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Bottlenecks of Motion Processing during a Visual Glance: The Leaky Flask Model

机译:视觉一览中的运动处理瓶颈:泄漏的烧瓶模型

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摘要

Where do the bottlenecks for information and attention lie when our visual system processes incoming stimuli? The human visual system encodes the incoming stimulus and transfers its contents into three major memory systems with increasing time scales, viz., sensory (or iconic) memory, visual short-term memory (VSTM), and long-term memory (LTM). It is commonly believed that the major bottleneck of information processing resides in VSTM. In contrast to this view, we show major bottlenecks for motion processing prior to VSTM. In the first experiment, we examined bottlenecks at the stimulus encoding stage through a partial-report technique by delivering the cue immediately at the end of the stimulus presentation. In the second experiment, we varied the cue delay to investigate sensory memory and VSTM. Performance decayed exponentially as a function of cue delay and we used the time-constant of the exponential-decay to demarcate sensory memory from VSTM. We then decomposed performance in terms of quality and quantity measures to analyze bottlenecks along these dimensions. In terms of the quality of information, two thirds to three quarters of the motion-processing bottleneck occurs in stimulus encoding rather than memory stages. In terms of the quantity of information, the motion-processing bottleneck is distributed, with the stimulus-encoding stage accounting for one third of the bottleneck. The bottleneck for the stimulus-encoding stage is dominated by the selection compared to the filtering function of attention. We also found that the filtering function of attention is operating mainly at the sensory memory stage in a specific manner, i.e., influencing only quantity and sparing quality. These results provide a novel and more complete understanding of information processing and storage bottlenecks for motion processing.
机译:当我们的视觉系统处理传入的刺激时,信息和关注的瓶颈在哪里?人类视觉系统对传入的刺激进行编码,然后将其内容传输到三个主要的内存系统中,这些系统的时标不断增加,即感觉(或图标)记忆,视觉短期记忆(VSTM)和长期记忆(LTM)。通常认为,信息处理的主要瓶颈在于VSTM。与此视图相反,我们显示了VSTM之前运动处理的主要瓶颈。在第一个实验中,我们通过部分报告技术检查了刺激编码阶段的瓶颈,方法是在刺激演示结束时立即提供提示。在第二个实验中,我们改变提示延迟以研究感觉记忆和VSTM。性能随提示延迟呈指数下降,我们使用指数衰减的时间常数从VSTM划分感觉记忆。然后,我们根据质量和数量指标分解了绩效,以分析这些维度上的瓶颈。就信息质量而言,运动处理瓶颈的三分之二至四分之三发生在刺激编码而非记忆阶段。就信息量而言,运动处理瓶颈是分布的,刺激编码阶段占瓶颈的三分之一。与注意的过滤功能相比,刺激编码阶段的瓶颈由选择决定。我们还发现,注意力的过滤功能主要以特定的方式在感觉记忆阶段起作用,即仅影响数量和节省质量。这些结果为运动处理的信息处理和存储瓶颈提供了新颖,更完整的理解。

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