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首页> 外文期刊>Journal of vision >Internal feature position in faces is coded relative to external contour: adaptation aftereffects, neural coding models, and 3D head rotation
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Internal feature position in faces is coded relative to external contour: adaptation aftereffects, neural coding models, and 3D head rotation

机译:相对于外部轮廓对面部的内部特征位置进行编码:适应后效应,神经编码模型和3D头部旋转

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We explore the relative importance of coding internal feature (e.g., eye) position relative to other internal features versus external head contour, and the possible role of head contour in coding feature position view-invariantly. All experiments employ the logic that size of a face aftereffect for a fixed physical deviation of adaptor gives a measure of sensitivity of coding along that axis in face-space, reflecting the slope of underlying two-pool neural response functions (see Susilo, McKone & Edwards, 2010, Vision Research). In Experiment Series 1, the baseline aftereffect was for +50 pixels vertical manipulation of eyeheight in a full head with all internal features and head contour present. Results were: (a) the aftereffect from a +50 pixels eyeheight adaptor in an internal-features-only stimulus was as large as baseline, arguing eye position is coded very accurately relative to only internal features; (b) the aftereffect was as large in an external-features-only stimulus (i.e., face and hair outline retained but nose and mouth ablated), arguing eye position is coded equally accurately relative to only external features; (c) the aftereffect from a more extreme eyeheight adaptor in an internal-features-only stimulus was larger, arguing linear 2-pool coding continues, in the absence of external contour, for eye positions that would normally be outside the head; and (d) the aftereffect from the extreme adaptor went to zero when head contour was added back in, arguing external contour trumps internal features and neural responses drop immediately to zero when the eyes are outside the face. In Series 2, we find mouth position aftereffects are as large from several manipulations breaking the first-order configuration of a front-view face (e.g., mouth left, mouth down-and-right) as from manipulations that do not (e.g., mouth up). This argues the purpose of the coding relative to head outline is to allow for 3D head rotation.
机译:我们探索了相对于其他内部特征相对于外部头部轮廓而言,编码内部特征(例如眼睛)位置的相对重要性,以及头部轮廓在不变地对特征位置进行编码中的可能作用。所有实验都采用这样的逻辑,即适配器固定的物理偏差对面部后效应的大小,可以测量沿面部空间中该轴的编码敏感性,反映了基础的两池神经反应函数的斜率(请参见Susilo,McKone和爱德华兹(Edwards),2010年,视觉研究(Vision Research)。在实验系列1中,基线后效是在具有所有内部特征和头部轮廓的情况下,对全头垂直+50像素的眼高进行操作。结果是:(a)仅内部特征刺激中+50像素眼高适配器的后效应与基线一样大,并认为相对于仅内部特征而言,眼位编码非常准确; (b)在仅具有外部特征的刺激中(即保留了脸部和头发轮廓但消除了鼻子和嘴巴的轮廓),后效应是如此之大,并认为相对于仅外部特征而言,眼睛位置的编码是相同的; (c)在仅具有内部特征的刺激中,更极端的眼高适配器产生的后效应更大,认为在没有外部轮廓的情况下,对于通常位于头部外部的眼睛位置,线性2池编码仍在继续; (d)当重新添加头部轮廓时,来自极端适配器的后效应变为零,认为外部轮廓胜过内部特征,而当眼睛位于面部外侧时,神经反应立即降至零。在系列2中,我们发现,几次操纵破坏了前视面的一阶配置(例如,左嘴,上下左右嘴)的影响与不采取(例如,嘴巴)操纵的影响一样大向上)。这证明了相对于头部轮廓进行编码的目的是允许3D头部旋转。

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