scholarly journals Investigating the Role of Haptic and Visual Perception in the Material-Weight Illusion

2020 ◽  
Author(s):  
Caitlin Elisabeth Naylor ◽  
Michael Proulx ◽  
Gavin Buckingham

Weight illusions provide a compelling demonstration that prior experience affects perception. Here we investigated how the expectation-inducing modality affected the Material-Weight Illusion (MWI), where dense-looking objects feel lighter than less dense-looking objects. Participants lifted equally-weighted polystyrene, cork, and granite cubes whilst viewing computer-generated images of the cubes in virtual reality (VR). The representation of the object in VR was manipulated to create four illusion-inducing sensory conditions: visual differences only, haptic differences only, congruent visual-haptic differences, and incongruent visual-haptic material differences. Although an MWI was induced in all conditions, whereby the polystyrene object was reported to feel heavier than the granite object, the strength of the MWI differed across conditions, with haptic material cues having a stronger influence on perceived heaviness than visual material cues. These results are consistent with optimal integration theories of multi-modal perception, highlighting that perception reflects individual cues’ reliability and relevance in specific contexts.

Perception ◽  
10.1068/p6025 ◽  
2009 ◽  
Vol 38 (5) ◽  
pp. 638-651 ◽  
Author(s):  
John Smythies

This paper presents the results of some recent experiments in neuroscience and perceptual science that reveal the role of virtual reality in normal visual perception, and the use of television technology by the visual brain. This involves particularly the cholinergic system in the forebrain. This research throws new light on the nature of perception and the relation of phenomenal consciousness and its brain. It is directly relevant to criticisms by certain analytical philosophers of aspects of neuroscience relating to these matters. Particular attention is paid to their support for Naive Realism.


Perception ◽  
1998 ◽  
Vol 27 (2) ◽  
pp. 193-201 ◽  
Author(s):  
Robert R Ellis ◽  
Susan J Lederman

Theories of weight illusions have traditionally emphasised either the primary contribution of low-level sensory cues or the role of expectation based on knowledge and past experience. Current models of weight illusions lean quite strongly towards sensory-based interpretations. The current experiment raises a problem for such approaches by generating a weight illusion that is difficult to explain other than by the participants' knowledge. Golfers (who expect a weight difference between ball types) reliably judged practice golf balls to weigh more than real golf balls of the same weight. In contrast, non-golfers (who expect no weight difference between ball types) judged practice and real balls of equal weight to weigh the same. Furthermore, within the group of golfers, those who expected the weights of the two ball types to be the most discrepant prior to lifting tended to report the strongest illusions subsequent to lifting. Because there is no low-level sensory cue between ball types that on its own would signal a weight difference, the current finding suggests that there is a top-down component to weight perception that is based on experience with specific objects.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Author(s):  
Daniela Mazzaccaro ◽  
Rim Miri ◽  
Bilel Derbel ◽  
Paolo Righini ◽  
Giovanni Nano

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


2018 ◽  
Author(s):  
Lorraine Tudor Car ◽  
Bhone Myint Kyaw ◽  
Josip Car

BACKGROUND Digital technology called Virtual Reality (VR) is increasingly employed in health professions’ education. Yet, based on the current evidence, its use is narrowed around a few most applications and disciplines. There is a lack of an overview that would capture the diversity of different VR applications in health professions’ education and inform its use and research. OBJECTIVE This narrative review aims to explore different potential applications of VR in health professions’ education. METHODS The narrative synthesis approach to literature review was used to analyse the existing evidence. RESULTS We outline the role of VR features such as immersion, interactivity and feedback and explain the role of VR devices. Based on the type and scope of educational content VR can represent space, individuals, objects, structures or their combination. Application of VR in medical education encompasses environmental, organ and micro level. Environmental VR focuses on training in relation to health professionals’ environment and human interactions. Organ VR educational content targets primarily human body anatomy; and micro VR microscopic structures at the level of cells, molecules and atoms. We examine how different VR features and health professional education areas match these three VR types. CONCLUSIONS We conclude by highlighting the gaps in the literature and providing suggestions for future research.


2021 ◽  
pp. 0887302X2199428
Author(s):  
Hyejune Park ◽  
Seeun Kim

The purpose of this study is to examine the effects of the “virtual try-on” technology (AR) and the “3D virtual store” (VR) incorporated in an apparel retail website on purchase intentions. This study highlights the mediating role of cognitive elaboration in the process through which these technologies influence purchase intentions, and examines the way consumers’ shopping goals (searching vs. browsing) interact with the website technology and influence their responses. The two experiments demonstrated that, for browsers, the website with VR was more effective in increasing purchase intentions than were the website with AR or a regular website with no technology, while for searchers, both the website with AR and the website with VR were more effective than was a regular website. In addition, cognitive elaboration mediated the interaction between a technology and a shopping goal on purchase intentions for browsers, while such a mediating effect was not found in searchers.


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