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Biomedical subjects

Michael S Landy

Publications and source records attributed to Michael S Landy.

18 recordsLinked to original sources

Combining priors and noisy visual cues in a rapid pointing task.

Statistical decision theory suggests that choosing an ideal action requires taking several factors into account: (1) prior knowledge of the probability of various world states, (2) sensory information concerning the world state, (3) the probability of outcomes given a choice of action, and (4) the loss or gain associated with those outcomes. In previous work, we found that, in many circumstances, humans act like ideal decision makers in planning a reaching movement. They select a movement aim point that maximizes expected gain, thus taking into account outcome uncertainty (motor noise) and the consequences of their actions. Here, we ask whether humans can optimally combine prior knowledge and uncertain sensory information in planning a reach. Subjects rapidly pointed at unseen targets, indicated with dots drawn from a distribution centered on the invisible target location. Target location had a prior distribution, the form of which was known to the subject. We varied the number of dots and hence target spatial uncertainty. An analysis of the sources of uncertainty impacting performance in this task indicated that the optimal strategy was to aim between the mean of the prior (the screen center) and the mean stimulus location (centroid of the dot cloud). With increased target location uncertainty, the aim point should have moved closer to the prior. Subjects used near-optimal strategies, combining stimulus uncertainty and prior information appropriately. Observer behavior was well modeled as having three additional sources of inefficiency originating in the motor system, calculation of centroid location, and calculation of aim points.

Adult↗

Limits to human movement planning with delayed and unpredictable onset of needed information.

In motor tasks with explicit rewards and penalties, humans choose movement strategies that nearly maximize expected gain (Trommershäuser et al. in J Opt Soc Am A 20:1419-1433, 2003). Here, we examine whether performance is still close to optimal when information about payoffs is not available prior to movement onset. Subjects rapidly touched a target region while trying to avoid hitting an overlapping penalty region placed randomly to the left or right of the target. Subjects received rewards and incurred penalties for hitting the corresponding regions. Late responses (>700 ms) were heavily penalized. The penalty region was displayed 0, 200 or 400 ms after the reward region and the subject could not know where it would be until then. Reaction times to begin the movement after stimulus appearance were constant across conditions. Median reaction times were approximately 200 ms, i.e., the time the penalty was first displayed in the 200 ms delay condition. Performance was compared to that of an optimal movement planner that chooses mean end points to maximize expected gain despite movement variability. In the 0 and 200 ms delay conditions, subjects selected strategies that did not differ significantly from optimal, indicating that humans are able to plan their movements well despite delayed and unpredictable onset of information. Performance dropped below optimal in the 400 ms delay condition, with mean movement end points closer to the penalty region than predicted by the optimal strategy (in the high-penalty condition). We conclude that relevant information concerning the reward structure is required between 200 and 400 ms prior to the end of the movement, but can still be integrated into the movement plan after movement initiation.

Adult↗

How direction of illumination affects visually perceived surface roughness.

We examined visual estimation of surface roughness using random, computer-generated, three-dimensional (3D) surfaces rendered under a mixture of diffuse lighting and a punctate source. The angle between the tangent to the plane containing the surface texture and the direction to the punctate source was varied from 50 to 70 deg across lighting conditions. Observers were presented with pairs of surfaces under different lighting conditions and indicated which 3D surface appeared rougher. Surfaces were viewed either in isolation or in scenes with added objects whose shading, cast shadows, and specular highlights provided information about the spatial distribution of illumination. All observers perceived surfaces to be markedly rougher with decreasing illuminant angle. Performance in scenes with added objects was no closer to constant than that in scenes without added objects. We identified four novel cues that are valid cues to roughness under any single lighting condition but that are not invariant under changes in lighting condition. We modeled observers' deviations from roughness constancy as a weighted linear combination of these "pseudocues" and found that they account for a substantial amount of observers' systematic deviations from roughness constancy with changes in lighting condition.

Computer Graphics↗

Limits to human movement planning in tasks with asymmetric gain landscapes.

We studied human movement planning in a task with predefined costs and benefits to movement outcome. Participants pointed rapidly at stimulus configurations consisting of a target region and up to two penalty regions. Hits on the target and penalty regions resulted in monetary gains and losses. In previous studies involving single penalty regions or other symmetric target-penalty configurations, performance was optimal in the sense of maximizing expected gain. In this study, more complex, asymmetric configurations were used in which the two penalty regions carried different penalties. With these configurations, the landscape of expected gain as a function of mean end point (MEP) was spatially asymmetric. Further, the optimal movement plan with these configurations was sometimes counterintuitive (e.g., one should aim slightly inside the lesser penalty region). In one asymmetric condition, four out of six naïve participants' performed suboptimally, indicating that there are limits to human movement planning. Further, the suboptimal performance was inconsistent with a model in which participants misestimate motor variability but otherwise optimally plan their movement.

Adult↗

Humans rapidly estimate expected gain in movement planning.

We studied human movement planning in tasks in which subjects selected one of two goals that differed in expected gain. Each goal configuration consisted of a target circle and a partially overlapping penalty circle. Rapid hits into the target region led to a monetary bonus; accidental hits into the penalty region incurred a penalty. The outcomes assigned to target and penalty regions and the spatial arrangement of those regions were varied. Subjects preferred configurations with higher expected gain whether selection involved a rapid pointing movement or a choice by key press. Movements executed to select one of two goal configurations exhibited the same movement dynamics as pointing movements directed at a single configuration, and were executed with the same high efficiency. Our results suggest that humans choose near-optimal strategies when planning their movement, and can base their selection of strategy on a rapid judgment about the expected gain associated with possible movement goals.

Adult↗

Orientation-selective adaptation to first- and second-order patterns in human visual cortex.

Second-order textures-patterns that cannot be detected by mechanisms sensitive only to luminance changes-are ubiquitous in visual scenes, but the neuronal mechanisms mediating perception of such stimuli are not well understood. We used an adaptation protocol to measure neural activity in the human brain selective for the orientation of second-order textures. Functional MRI (fMRI) responses were measured in three subjects to presentations of first- and second-order probe gratings after adapting to a high-contrast first- or second-order grating that was either parallel or orthogonal to the probe gratings. First-order (LM) stimuli were generated by modulating the stimulus luminance. Second-order stimuli were generated by modulating the contrast (CM) or orientation (OM) of a first-order carrier. We used four combinations of adapter and probe stimuli: LM:LM, CM:CM, OM:OM, and LM:OM. The fourth condition tested for cross-modal adaptation with first-order adapter and second-order probe stimuli. Attention was diverted from the stimulus by a demanding task at fixation. Both first- and second-order stimuli elicited orientation-selective adaptation in multiple cortical visual areas, including V1, V2, V3, V3A/B, a newly identified visual area anterior to dorsal V3 that we have termed LO1, hV4, and VO1. For first-order stimuli (condition LM:LM), the adaptation was no larger in extrastriate areas than in V1, implying that the orientation-selective first-order (luminance) adaptation originated in V1. For second-order stimuli (conditions CM:CM and OM:OM), the magnitude of adaptation, relative to the absolute response magnitude, was significantly larger in VO1 (and for condition CM:CM, also in V3A/B and LO1) than in V1, suggesting that second-order stimulus orientation was extracted by additional processing after V1. There was little difference in the amplitude of adaptation between the second-order conditions. No consistent effect of adaptation was found in the cross-modal condition LM:OM, in agreement with psychophysical evidence for weak interactions between first- and second-order stimuli and computational models of separate mechanisms for first- and second-order visual processing.

Adaptation, Physiological↗

Noise masking reveals channels for second-order letters.

We investigate the channels underlying identification of second-order letters using a critical-band masking paradigm. We find that observers use a single 1-1.5 octave-wide channel for this task. This channel's best spatial frequency (c/letter) did not change across different noise conditions (indicating the inability of observers to switch channels to improve signal-to-noise ratio) or across different letter sizes (indicating scale invariance), for a fixed carrier frequency (c/letter). However, the channel's best spatial frequency does change with stimulus carrier frequency (both in c/letter); one is proportional to the other. Following Majaj et al. (Majaj, N. J., Pelli, D. G., Kurshan, P., & Palomares, M. (2002). The role of spatial frequency channels in letter identification. Vision Research, 42, 1165-1184), we define "stroke frequency" as the line frequency (strokes/deg) in the luminance image. That is, for luminance-defined letters, stroke frequency is the number of lines (strokes) across each letter divided by letter width. For second-order letters, letter texture stroke frequency is the number of carrier cycles (luminance lines) within the letter ink area divided by the letter width. Unlike the nonlinear dependence found for first-order letters (implying scale-dependent processing), for second-order letters the channel frequency is half the letter texture stroke frequency (suggesting scale-invariant processing).

Contrast Sensitivity↗

Optimal compensation for changes in task-relevant movement variability.

Effective movement planning should take into account the consequences of possible errors in executing a planned movement. These errors can result from either sensory uncertainty or variability in movement planning and production. We examined the ability of humans to compensate for variability in sensory estimation and movement production under conditions in which variability is increased artificially by the experimenter. Subjects rapidly pointed at a target region that had an adjacent penalty region. Target and penalty hits yielded monetary rewards and losses. We manipulated the task-relevant variability by perturbing visual feedback of finger position during the movement. The feedback was shifted in a random direction with a random amplitude in each trial, causing an increase in the task-relevant variability. Subjects were unable to counteract this form of perturbation. Rewards and penalties were based on the perturbed, visually specified finger position. Subjects rapidly acquired an estimate of their new variability in <120 trials and adjusted their aim points accordingly. We compared subjects' performance to the performance of an optimal movement planner maximizing expected gain. Their performance was consistent with that expected from an optimal movement planner that perfectly compensated for externally imposed changes in task-relevant variability. When exposed to novel stimulus configurations, aim points shifted in the first trial without showing any detectable trend across trials. These results indicate that subjects are capable of changing their pointing strategy in the presence of externally imposed noise. Furthermore, they manage to update their estimate of task-relevant variability and to transfer this estimate to novel stimulus configurations.

Adaptation, Physiological↗

Slant from texture and disparity cues: optimal cue combination.

How does the visual system combine information from different depth cues to estimate three-dimensional scene parameters? We tested a maximum-likelihood estimation (MLE) model of cue combination for perspective (texture) and binocular disparity cues to surface slant. By factoring the reliability of each cue into the combination process, MLE provides more reliable estimates of slant than would be available from either cue alone. We measured the reliability of each cue in isolation across a range of slants and distances using a slant-discrimination task. The reliability of the texture cue increases as |slant| increases and does not change with distance. The reliability of the disparity cue decreases as distance increases and varies with slant in a way that also depends on viewing distance. The trends in the single-cue data can be understood in terms of the information available in the retinal images and issues related to solving the binocular correspondence problem. To test the MLE model, we measured perceived slant of two-cue stimuli when disparity and texture were in conflict and the reliability of slant estimation when both cues were available. Results from the two-cue study indicate, consistent with the MLE model, that observers weight each cue according to its relative reliability: Disparity weight decreased as distance and |slant| increased. We also observed the expected improvement in slant estimation when both cues were available. With few discrepancies, our data indicate that observers combine cues in a statistically optimal fashion and thereby reduce the variance of slant estimates below that which could be achieved from either cue alone. These results are consistent with other studies that quantitatively examined the MLE model of cue combination. Thus, there is a growing empirical consensus that MLE provides a good quantitative account of cue combination and that sensory information is used in a manner that maximizes the precision of perceptual estimates.

Cues↗

Why is spatial stereoresolution so low?

Spatial stereoresolution (the finest detectable modulation of binocular disparity) is much poorer than luminance resolution (finest detectable luminance variation). In a series of psychophysical experiments, we examined four factors that could cause low stereoresolution: (1) the sampling properties of the stimulus, (2) the disparity gradient limit, (3) low-pass spatial filtering by mechanisms early in the visual process, and (4) the method by which binocular matches are computed. Our experimental results reveal the contributions of the first three factors. A theoretical analysis of binocular matching by interocular correlation reveals the contribution of the fourth: the highest attainable stereoresolution may be limited by (1) the smallest useful correlation window in the visual system, and (2) a matching process that estimates the disparity of image patches and assumes that disparity is constant across the patch. Both properties are observed in disparity-selective neurons in area V1 of the primate (Nienborg et al., 2004).

Adult↗

Interpolating sampled contours in 3D: perturbation analyses.

In four experiments, observers interpolated parabolic sampled contours confined to planes in three-dimensional space. Each sampled contour consisted of eight visible points, placed irregularly along the otherwise invisible parabolic contour. Observers adjusted an additional point until it fell on the contour. We sought to determine how each visible point influenced interpolation by measuring the effect of slightly perturbing its location. Influence fell rapidly to zero as distance from the interpolated point increased, indicating that human visual interpolation of parabolic contours is local. We compare the measured influence for human observers to that predicted by three standard interpolation algorithms. The results were inconsistent with a fit of a quadratic to the points, but were reasonably consistent with a cubic spline and most consistent with an algorithm that minimizes the variance of angles between neighboring line segments defined by the sampled points.

Algorithms↗

A visual mechanism tuned to black.

Chubb et al. [Journal of the Optical Society of America A 11 (1994) 2350] investigated preattentive discrimination of achromatic textures comprising random mixtures of 17 Weber contrasts ranging linearly from -1 to 1. They showed that only a single mechanism B is used to discriminate between textures whose histograms are equated in mean and in variance. Although they provided a partial characterization of B, their methods did not allow them to measure the sensitivity of B to texture mean and variance. Here, additional measurements are performed to complete the functional characterization of B. The results reveal that B (i) is strongly activated by texture elements of the lowest contrast (near -1), (ii) is slightly activated by texture elements of contrast -0.875, and (iii) barely distinguishes the 15 contrasts ranging from -0.75 all the way up to 1. To reflect the sharpness of its tuning to very dark, sparse elements in a predominantly bright scene, we call B the blackshot mechanism.

Contrast Sensitivity↗

The consistency of bisection judgments in visual grasp space.

We study whether bisection in visual grasp space (the region over which eye and hand can work together to grasp or touch objects) depends on fixation or on the method of judgment employed (the task). We determined observer bias and sensitivity for bisection judgments (in a fronto-parallel plane as well as along contours slanted in depth). Significant biases were found that varied across observers both qualitatively and quantitatively. These biases were stable for a given individual (across a year between data collection intervals) and across tasks (method of adjustment vs. forced-choice). When observers maintained fixation (on an endpoint or in the neighborhood of the bisection point), fixation location had a small but significant effect on bias, although those effects were small compared with bisection uncertainty. We conclude that bisection judgments differ significantly between fixations, but that the effect of fixation location on bisection is not large enough to be detected reliably by the observer moving his or her eyes during a judgment.

Depth Perception↗

Weighted linear cue combination with possibly correlated error.

We test hypotheses concerning human cue combination in a slant estimation task. Observers repeatedly adjusted the slant of a plane to 75 degrees. Feedback was provided after each setting and the observers trained extensively until their setting error stabilized. The slant of the plane was defined by either linear perspective alone (a grid of lines) or texture gradient alone (diamond-shaped texture elements) or the two cues together. We chose a High and Low variance version of each cue type and measured setting variability in four single-cue conditions (Low, High for each cue) and in the four possible combined-cue conditions (Low-Low, Low-High, etc.). We compared performance in the combined-cue conditions to predictions based on single-cue performance. The results were consistent with a linear combination of estimates from cues. Six out of eight observers did better with combined cues than with either cue alone. For three observers, performance was consistent with optimal combination of uncorrelated cues. Three other observers' results were also consistent with optimal combination, but with the assumption that internal cue estimates were correlated. The remaining two observers were consistent with sub-optimal cue combination.

Cues↗

Statistical decision theory and trade-offs in the control of motor response.

We present a novel approach to the modeling of motor responses based on statistical decision theory. We begin with the hypothesis that subjects are ideal motion planners who choose movement trajectories to minimize expected loss. We derive predictions of the hypothesis for movement in environments where contact with specified regions carries rewards or penalties. The model predicts shifts in a subject's aiming point in response to changes in the reward and penalty structure of the environment and with changes in the subject's uncertainty in carrying out planned movements. We tested some of these predictions in an experiment where subjects were rewarded if they succeeded in touching a target region on a computer screen within a specified time limit. Near the target was a penalty region which, if touched, resulted in a penalty. We varied distance between the penalty region and the target and the cost of hitting the penalty region. Subjects shift their mean points of contact with the computer screen in response to changes in penalties and location of the penalty region relative to the target region in qualitative agreement with the predictions of the hypothesis. Thus, movement planning takes into account extrinsic costs and the subject's own motor uncertainty.

Adult↗

Statistical decision theory and the selection of rapid, goal-directed movements.

We present two experiments that test the range of applicability of a movement planning model (MEGaMove) based on statistical decision theory. Subjects attempted to earn money by rapidly touching a green target region on a computer screen while avoiding nearby red penalty regions. In two experiments we varied the magnitudes of penalties, the degree of overlap of target and penalty regions, and the number of penalty regions. Overall, subjects acted so as to maximize gain in a wide variety of stimulus configurations, in good agreement with predictions of the model.

Adult↗

Properties of second-order spatial frequency channels.

The segregation of texture patterns may be carried out by a set of linear spatial filters (to enhance one of the constituent textures), a nonlinearity (to convert the higher contrast of response to that constituent to a higher mean response), and finally subsequent ("second-order") linear spatial filters (to provide a strong response to the texture-defined edge itself). In this paper, the properties of such second-order filters are characterized. Observers were required to detect or discriminate textures that were modulated between predominantly horizontally oriented and predominantly vertically oriented noise patterns. Spatial summation for these patterns reached asymptote for a stimulus size of 15 x 15 deg. Modulation contrast sensitivity was nearly flat over a five-octave range of spatial frequency, but was bandpass when stated as efficiency (relative to an idealized observer confronted with the same task). Increment threshold showed the improved performance with a sub-threshold pedestal seen in the "dipper effect", but the typical Weber's law behavior at higher pedestal contrasts was not observed at the highest pedestal modulation contrasts achievable with our stimuli. Sub-threshold summation experiments indicate that second-order filters have a moderate bandwidth.

Contrast Sensitivity↗

Interpolating sampled contours in 3-D: analyses of variability and bias.

In two experiments, we examined how observers interpolated the missing parts of sampled, planar contours in 3-D space. We varied (1) contour type (linear or parabolic), (2) orientation of the plane containing the contour and (3) the number of points on a sampled contour.Interpolation performance was very accurate, comparable to results from Vernier tasks. Setting variability was highest along the line of sight and for the parabolic contour. Setting variability did not decrease with increasing number of points on either contour, suggesting that observers do not use all available, relevant information in this task.

Humans↗