989 resultados para Tests de percepció visual
Resumo:
Investigar si el vocabulario influye de manera positiva en la percepción visual.. 100 niños de clase media de edades comprendidas entre los cuatro años y medio y los once años y medio de la escuela mixta de Manresa 'l'Escola Flama'.. Desarrolla una base teórica sobre las definiciones y evoluciones del concepto de percepción visual y lenguaje y expone los estudios que han intentado establecer relaciones entre ambos. Lleva a cabo un estudio empírico para corroborar la hipótesis: la relación del lenguaje sobre la percepción visual aumenta progresivamente a medida que se adquieren formas más complejas y abstractas. Obtiene los datos a partir de la aplicación de tres tests, dos de percepción visual y otro de lenguaje a una muestra de niños escogidos al azar de un mismo colegio. Contrasta la hipótesis mediante el cálculo de los índices de significación de las correlaciones entre los distintos subtests entre sí y entre la variable sexo. Controla la variable edad a partir de correlaciones parciales.. Prueba perceptiva ad hoc, realizada a base de imágenes geométricas, Prueba de Rey y Prueba ITPA.. Indices de correlación para las puntuaciones globales y parciales entre los subtests.. Los índices de correlación de las puntuaciones totales manifiestan que hay relación entre la percepción visual y el lenguaje, pero existen diferencias en función de la variable sexo. En las niñas se da una correlación significativa entre la expresión verbal y la percepción visual que no existe en los niños.. Se confirma la hipótesis planteada pero existen otras variables influenciadoras relacionadas con la evolución que facilitan las correlaciones entre percepción visual y lenguaje..
Resumo:
Covert spatial attention produces biases in perceptual and neural responses in the absence of overt orienting movements. The neural mechanism that gives rise to these effects is poorly understood. Here we report the relation between fixational eye movements, namely eye vergence, and covert attention. Visual stimuli modulate the angle of eye vergence as a function of their ability to capture attention. This illustrates the relation between eye vergence and bottom-up attention. In visual and auditory cue/no-cue paradigms, the angle of vergence is greater in the cue condition than in the no-cue condition. This shows a top-down attention component. In conclusion, observations reveal a close link between covert attention and modulation in eye vergence during eye fixation. Our study suggests a basis for the use of eye vergence as a tool for measuring attention and may provide new insights into attention and perceptual disorders.
Resumo:
Screening programs, particularly the inclusion of specific orthoptic tests to detect visual abnormalities, varies among countries. This study aims to: 1) describes expert perception of issues related with children visual screening; 2) identify specific orthoptic tests to detect visual abnormalities in children visual screening.
Resumo:
It is well known that color coding facilitates search and iden- tification in real-life tasks. The aim of this work was to compare reac- tion times for normal color and dichromatic observers in a visual search experiment. A unique distracter color was used to avoid abnormal color vision vulnerability to background complexity. Reaction times for nor- mal color observers and dichromats were estimated for 2◦ central vision at 48 directions around a white point in CIE L∗a∗b∗ color space for systematic examination on the mechanisms of dichromatic color percep- tion. The results show that mean search times for dichromats were twice larger compared to the normal color observers and for all directions. The difference between the copunctual confusion lines and the confusion direction measure experimentally was 5.5◦ for protanopes and 7.5◦ for deuteranopes.
Resumo:
La actuación de las estructuras de conocimiento en el proceso de identificación y codificación de estimulos visuales se ha operativizado frecuentemente mediante conceptos como contexto o tipicidad. Ambos efectos pueden considerarse complementarios y producidos por la actuación de un mecanisrno de tipo atencional. Dicho mecanisrno fue aplicado al procesamiento de escenas por Arnau, Carreras y Salvador (en prensa). A partir de los términos propuestos en dicho modelo se intenta comprobar si la tipicidad es una variable relevante para la identificación de 10s objetos que forman una escena. Los resultados obtenidos en el experimento 1 permiten afirmar que el grado de tipicidad de un objeto respecto a una escena determina el tiempo y exactitud de su identificación. Por otra parte, en el experimento 2 se demuestra que en procesos de memoria a corto plazo el efecto de tipicidad detectado en el experimento 1 se anula. Finalmente se discuten las implicaciones de estos resultados para el estudio de la percepción visual de escenas naturales.
Resumo:
Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.
Resumo:
This work investigates novel alternative means of interaction in a virtual environment (VE).We analyze whether humans can remap established body functions to learn to interact with digital information in an environment that is cross-sensory by nature and uses vocal utterances in order to influence (abstract) virtual objects. We thus establish a correlation among learning, control of the interface, and the perceived sense of presence in the VE. The application enables intuitive interaction by mapping actions (the prosodic aspects of the human voice) to a certain response (i.e., visualization). A series of single-user and multiuser studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in VEs. Despite the abstract nature of the presented environment, presence scores were generally very high.
Resumo:
Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant betweengroup differences were noted between Groups D (p = 0.001) and D1 (p = 0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p = 0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p = 0.07). Conclusion: Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms.
Resumo:
This work investigates novel alternative means of interaction in a virtual environment (VE).We analyze whether humans can remap established body functions to learn to interact with digital information in an environment that is cross-sensory by nature and uses vocal utterances in order to influence (abstract) virtual objects. We thus establish a correlation among learning, control of the interface, and the perceived sense of presence in the VE. The application enables intuitive interaction by mapping actions (the prosodic aspects of the human voice) to a certain response (i.e., visualization). A series of single-user and multiuser studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in VEs. Despite the abstract nature of the presented environment, presence scores were generally very high.
Resumo:
Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant betweengroup differences were noted between Groups D (p = 0.001) and D1 (p = 0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p = 0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p = 0.07). Conclusion: Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms.
Resumo:
Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.
Resumo:
Does realistic lighting in an immersive virtual reality application enhance presence, where participants feel that they are in the scene and behave correspondingly? Our previous study indicated that presence is more likely with real-time ray tracing compared with ray casting, but we could not separate the effects of overall quality of illumination from the dynamic effects of real-time shadows and reflections. Here we describe an experiment where 20 people experienced a scene rendered with global or local illumination. However, in both conditions there were dynamically changing shadows and reflections. We found that the quality of illumination did not impact presence, so that the earlier result must have been due to dynamic shadows and reflections. However, global illumination resulted in greater plausibility - participants were more likely to respond as if the virtual events were real. We conclude that global illumination does impact the responses of participants and is worth the effort.
Resumo:
Las prácticas obligatorias de la materia Percepción Visual constituyen un complemento de trabajo en el que deben integrarse los conocimientos informativos y los de índole formativa (técnicas, procedimientos, metodología, etc.). De acuerdo con ello, hemos seleccionado cinco cuestiones que en el pasado han sido objeto de verificación experimental, considerando, por un lado, la pertenencia al temario de las asignaturas y, por otro lado, la viabilidad de las experimentaciones, habida cuenta de la infraestructura material requerida (equipo, aparatos, material, etc.) y los condicionantes académicos (relación: número de alumnos / clase; espacios disponibles [aulas y laboratorios], condiciones ambientales, tiempo disponible, etc.). Las practicas experimentales en percepción visual ofrecen la posibilidad de que los estudiantes puedan aplicar los procedimientos experimentales adecuados, operativizando las variables (medición), estableciendo relaciones entre ellas (hipótesis) y planteando predicciones que se someterán a prueba a partir de los datos registrados. Llevan a los estudiantes a confrontar el modelo o las teorías con la realidad (verificación) y a buscar interpretaciones plausibles de las relaciones evidenciadas empíricamente entre las variables. Introducen al alumno en el rigor, la precisión, el control, la sistematicidad y la objetividad, frente a la especulación gratuita.
Resumo:
Norms for three visual memory tasks, including Corsi's block tapping test and the BEM 144 complex figures and visual recognition, were developed for neuropsychological assessment in Brazilian children. The tasks were measured in 127 children ages 7 to 10 years from rural and urban areas of the States of São Paulo and Minas Gerais. Analysis indicated age-related but not sex-related differences. A cross-cultural effect was observed in relation to copying and recall of Complex pictures. Different performances between rural and urban children were noted. © Perceptual and Motor Skills 2005.
Resumo:
BACKGROUND AND OBJECTIVE: To compare the results of preoperative Nd:YAG laser anterior capsulotomy versus two-stage continuous curvilinear capsulorhexis (CCC) in phacoemulsification of eyes with white intumescent cataracts and liquefied cortex. PATIENTS AND METHODS: Twenty-three eyes with white intumescent cataract were consecutively randomized for phacoemulsification with preoperative Nd:YAG laser anterior capsulotomy (group 1, n = 11) or two-stage CCC (group 2, n = 12) procedures. Intraoperative findings and postoperative outcomes were compared using the nonparametric tests. RESULTS: Postoperative Visual acuity, mean surgical time, mean effective phacoemulsification time, and frequency of complications were not significantly different between the two groups (P > .05). Two cases in each group were converted to the extracapsular technique. Excluding these four patients, surgical time was shorter In group 1 (P = .017). CONCLUSION: Preoperative Nd:YAG laser anterior capsulotomy is a safe technique in decompressing the capsular bag before phacoemulsification of white intumescent cataracts with liquefied cortex.