Journal articles on the topic 'Real stimuli'

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1

Ohmi, M. "Vection with Real-World Stimuli." Perception 25, no. 1_suppl (August 1996): 112. http://dx.doi.org/10.1068/v96p0114.

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Psychophysical studies have revealed that retinal and depth periphery play a dominant role in activating vection, or visually induced sensation of self-motion. But since abstract stimuli such as random-dot patterns and vertical stripes have been used in these studies, the results are not always applicable for designing more realistic visual displays in real-world applications. Indeed, it has been shown that for human orientation, a real-world display is more effective than an abstract one (Howard and Childerson, 1994 Perception23 753 – 762). We investigated how vection was controlled by the peripheral part of a stimulus consisting of a real-world display. Stereoscopic and nonstereoscopic video clips were taken through a windshield while driving on (i) a straight, (ii) a gradually curved, and (iii) a sharply curved road at slow and fast speeds. Vection was measured with these stimuli which were presented on a 63 deg wide and 38 deg high video projection monitor. The results showed that although the stereoscopic display generally activated more forward and sideways vection than the nonstereoscopic one, the difference was barely statistically significant. When only the central 18 deg diameter of the display was presented, similar vection was activated as with a full field display. When the central 40 deg diameter of the display was occluded, vection did not change significantly, though observers found difficulty in assessing the direction of self-motion. It is concluded that retinal and depth periphery of real-world stimuli do not play a significant role in activating vection.
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2

Ohmi, M. "Vection with Degraded Real-World Stimuli." Perception 26, no. 1_suppl (August 1997): 293. http://dx.doi.org/10.1068/v970352.

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Psychophysical studies have revealed that the retinal periphery plays a dominant role in inducing vection, ie the visually induced sensation of self-motion. This suggests that the quality of the visual stimulus is not an important factor for vection. However, since abstract stimuli were used in these studies, it is not clear whether the quality of real-world visual stimuli could still play a critical role in inducing vection. We investigated how vection induced by real-world visual stimuli was affected when the stimuli were spatially or temporally degraded. Stereoscopic video clips were taken through the windshield of a car driven on a sharply curved and hilly road. These clips were degraded spatially by using a mosaic effect, or temporally by using a strobe effect on a video editing system. The perceived direction and strength of vection were measured while subjects were viewing these visual stimuli presented on a 63 deg wide and 38 deg high video projection monitor. Degradation of the visual stimuli was found to have little effect on the assessment of direction in horizontal vection. Assessment of the direction of vertical vection, however, was significantly disturbed by both spatial and temporal degradation of the stimuli. Temporal degradation reduced the strength of vection significantly for both horizontal and vertical motion. In contrast, although spatial degradation of visual stimuli reduced the strength of vection in both dimensions slightly, the effect was not statistically significant. We conclude that the spatial quality of real-world visual stimuli does not play a significant role in inducing vection.
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Einhäuser, Wolfgang, and Peter König. "Getting real—sensory processing of natural stimuli." Current Opinion in Neurobiology 20, no. 3 (June 2010): 389–95. http://dx.doi.org/10.1016/j.conb.2010.03.010.

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4

Thorpe, Susan J., and Paul M. Salkovskis. "Selective attention to real phobic and safety stimuli." Behaviour Research and Therapy 36, no. 5 (May 1998): 471–81. http://dx.doi.org/10.1016/s0005-7967(98)00054-0.

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5

Sánchez-Montañés, Manuel A., Peter König, and Paul F. M. J. Verschure. "Learning in a neural network model in real time using real world stimuli." Neurocomputing 38-40 (June 2001): 859–65. http://dx.doi.org/10.1016/s0925-2312(01)00357-5.

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6

Ayres, John J. B., Melody Albert, and Joan C. Bombace. "Extending conditioned stimuli before versus after unconditioned stimuli: Implications for real-time models of conditioning." Journal of Experimental Psychology: Animal Behavior Processes 13, no. 2 (1987): 168–81. http://dx.doi.org/10.1037/0097-7403.13.2.168.

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7

Birmingham, Elina, Walter F. Bischof, and Alan Kingstone. "Get real! Resolving the debate about equivalent social stimuli." Visual Cognition 17, no. 6-7 (August 2009): 904–24. http://dx.doi.org/10.1080/13506280902758044.

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8

Gegenfurtner, Karl R., Joel E. Brown, and Jochem Rieger. "Interpolation Processes in the Perception of Real and Illusory Contours." Perception 26, no. 11 (November 1997): 1445–58. http://dx.doi.org/10.1068/p261445.

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The spatial and temporal characteristics of mechanisms that bridge gaps between line segments were determined. The presentation time that was necessary for localisation and identification of a triangular shape made up of pacmen, pacmen with lines, lines, line segments (corners), or pacmen with circles (amodal completion) was measured. The triangle was embedded in a field of distractors made up of the same components but at random orientations. Subjects had to indicate whether the triangle was on the left or on the right of the display (localisation) and whether it was pointing upward or downward (identification). Poststimulus masks consisted of pinwheels for the pacmen stimuli or wheels defined by lines. Stimuli were presented on a grey background and defined by luminance or isoluminant contrast. Thresholds were fastest when the triangle was defined by real contours, as for the pacmen with lines (105 ms) and the lines only (92 ms), slightly slower for corners (118 ms) and pacmen (136 ms), and much slower for the amodally completed pacmen (285 ms). For all inducer types localisation was about 20 ms faster than identification. In a second experiment the relative length of the gap between inducers was varied. Thresholds increased as a function of gap length, indicating that the gaps between the inducers need to be interpolated. There was no significant difference in the speed of this interpolation process between the pacman stimuli and the line-segment stimuli. About 40 ms were required to interpolate 1 deg of visual angle, corresponding to about one third of the distance between inducers. In a third experiment, it was found that processing of isoluminant stimuli was as fast as for low-contrast luminance stimuli, when targets were defined by real contours (lines), but much slower for illusory contours (pacmen). The conclusion is that the time necessary to interpolate a contour depends greatly on the spatial configuration of the stimulus. Since interpolation is faster for the line-segment stimuli, which do not elicit the percept of an illusory contour, the interpolation process seems to be independent of the formation of illusory contours.
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9

Andrews, Timothy J., and Allison N. McCoy. "Can Illusory Motion Disrupt Tracking Real Motion?" Perception 26, no. 3 (March 1997): 269–75. http://dx.doi.org/10.1068/p260269.

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When rotating stripes or other periodic stimuli cross the retina at a critical rate, a reversal in the direction of motion of the stimuli is often seen. This illusion of motion perception was used to explore the roles of retinal and perceived motion in the generation of optokinetic nystagmus. Here we show that optokinetic nystagmus is disrupted during the perception of this illusion. Thus, when perceived and actual motion are in conflict, subjects fail to track the veridical movement. This observation suggests that the perception of motion can directly influence optokinetic nystagmus, even in the presence of a moving retinal image. A conflict in the neural representation of motion in different brain areas may explain these findings.
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Franco, Sandra, and Jessica Gomes. "Real-Time Measurement of Ocular Wavefront Aberrations in Symptomatic Subjects." BioMed Research International 2018 (2018): 1–8. http://dx.doi.org/10.1155/2018/9415751.

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The purpose of this work was to study the real-time changes of the optical properties of the eye with accommodation in subjects with symptoms of accommodative disorders. From ocular aberrations, it is possible to compute several parameters like the response and lag of accommodation. The ocular aberrations were measured in 4 subjects, with different accommodative disorders, during several cycles of accommodation/disaccommodation and for different accommodative stimuli. The measurement was done continuously and in real time during different accommodative stimuli. It was possible to see the changes in accommodative response during the several stimuli of accommodation. Subjects with accommodative disorders showed different accommodative responses. The use of wavefront ocular aberrations can be a tool to diagnose accommodative disorders. In some subjects with complaints, this method showed irregularities even when the results of the usual clinical exams were normal.
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Tafiadis, Dionysios, Vasiliki Zarokanellou, Alexandra Prentza, Louiza Voniati, and Nafsika Ziavra. "Oral diadochokinetic rates for real words and non-words in Greek-speaking children." Open Linguistics 7, no. 1 (January 1, 2021): 722–38. http://dx.doi.org/10.1515/opli-2020-0178.

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Abstract This study examined the performance of Greek monolingual typically developing (TD) children on diadochokinetic (DDK) rates in real words and non-words and attempted to establish normative data for Greek. The effects of age, type of stimuli and gender were investigated. A total of 380 children aged 4.0–15.0 years as well as a control group of 313 adults participated in the study. Age significantly affected DDK performance, yet normative data differ from other studies. DDK rates for bisyllabic stimuli were faster than DDK rates for trisyllabic stimuli and real words were articulated faster than non-words. Adolescents aged 13.0–15.0 years were slower than adults both in real word and in non-word /ˈpataka/ repetition. Additionally, overall boys were significantly faster than girls. These findings show the need to: (a) implement real word stimuli in DDK tasks in order to better depict an individual’s oral-motor abilities and (b) establish language-specific normative data for TD children.
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Heron, Michelle, and Virginia Slaughter. "Infants’ responses to real humans and representations of humans." International Journal of Behavioral Development 34, no. 1 (September 16, 2009): 34–45. http://dx.doi.org/10.1177/0165025409345047.

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Infants’ responses to typical and scrambled human body shapes were assessed in relation to the realism of the human body stimuli presented. In four separate experiments, infants were familiarized to typical human bodies and then shown a series of scrambled human bodies on the test. Looking behaviour was assessed in response to a range of different human body stimulus types including real people, mannequins, dolls and large human body photographs. Results were compared with previous experiments showing that when presented with small drawings, photographs or dolls, infants demonstrate knowledge about the whole human body shape only after their first birthday (Slaughter & Heron, 2004). In the current study, recognition of the typical human body shape was evident as early as 9 months of age when the stimuli were real humans, and infants’ responses to the various types of representations were linked to the realism of the portrayal. This pattern of findings indicates that even simple visual responses are not independent of the nature of the stimuli used to elicit them.
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Luke, Robert. "AuditoryStimuli.jl: A Julia package for generating real-time auditory stimuli." Journal of Open Source Software 6, no. 65 (September 27, 2021): 3613. http://dx.doi.org/10.21105/joss.03613.

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14

D'EATH, RICHARD B. "Can video images imitate real stimuli in animal behaviour experiments?" Biological Reviews 73, no. 3 (January 11, 2007): 267–92. http://dx.doi.org/10.1111/j.1469-185x.1998.tb00031.x.

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15

D'EATH, RICHARD B. "Can video images imitate real stimuli in animal behaviour experiments?" Biological Reviews of the Cambridge Philosophical Society 73, no. 3 (August 1998): 267–92. http://dx.doi.org/10.1017/s0006323198005179.

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16

Okuno, Hirotsugu, and Tetsuya Yagi. "Bio-Inspired Real-Time Robot Vision for Collision Avoidance." Journal of Robotics and Mechatronics 20, no. 1 (February 20, 2008): 68–74. http://dx.doi.org/10.20965/jrm.2008.p0068.

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A mixed analog-digital integrated vision sensor was designed to detect an approaching object in real-time. To respond selectively to approaching stimuli, the sensor employed an algorithm inspired by the visual nervous system of a locust, which can avoid collisions robustly by using visual information. An electronic circuit model was designed to mimic the architecture of the locust nervous system. Computer simulations showed that the model provided appropriate responses for collision avoidance. We implemented the model with a compact hardware system consisting of a silicon retina and field-programmable gate array (FPGA) circuits; the system was confirmed to respond selectively to approaching stimuli that constituted a collision threat.
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17

Best, Virginia, Jorg M. Buchholz, S. Theo Goverts, and H. Steven Colburn. "An analysis of “speech glimpses” in realistic environments." Journal of the Acoustical Society of America 152, no. 4 (October 2022): A195. http://dx.doi.org/10.1121/10.0016003.

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A great deal of effort is currently going into recreating everyday acoustic environments in laboratories and clinics, with the goal of obtaining more relevant measurements of real-world listening abilities and intervention benefits. Related work is focused on generating naturalistic speech stimuli that capture important features of real conversations, and on estimating real-world signal-to-noise ratios. Here we make use of a framework that brings together all of these approaches to arrive at highly realistic speech-in-noise stimuli. Using ideal time-frequency segregation, we characterized the “speech glimpses” that are available in these real-world stimuli. By speech glimpses, we refer to distributed time-frequency regions in which the speech of interest dominates the acoustic mixture. One goal was to compare the glimpses that are available in highly realistic stimuli to those available in simpler, commonly used, laboratory stimuli. A second goal was to analyze these glimpses in detail, to provide a new perspective on the many sources of disruption that may hinder the understanding of conversational speech. These include masking (which reduces the number of available glimpses) and reverberation (which reduces the quality of glimpses), as well as interactions between sounds that cause distortions of the spatial information present in the target glimpses.
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Sanchez-Montanes, M. A., P. Konig, and P. F. M. J. Verschure. "Learning sensory maps with real-world stimuli in real time using a biophysically realistic learning rule." IEEE Transactions on Neural Networks 13, no. 3 (May 2002): 619–32. http://dx.doi.org/10.1109/tnn.2002.1000128.

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19

Kuznetsova, Tamara G., and Inna Yu Golubeva. "Visual perception of real and virtual visual stimuli by older preschoolers." Integrative Physiology 2, no. 3 (2021): 335–46. http://dx.doi.org/10.33910/2687-1270-2021-2-3-335-346.

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Feng, I. Jung, Anthony I. Jack, and Curtis Tatsuoka. "Dynamic Adjustment of Stimuli in Real Time Functional Magnetic Resonance Imaging." PLOS ONE 10, no. 3 (March 18, 2015): e0117942. http://dx.doi.org/10.1371/journal.pone.0117942.

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Mikhailova, Maria A., Alex L. Deal, Valentina P. Grinevich, Keith D. Bonin, Raul R. Gainetdinov, and Evgeny A. Budygin. "Real-Time Accumbal Dopamine Response to Negative Stimuli: Effects of Ethanol." ACS Chemical Neuroscience 10, no. 4 (October 5, 2018): 1986–91. http://dx.doi.org/10.1021/acschemneuro.8b00272.

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Gomes, Paulo Veloso, António Marques, João Donga, Catarina Sá, António Correia, and Javier Pereira. "Adaptive Model for Biofeedback Data Flows Management in the Design of Interactive Immersive Environments." Applied Sciences 11, no. 11 (May 30, 2021): 5067. http://dx.doi.org/10.3390/app11115067.

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The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.
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Williams, Jess M., Michelle Carr, and Mark Blagrove. "Sensory Processing Sensitivity: Associations with the detection of real degraded stimuli, and reporting of illusory stimuli and paranormal experiences." Personality and Individual Differences 177 (July 2021): 110807. http://dx.doi.org/10.1016/j.paid.2021.110807.

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Nurcahyo, Firmanto Adi, Saifuddin Azwar, and Wisjnu Martani. "Stimulus Gambar: Sebuah Kajian pada Instrumen Minat Vokasional." Buletin Psikologi 26, no. 2 (December 3, 2018): 111. http://dx.doi.org/10.22146/buletinpsikologi.40361.

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Vocational interest instruments are mostly based on verbal stimuli which require subjects’ reading ability. Another form of stimuli is needed for the populations that have reading difficulty. This article offers an explanation of using pictures as stimuli in the development of an instrument to assess adolescents’ vocational interest as well as the steps in developing pictorial stimuli. Compared to verbal, pictorial stimuli are closer to real life and have supporting information related to the activities. However, some limitation in using pictorial stimuli such as difficulty in describing hardly observable behavior and ambiguity of the pictures that can affect individual interpretation need to be considered.
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Košir, Tadea, Jakob Sajovic, Maja Grošelj, Aleš Fidler, Gorazd Drevenšek, and Polona Selič-Zupančič. "Real-life dental examination elicits physiological responses different to visual and auditory dental-related stimuli." PLOS ONE 16, no. 6 (June 3, 2021): e0252128. http://dx.doi.org/10.1371/journal.pone.0252128.

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Background Previous studies on dental anxiety have examined the psychophysiological responses evoked in dentally anxious subjects by dental-related stimuli, but not during a real-life dental examination, which was achieved in the present study. Methods The heart rate, skin conductance level, and heart rate variability of 25 subjects with dental anxiety and 25 healthy controls were examined. Anxiety was determined by the Modified Dental Anxiety Scale and the Dental Anxiety Scale–Revised. The psychophysiological reactions of the two groups were compared during exposure to dental-related pictures, dental-related sounds, and an actual examination in a dental surgery. Results All the dental-related stimuli provoked an increase in heart rate, i.e. visual stimuli (p<0.001; 95% CI 0.98–3.95 bpm), auditory stimuli (p<0.001; 95% CI 1.34–4.99 bpm), and a dental examination (p<0.001; 95% CI 1.26–5.39 bpm). Dental-related pictures provoked inferior skin conductance level changes compared to dental-related sounds and the dental examination (visual modality vs auditory p<0.001; 95% CI 0.039–0.152; visual modality vs examination p<0.001; 95% CI 0.083–0.275). Heart rate variability manifested in a complex pattern of responses to the dental examination. However, when exposed to all three dental-related stimuli presentation conditions, the heart rate (F = 0.352, p = 0.556), skin conductance level (F = 0.009, p = 0.926), and heart rate variability parameters of subjects with dental anxiety did not differ in comparison to the healthy controls. Conclusions This pilot study represents an evaluation of psychophysiological reactions during a real-life dental examination compared to single modality stimuli, and shows that a real-life dental examination provokes an increase in heart rate, heart rate variability and skin conductance level. Additionally, autonomic responses did not differ between the experimental and control groups. The key issue for future studies is the effect of real-life situations on the physiological and psychological state of the subjects, which should be considered when planning new research and studied in depth.
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Peñate, Wenceslao, Francisco Rivero, Conrado Viña, Manuel Herrero, Moisés Betancort, Juan De la Fuente, Yolanda Álvarez-Pérez, and Ascensión Fumero. "The Equivalence between Virtual and Real Feared Stimuli in a Phobic Adult Sample: A Neuroimaging Study." Journal of Clinical Medicine 8, no. 12 (December 4, 2019): 2139. http://dx.doi.org/10.3390/jcm8122139.

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The clinical use of virtual reality (VR) has proven its efficacy, especially when used as an exposure technique. A prominent property of VR’s utility is its equivalence with the reality it represents. In this study, we explored this equivalence in a clinical context using neuroimaging. A sample of 32 adults with specific phobias (i.e., to cockroaches, spiders, or lizards) was divided into two groups: One was exposed to phobic stimuli using VR and the other was exposed to real phobic images (RI). We used brain activations as a dependent measure, focusing specifically on brain areas usually associated with fear processing. Whole-brain analysis detected higher activations for RI in the hippocampus, occipital, and calcarine areas. A specific analysis of the amygdala and insula also detected higher activations and extensions in response to RI, but VR stimuli also activated those areas in a significant manner. These results suggest that even in those cases where RI stimuli activate all of the brain’s fear-processing circuits, VR stimuli do so as well. This implies that VR can be useful as an exposure technique similar to RI and applied as more than a mere training mechanism.
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Seo, Joohee, Euisun Kim, and Sung-Ho Kim. "A Directional Congruency Effect of Amplified Dilated Time Perception Induced by Looming Stimuli With Implied Motion Cues." Perceptual and Motor Skills 128, no. 2 (January 10, 2021): 585–604. http://dx.doi.org/10.1177/0031512520987361.

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The perception of time is not veridical, but, rather, it is susceptible to environmental context, like the intrinsic dynamics of moving stimuli. The direction of motion has been reported to affect time perception such that movement of objects toward an observer (i.e., looming stimuli) is perceived as longer in duration than movement of objects away from the observer (i.e., receding stimuli). In the current study we investigated whether this looming/receding temporal asymmetry can be modulated by the direction of movement implied by static cues of images. Participants were presented with images of a running person, rendered from either the front or the back (i.e., representing movement toward or away from the observer). In Experiment 1, the size of the images was constant. In Experiment 2, the image sizes varied (i.e., increasing: looming; or decreasing: receding). In both experiments, participants performed a temporal bisection task by judging the duration of the image presentation as “short” or “long”. In Experiment 1, we found no influence of implied-motion direction in the participants’ duration perceptions. In Experiment 2, however, participants overestimated the duration of the looming, as compared to the receding image in relation to real motion. This finding replicated previous findings of the looming/receding asymmetry using naturalistic human-character stimuli. Further, in Experiment 2 we observed a directional congruency effect between real and implied motion; stimuli were perceived as lasting longer when the directions of real and implied motion were congruent versus when these directions were incongruent. Thus, looming (versus receding) movement, a perceptually salient stimulus, elicits differential temporal processing, and higher-order motion processing integrates signals of real and implied motion in time perception.
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Strappini, Francesca, Meytal Wilf, Ofer Karp, Hagar Goldberg, Michal Harel, Edna Furman-Haran, Tal Golan, and Rafael Malach. "Resting-State Activity in High-Order Visual Areas as a Window into Natural Human Brain Activations." Cerebral Cortex 29, no. 9 (November 3, 2018): 3618–35. http://dx.doi.org/10.1093/cercor/bhy242.

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Abstract A major limitation of conventional human brain research has been its basis in highly artificial laboratory experiments. Due to technical constraints, little is known about the nature of cortical activations during ecological real life. We have previously proposed the “spontaneous trait reactivation (STR)” hypothesis arguing that resting-state patterns, which emerge spontaneously in the absence of external stimulus, reflect the statistics of habitual cortical activations during real life. Therefore, these patterns can serve as a window into daily life cortical activity. A straightforward prediction of this hypothesis is that spontaneous patterns should preferentially correlate to patterns generated by naturalistic stimuli compared with artificial ones. Here we targeted high-level category-selective visual areas and tested this prediction by comparing BOLD functional connectivity patterns formed during rest to patterns formed in response to naturalistic stimuli, as well as to more artificial category-selective, dynamic stimuli. Our results revealed a significant correlation between the resting-state patterns and functional connectivity patterns generated by naturalistic stimuli. Furthermore, the correlations to naturalistic stimuli were significantly higher than those found between resting-state patterns and those generated by artificial control stimuli. These findings provide evidence of a stringent link between spontaneous patterns and the activation patterns during natural vision.
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Wilson, Margaret. "Motoric emulation may contribute to perceiving imitable stimuli." Behavioral and Brain Sciences 27, no. 3 (June 2004): 424. http://dx.doi.org/10.1017/s0140525x04510099.

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First, I note three questions that need further exploration: how fast the emulator operates, compared to the real-time events it models; what exactly perceptual emulation, with no motor component, consists of; and whether images are equivalent to raw sensations. Next, I propose that Grush's framework can explain the role of motor activation in processing “imitable” stimuli.
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Oliva, Damián, Inés Samengo, Stefan Leutgeb, and Sheri Mizumori. "A Subjective Distance Between Stimuli: Quantifying the Metric Structure of Representations." Neural Computation 17, no. 4 (April 1, 2005): 969–90. http://dx.doi.org/10.1162/0899766053429372.

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As subjects perceive the sensory world, different stimuli elicit a number of neural representations. Here, a subjective distance between stimuli is defined, measuring the degree of similarity between the underlying representations. As an example, the subjective distance between different locations in space is calculated from the activity of rodent's hippocampal place cells and lateral septal cells. Such a distance is compared to the real distance between locations. As the number of sampled neurons increases, the subjective distance shows a tendency to resemble the metrics of real space.
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Suzuki, Tomohiro, Taizou Kishimoto, and Hiroshi Imai. "WHR is 0.7 is actually preffered?: Investigation using real stimuli in Japanese." Proceedings of the Annual Convention of the Japanese Psychological Association 83 (September 11, 2019): 1B—015–1B—015. http://dx.doi.org/10.4992/pacjpa.83.0_1b-015.

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Yang, Zhen, Jibin Song, Wei Tang, Wenpei Fan, Yunlu Dai, Zheyu Shen, Lisen Lin, et al. "Stimuli-Responsive Nanotheranostics for Real-Time Monitoring Drug Release by Photoacoustic Imaging." Theranostics 9, no. 2 (2019): 526–36. http://dx.doi.org/10.7150/thno.30779.

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Okamoto, S. "VR-MDS: Multidimensional scaling for classification tasks of virtual and real stimuli." Attention, Perception, & Psychophysics 76, no. 3 (January 9, 2014): 877–93. http://dx.doi.org/10.3758/s13414-013-0588-9.

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Sharpley, Christopher F., and Jillian Rodd. "The effects of real versus hypothetical stimuli upon preschool children's helping behavior." Early Child Development and Care 22, no. 4 (January 1985): 303–13. http://dx.doi.org/10.1080/0300443850220405.

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Reijnen, E., M. Zehetleitner, H. J. Muller, and J. Krummenacher. "Is there inter-trial priming of popout with pictures of real stimuli?" Journal of Vision 11, no. 11 (September 23, 2011): 1333. http://dx.doi.org/10.1167/11.11.1333.

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Parry, Neil R. A., Athanasios Panorgias, Declan J. McKeefry, and Ian J. Murray. "Real-world stimuli show perceived hue shifts in the peripheral visual field." Journal of the Optical Society of America A 29, no. 2 (January 13, 2012): A96. http://dx.doi.org/10.1364/josaa.29.000a96.

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Ræder, Johan. "Objective measurement of subjective pain-experience: Real nociceptive stimuli versus pain expectation." Scandinavian Journal of Pain 16, no. 1 (July 1, 2017): 136–37. http://dx.doi.org/10.1016/j.sjpain.2017.05.005.

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Zhang, Jing, Aisen Li, Hang Zou, Junhui Peng, Jiali Guo, Wenjie Wu, Haoke Zhang, et al. "A “simple” donor–acceptor AIEgen with multi-stimuli responsive behavior." Materials Horizons 7, no. 1 (2020): 135–42. http://dx.doi.org/10.1039/c9mh01041f.

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39

Peters, Ryan M., Brandon G. Rasman, J. Timothy Inglis, and Jean-Sébastien Blouin. "Gain and phase of perceived virtual rotation evoked by electrical vestibular stimuli." Journal of Neurophysiology 114, no. 1 (July 2015): 264–73. http://dx.doi.org/10.1152/jn.00114.2015.

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Galvanic vestibular stimulation (GVS) evokes a perception of rotation; however, very few quantitative data exist on the matter. We performed psychophysical experiments on virtual rotations experienced when binaural bipolar electrical stimulation is applied over the mastoids. We also performed analogous real whole body yaw rotation experiments, allowing us to compare the frequency response of vestibular perception with (real) and without (virtual) natural mechanical stimulation of the semicircular canals. To estimate the gain of vestibular perception, we measured direction discrimination thresholds for virtual and real rotations. Real direction discrimination thresholds decreased at higher frequencies, confirming multiple previous studies. Conversely, virtual direction discrimination thresholds increased at higher frequencies, implying low-pass filtering of the virtual perception process occurring potentially anywhere between afferent transduction and cortical responses. To estimate the phase of vestibular perception, participants manually tracked their perceived position during sinusoidal virtual and real kinetic stimulation. For real rotations, perceived velocity was approximately in phase with actual velocity across all frequencies. Perceived virtual velocity was in phase with the GVS waveform at low frequencies (0.05 and 0.1 Hz). As frequency was increased to 1 Hz, the phase of perceived velocity advanced relative to the GVS waveform. Therefore, at low frequencies GVS is interpreted as an angular velocity signal and at higher frequencies GVS becomes interpreted increasingly as an angular position signal. These estimated gain and phase spectra for vestibular perception are a first step toward generating well-controlled virtual vestibular percepts, an endeavor that may reveal the usefulness of GVS in the areas of clinical assessment, neuroprosthetics, and virtual reality.
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40

Hötting, Kirsten, Claudia K. Friedrich, and Brigitte Röder. "Neural Correlates of Cross-modally Induced Changes in Tactile Awareness." Journal of Cognitive Neuroscience 21, no. 12 (December 2009): 2445–61. http://dx.doi.org/10.1162/jocn.2008.21177.

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When a single tactile stimulus is presented together with two tones, participants often report perceiving two touches. It is a matter of debate whether this cross-modal effect of audition on touch reflects the interplay between modalities at early perceptual or at later processing stages, and which brain processes determine what in the end is consciously perceived. Event-related brain potentials (ERPs) were recorded while rare single tactile stimuli accompanied by two tones (1T2A) were presented among frequent tactile double stimuli accompanied by two tones (2T2A). Although participants were instructed to ignore the tones and to respond to single tactile stimuli only, they often failed to respond to 1T2A stimuli (“illusory double touches,” 1T2A(i)). ERPs to “illusory double touches” versus “real double touches” (2T2A) differed 50 msec after the (missing) second touch. This suggests that at an early sensory stage, illusory and real touches are processed differently. On the other hand, although similar stimuli elicited a tactile mismatch negativity (MMN) between 100 and 200 msec in a unisensory tactile experiment, no MMN was observed for the 1T2A(i) stimuli in the multisensory experiment. “Tactile awareness” was associated with a negativity at 250 msec, which was enhanced in response to correctly identified deviants as compared to physically identical deviants that elicited an illusion. Thus, auditory stimuli seem to alter neural mechanisms associated with automatic tactile deviant detection. The present findings contribute to the debate of which processing step in the brain determines what is consciously perceived.
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41

Zaidi, Qasim, and W. L. Sachtler. "Motion Adaptation from Surrounding Stimuli." Perception 20, no. 6 (December 1991): 703–14. http://dx.doi.org/10.1068/p200703.

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When a narrow uniform gap was surrounded by a moving grating, the gap appeared as a grating in the opposite phase to that of the surround, moving in the same direction with the same speed. Contrast thresholds for moving test-gratings placed in the region of the uniform gap were found to be elevated after prolonged viewing of this pattern, thus demonstrating the existence of motion adaptation in a retinal region surrounded by, but not covered by, a moving pattern. The amplitude of the moving induced-grating was measured by nulling with a real grating moving in the same direction and with the same speed as the surround. When the speed of the inducing grating was varied, the amplitude of the induced effect did not correlate with the magnitude of the threshold elevation. Therefore, it is unlikely that motion adaptation in the uniform gap was due to induced gratings. In some conditions, the adaptation effect of surrounding gratings was no less than the adaptation effect of gratings covering the test region. This result rules out an explanation involving scattered light, and indicates that motion adaptation occurs at a later stage than that consisting of simple motion mechanisms which confound the contrast and velocity of a moving stimulus.
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Duckworth, Kimberly L., John A. Bargh, Magda Garcia, and Shelly Chaiken. "The Automatic Evaluation of Novel Stimuli." Psychological Science 13, no. 6 (November 2002): 513–19. http://dx.doi.org/10.1111/1467-9280.00490.

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From classic theory and research in psychology, we distill a broad theoretical statement that evaluative responding can be immediate, unintentional, implicit, stimulus based, and linked directly to approach and avoidance motives. This statement suggests that evaluative responses should be elicited by novel, nonrepresentational stimuli (e.g., abstract art, “foreign” words). We tested this hypothesis through combining the best features of relevant automatic-affect research paradigms. We first obtained explicit evaluative ratings of novel stimuli. From these, we selected normatively positive and negative stimuli to use as primes in a sequential priming paradigm. Two experiments using this paradigm demonstrated that briefly presented novel prime stimuli were evaluated automatically, as they facilitated responses to subsequently presented target stimuli of the same valence just as much as did pictures or names of real objects. A final experiment revealed that exposure to novel stimuli produces muscular predispositions to approach or avoid them.
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43

Son, Hyegyo, and ChangKyu Yoon. "Advances in Stimuli-Responsive Soft Robots with Integrated Hybrid Materials." Actuators 9, no. 4 (November 14, 2020): 115. http://dx.doi.org/10.3390/act9040115.

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Hybrid stimuli-responsive soft robots have been extensively developed by incorporating multi-functional materials, such as carbon-based nanoparticles, nanowires, low-dimensional materials, and liquid crystals. In addition to the general functions of conventional soft robots, hybrid stimuli-responsive soft robots have displayed significantly advanced multi-mechanical, electrical, or/and optical properties accompanied with smart shape transformation in response to external stimuli, such as heat, light, and even biomaterials. This review surveys the current enhanced scientific methods to synthesize the integration of multi-functional materials within stimuli-responsive soft robots. Furthermore, this review focuses on the applications of hybrid stimuli-responsive soft robots in the forms of actuators and sensors that display multi-responsive and highly sensitive properties. Finally, it highlights the current challenges of stimuli-responsive soft robots and suggests perspectives on future directions for achieving intelligent hybrid stimuli-responsive soft robots applicable in real environments.
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Iannacone, Michael, and Jared Medina. "The rubber hand illusion and the tactile Simon effect." Seeing and Perceiving 25 (2012): 187. http://dx.doi.org/10.1163/187847612x648161.

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We examined the effects of the rubber hand illusion on representing tactile stimuli using the Simon effect. In a tactile Simon effect task, participants are instructed to make intensity judgments (using foot pedal responses) to tactile stimuli presented to the hands. Participants are faster when the tactile stimulus and response foot are on the same versus opposite side of the body, regardless of whether the limbs are crossed or uncrossed. Furthermore, participants are faster overall when the hands are crossed versus uncrossed. In this study, participants engaged in a tactile Simon effect experiment with rubber hands positioned directly above the participants’ hidden hands, and with real and rubber hands stroked before each experimental block. Each participant was tested in four blocks, manipulating real and rubber hand position (crossed or uncrossed). First, we found that participants responded faster with real or rubber hands crossed, demonstrating that crossing the hands (real or rubber) can hasten tactile intensity judgments. Furthermore, on trials when the rubber hands were crossed, high ownership ratings for the rubber hand were significantly correlated with faster reaction times. Finally, we found a significantly more robust Simon effect when the rubber hands (but not real hands) were crossed. We discuss these findings with reference to how integration of rubber hands into the body schema influences how we represent the location of tactile stimuli.
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Kulke, Louisa, Marieke Wübker, and Hannes Rakoczy. "Is implicit Theory of Mind real but hard to detect? Testing adults with different stimulus materials." Royal Society Open Science 6, no. 7 (July 2019): 190068. http://dx.doi.org/10.1098/rsos.190068.

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Recently, Theory of Mind (ToM) research has been revolutionized by new methods. Eye-tracking studies measuring subjects' looking times or anticipatory looking have suggested that implicit and automatic forms of ToM develop much earlier in ontogeny than traditionally assumed and continue to operate outside of subjects’ awareness throughout the lifespan. However, the reliability of these implicit methods has recently been put into question by an increasing number of non-replications. What remains unclear from these accumulating non-replication findings, though, is whether they present true negatives (there is no robust phenomenon of automatic ToM) or false ones (automatic ToM is real but difficult to tap). In order to address these questions, the current study implemented conceptual replications of influential anticipatory looking ToM tasks with a new variation in the stimuli. In two separate preregistered studies, we used increasingly realistic stimuli and controlled for potential confounds. Even with these more realistic stimuli, previous results could not be replicated. Rather, the anticipatory looking pattern found here remained largely compatible with more parsimonious explanations. In conclusion, the reality and robustness of automatic ToM remains controversial.
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46

Adrangi, Bahram, Joseph Macri, and Kambiz Raffiee. "Dynamic Analysis of Fiscal Policy in the United Kingdom." Journal of Economics and Public Finance 5, no. 1 (December 17, 2018): 1. http://dx.doi.org/10.22158/jepf.v5n1p1.

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<p><em>This paper studies the effects of fiscal stimuli on the real GDP of the United Kingdom for the period of 1997 through the first quarter of 2017. Structural vector autoregressive and vector error correction models are estimated. Impulse responses from both models provide support for the Keynesian view that fiscal stimuli are associated with rises in the real GDP. Variance decomposition analysis shows that over time, depending which model is considered; tax cuts impart a positive effect on the real GDP in the range of 5 to 20 percent. Government expenditure shocks account for 8 to 15 percent of variations in the real GDP based on the two models. The multipliers of tax cuts and government expenditures initially rise reaching a peak in the ninth quarter and decline to 1.60 and 1.74 in three years, respectively. </em></p>
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Chen, Siyuan, and Minchen Wei. "Real-world environment affects the color appearance of virtual stimuli produced by augmented reality." Color and Imaging Conference 2019, no. 1 (October 21, 2019): 237–42. http://dx.doi.org/10.2352/issn.2169-2629.2019.27.42.

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Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.
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48

Auhagen, Wolfgang, and Piet G. Vos. "Experimental Methods in Tonality Induction Research: A Review." Music Perception 17, no. 4 (2000): 417–36. http://dx.doi.org/10.2307/40285827.

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A critical and comparative review of the various methods currently used in experimental studies of tonality induction is presented. First, we deal with pitfalls in the selection of subjects, specifically focusing on the issue of contrasting more-experienced and less-experienced listeners. Next, we discuss some dilemmas with respect to the selection of stimuli. In particular, we compare the (dis) advantages of using real music stimuli with the (dis) advantages of artificial stimuli, distinguishing in the latter category between prototypical stimuli (e.g., chords or scale fragments) and tonally complex or even polytonal stimuli. Finally, we consider the (dis) advantages of various possible experimental paradigms, notably the production of a tonic and tonal center, the probe-tone paradigm, and tonality rating. For each of the three methodological subdomains, we propose recommendations for improvement.
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49

Davis, J. D., and G. P. Smith. "Learning to sham feed: behavioral adjustments to loss of physiological postingestional stimuli." American Journal of Physiology-Regulatory, Integrative and Comparative Physiology 259, no. 6 (December 1, 1990): R1228—R1235. http://dx.doi.org/10.1152/ajpregu.1990.259.6.r1228.

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The progressive increase in intake of a concentrated (0.8 M sucrose) solution seen when rats are first exposed to the sham-feeding procedure can be prevented by interspersing two real-feeding tests between each sham-feeding test. Under these conditions, sham intake is significantly larger than real intake but significantly smaller than intake on the fifth consecutive sham-feeding test. This result indicates that there is a learned negative-feedback signal based on the association of the taste and postingestive effects of 0.8 M sucrose which extinguishes under consecutive sham-feeding tests. Analysis of the rate of ingestion during the tests revealed that the conditioned negative-feedback signal operates during the first 6 min of a sham-feeding test that follows real-feeding tests. The effect of the absence of an unconditional negative-feedback signal appears from approximately 6 to approximately 20 min during a sham-feeding test.
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Nicolae, Irina-Emilia. "An Improved Stimuli System for Brain-Computer Interface Applications." International Journal of Monitoring and Surveillance Technologies Research 1, no. 4 (October 2013): 1–8. http://dx.doi.org/10.4018/ijmstr.2013100101.

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When developing a motion synchronous Brain-Computer Interface, it is very important to have effective stimuli. This research tests and proposes an improved brain computer interface stimulus system, based on event related spectral perturbation. In order to investigate the reaction of the motor cortex to stimuli, the influence of the human senses has to be investigated. Considering the limitations of human senses, the article proposes effective visual and auditory stimuli in two similar tasks, to gain accuracy and better reaction time (RT) for real movements in Brain-Computer Interface synchronous systems.
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