when the shapes are globally convex than when they are globally concave. The results are surprising because the qualitative global shapes of the surfaces are perceptually unambiguous. The results generalise findings such as the hollow-potato illusion (Hill and Bruce 1994 Perception 23 1335-1337) which consider global shape perception only.

Analysis of Variance↗

Viewpoint dependence in visual and haptic object recognition.

On the whole, people recognize objects best when they see the objects from a familiar view and worse when they see the objects from views that were previously occluded from sight. Unexpectedly, we found haptic object recognition to be viewpoint-specific as well, even though hand movements were unrestricted. This viewpoint dependence was due to the hands preferring the back "view" of the objects. Furthermore, when the sensory modalities (visual vs. haptic) differed between learning an object and recognizing it, recognition performance was best when the objects were rotated back-to-front between learning and recognition. Our data indicate that the visual system recognizes the front view of objects best, whereas the hand recognizes objects best from the back.

Adult↗

Driving in the future: temporal visuomotor adaptation and generalization.

Rapid and accurate visuomotor coordination requires tight spatial and temporal sensorimotor synchronization. The introduction of a sensorimotor or intersensory misalignment (either spatial or temporal) impairs performance on most tasks. For more than a century, it has been known that a few minutes of exposure to a spatial misalignment can induce a recalibration of sensorimotor spatial relationships, a phenomenon that may be referred to as spatial visuomotor adaptation. Here, we use a high-fidelity driving simulator to demonstrate that the sensorimotor system can adapt to temporal misalignments on very complex tasks, a phenomenon that we refer to as temporal visuomotor adaptation. We demonstrate that adapting on a single street produces an adaptive state that generalizes to other streets. This shows that temporal visuomotor adaptation is not specific to a single visuomotor transformation, but generalizes across a class of transformations. Temporal visuomotor adaptation is strikingly parallel to spatial visuomotor adaptation, and has strong implications for the understanding of visuomotor coordination and intersensory integration.

Adaptation, Ocular↗

Effects of visual illusions on grasping.

In 2 experiments, the Muller-Lyer illusion (F. C. Muller-Lyer, 1889; N = 16) and the parallel-lines illusion (W. Wundt, 1898; N = 26) clearly affected maximum preshape aperture in grasping (both ps < .001). The grasping effects were similar but not perfectly equal to the perceptual effects. Control experiments show that these differences can be attributed to problems in matching the perceptual task and the grasping task. A model is described stating the assumptions that are needed to compare the grasping effects and the perceptual effects of visual illusions. Further studies on the relationship between perception and grasping are reviewed. These studies provide no clear evidence for a dissociation between perception and grasping and therefore do not support the action versus perception hypothesis (A. D. Milner & M. A. Goodale, 1995).

Adolescent↗

Neuronal representation of object orientation.

The dissociation between object identity and object orientation observed in six patients with brain damage, has been taken as evidence for a view-invariant model of object recognition. However, there was also some indication that these patients were not generally agnosic for object orientation but were able to gain access to at least some information about objects' canonical upright. We studied a new case (KB) with spared knowledge of object identity and impaired perception of object orientation using a forced choice paradigm to contrast directly the patient's ability to perceive objects' canonical upright vs non-upright orientations. We presented 2D-pictures of objects with unambiguous canonical upright orientations in four different orientations (0 degrees, -90 degrees, +90 degrees, 180 degrees ). KB showed no impairment in identifying letters, objects, animals, or faces irrespective of their given orientation. Also, her knowledge of upright orientation of stimuli was perfectly preserved. In sharp contrast, KB was not able to judge the orientation when the stimuli were presented in a non-upright orientation. The findings give further support for a distributed view-based representation of objects in which neurons become tuned to the features present in certain views of an object. Since we see more upright than inverted animals and familiar objects, the statistics of these images leads to a larger number of neurons tuned for objects in an upright orientation. We suppose that probably for this reason KB's knowledge of upright orientation was found to be more robust against neuronal damage than knowledge of other orientations.

Acute Disease↗

Touch can change visual slant perception.

The visual system uses several signals to deduce the three-dimensional structure of the environment, including binocular disparity, texture gradients, shading and motion parallax. Although each of these sources of information is independently insufficient to yield reliable three-dimensional structure from everyday scenes, the visual system combines them by weighting the available information; altering the weights would therefore change the perceived structure. We report that haptic feedback (active touch) increases the weight of a consistent surface-slant signal relative to inconsistent signals. Thus, appearance of a subsequently viewed surface is changed: the surface appears slanted in the direction specified by the haptically reinforced signal.

Biofeedback, Psychology↗

Depth discrimination from shading under diffuse lighting.

The human visual system has a remarkable ability to interpret smooth patterns of light on a surface in terms of 3-D surface geometry. Classical studies of shape-from-shading perception have assumed that surface irradiance varies with the angle between the local surface normal and a collimated light source. This model holds, for example, on a sunny day. One common situation in which this model fails to hold, however, is under diffuse lighting such as on a cloudy day. Here we report on the first psychophysical experiments that address shape-from-shading under a uniform diffuse-lighting condition. Our hypothesis was that shape perception can be explained with a perceptual model that "dark means deep". We tested this hypothesis by comparing performance in a depth-discrimination task to performance in a brightness-discrimination task, using identical stimuli. We found a significant correlation between responses in the two tasks, supporting a dark-means-deep model. However, overall performance in the depth-discrimination task was superior to that predicted by a dark-means-deep model. This implies that humans use a more accurate model than dark-means-deep to perceive shape-from-shading under diffuse lighting.

Adolescent↗

Grasping visual illusions: no evidence for a dissociation between perception and action.

Neuropsychological studies prompted the theory that the primate visual system might be organized into two parallel pathways, one for conscious perception and one for guiding action. Supporting evidence in healthy subjects seemed to come from a dissociation in visual illusions: In previous studies, the Ebbinghaus (or Titchener) illusion deceived perceptual judgments of size, but only marginally influenced the size estimates used in grasping. Contrary to those results, the findings from the present study show that there is no difference in the sizes of the perceptual and grasp illusions if the perceptual and grasping tasks are appropriately matched. We show that the differences found previously can be accounted for by a hitherto unknown, nonadditive effect in the illusion. We conclude that the illusion does not provide evidence for the existence of two distinct pathways for perception and action in the visual system.

Consciousness↗

Perception, representation and recognition: a holistic view of recognition.

It is clear that humans have mental representations of their spatial environments and that these representations are useful, if not essential, in a wide variety of cognitive tasks such as identification of landmarks and objects, guiding actions and navigation and in directing spatial awareness and attention. Determining the properties of mental representation has long been a contentious issue (see Pinker, 1984). One method of probing the nature of human representation is by studying the extent to which representation can surpass or go beyond the visual (or sensory) experience from which it derives. From a strictly empiricist standpoint what is not sensed cannot be represented; except as a combination of things that have been experienced. But perceptual experience is always limited by our view of the world and the properties of our visual system. It is therefore not surprising when human representation is found to be highly dependent on the initial viewpoint of the observer and on any shortcomings thereof. However, representation is not a static entity; it evolves with experience. The debate as to whether human representation of objects is view-dependent or view-invariant that has dominated research journals recently may simply be a discussion concerning how much information is available in the retinal image during experimental tests and whether this information is sufficient for the task at hand. Here we review an approach to the study of the development of human spatial representation under realistic problem solving scenarios. This is facilitated by the use of realistic virtual environments, exploratory learning and redundancy in visual detail.

Computer Simulation↗

What object attributes determine canonical views?

We investigated preferred or canonical views for familiar and three-dimensional nonsense objects using computer-graphics psychophysics. We assessed the canonical views for objects by allowing participants to actively rotate realistically shaded three-dimensional models in real-time. Objects were viewed on a Silicon Graphics workstation and manipulated in virtual space with a three-degree-of-freedom input device. In the first experiment, participants adjusted each object to the viewpoint from which they would take a photograph if they planned to use the object to illustrate a brochure. In the second experiment, participants mentally imaged each object on the basis of the name and then adjusted the object to the viewpoint from which they imagined it. In both experiments, there was a large degree of consistency across participants in terms of the preferred view for a given object. Our results provide new insights on the geometrical, experiential, and functional attributes that determine canonical views under ecological conditions.

Adolescent↗

Effects of parametric manipulation of inter-stimulus similarity on 3D object categorization.

To explore the nature of the representation space of 3D objects, we studied human performance in forced-choice categorization of objects composed of four geon-like parts emanating from a common center. Two categories were defined by prototypical objects, distinguished by qualitative properties of their parts (bulging vs waist-like limbs). Subjects were trained to discriminate between the two prototypes (shown briefly, from a number of viewpoints, in stereo) in a 1-interval forced-choice task, until they reached a 90% correct-response performance level. After training, in the first experiment, 11 subjects were tested on shapes obtained by varying the prototypical parameters both orthogonally (ORTHO) and in parallel (PARA) to the line connecting the prototypes in the parameter space. For the eight subjects who performed above chance, the error rate increased with the ORTHO parameter-space displacement between the stimulus and the corresponding prototype; the effect of the PARA displacement was weaker. Thus, the parameter-space location of the stimuli mattered more than the qualitative contrasts, which were always present. To find out whether both prototypes or just the nearest one to the test shape influenced the decision, in the second experiment we varied the similarity between the categories. Specifically, in the test stage trials the distance between the two prototypes could assume one of three values (FAR, INTERMEDIATE, and NEAR). For the 13 subjects who performed above chance, the error rate (on physically identical stimuli) in the NEAR condition was higher than in the other two conditions. The results of the two experiments contradict the prediction of theories that postulate exclusive reliance on qualitative contrasts, and support the notion of a representation space in which distances to more than one reference point or prototype are encoded (Edelman, 1998).

Humans↗

View dependence in scene recognition after active learning.

Human spatial encoding of three-dimensional navigable space was studied, using a virtual environment simulation. This allowed subjects to become familiar with a realistic scene by making simulated rotational and translational movements during training. Subsequent tests determined whether subjects could generalize their recognition ability by identifying novel-perspective views and topographic floor plans of the scene. Results from picture recognition tests showed that familiar direction views were most easily recognized, although significant generalization to novel views was observed. Topographic floor plans were also easily identified. In further experiments, novel-view performance diminished when active training was replaced by passive viewing of static images of the scene. However, the ability to make self-initiated movements, as opposed to watching dynamic movie sequences, had no effect on performance. These results suggest that representation of navigable space is view dependent and highlight the importance of spatial-temporal continuity during learning.

Adult↗

Image-based object recognition in man, monkey and machine.

Theories of visual object recognition must solve the problem of recognizing 3D objects given that perceivers only receive 2D patterns of light on their retinae. Recent findings from human psychophysics, neurophysiology and machine vision provide converging evidence for 'image-based' models in which objects are represented as collections of viewpoint-specific local features. This approach is contrasted with 'structural-description' models in which objects are represented as configurations of 3D volumes or parts. We then review recent behavioral results that address the biological plausibility of both approaches, a well as some of their computational advantages and limitations. We conclude that, although the image-based approach holds great promise, it has potential pitfalls that may be best overcome by including structural information. Thus, the most viable model of object recognition may be one that incorporates the most appealing aspects of both image-based and structural description theories.

Animals↗

How is bilateral symmetry of human faces used for recognition of novel views?

The role of bilateral symmetry in face recognition is investigated in two psychophysical experiments using a Same/Different paradigm. The results of Experiment 1 confirm the hypothesis that the ability to identify mirror symmetric patterns is used for viewpoint generalization by approximating the view symmetric to the learned view by its mirror reversed image. The results of Experiment 2 show that the match between this virtual view and the test image is performed directly between the images. Performance drops dramatically if the symmetry between the intensity patterns of the learning and the testing view is disturbed by an asymmetric illumination, although the symmetry between the spatial arrangement of high-level features is retained. Experimental results are discussed in terms of their relation to existing approaches to object recognition.

Computer Graphics↗

Why the visual recognition system might encode the effects of illumination.

A key problem in recognition is that the image of an object depends on the lighting conditions. We investigated whether recognition is sensitive to illumination using 3-D objects that were lit from either the left or right, varying both the shading and the cast shadows. In experiments 1 and 2 participants judged whether two sequentially presented objects were the same regardless of illumination. Experiment 1 used six objects that were easily discriminated and that were rendered with cast shadows. While no cost was found in sensitivity, there was a response time cost over a change in lighting direction. Experiment 2 included six additional objects that were similar to the original six objects making recognition more difficult. The objects were rendered with cast shadows, no shadows, and as a control, white shadows. With normal shadows a change in lighting direction produced costs in both sensitivity and response times. With white shadows there was a much larger cost in sensitivity and a comparable cost in response times. Without cast shadows there was no cost in either measure, but the overall performance was poorer. Experiment 3 used a naming task in which names were assigned to six objects rendered with cast shadows. Participants practised identifying the objects in two viewpoints lit from a single lighting direction. Viewpoint and illumination invariance were then tested over new viewpoints and illuminations. Costs in both sensitivity and response time were found for naming the familiar objects in unfamiliar lighting directions regardless of whether the viewpoint was familiar or unfamiliar. Together these results suggest that illumination effects such as shadow edges: (1) affect visual memory; (2) serve the function of making unambigous the three-dimensional shape; and (3) are modeled with respect to object shape, rather than simply encoded in terms of their effects in the image.

Adolescent↗