心理学
促进
多传感器集成
感知
认知心理学
情感(语言学)
视觉感受
观察员(物理)
听觉感知
透视图(图形)
沟通
语调(文学)
视觉空间
心理物理学
心理测量功能
听力学
交叉模态
听觉刺激
刺激启动不同步
视觉注意
深度知觉
认知
联想(心理学)
时间知觉
注意偏差
作者
Haami Yusein,Durk Talsma,Klaas Bombeke,Jonas De Bruyne
标识
DOI:10.1163/22134808-bja10199
摘要
Multisensory integration is known to facilitate attentional selection, yet its influence on depth perception remains poorly understood, partly because depth has been difficult to manipulate and measure under controlled conditions. Here, we investigated how attentional benefits elicited by the audiovisual integration affect distance perception by adapting the classic pip-and-pop paradigm to immersive virtual reality. Participants ( N = 30) searched for a visual target whose transient colour change occurred either alone or synchronously with a nonspatial auditory stimulus. After identifying the target, participants indicated where they believed it had appeared in three-dimensional space (in terms of laterality, elevation and depth). Across trials, synchronous audiovisual pairing produced two reliable effects. First, participants responded faster when the target event was paired with a tone, replicating the core facilitation associated with the pip-and-pop effect in an immersive three-dimensional setting. Second, audiovisual pairing systematically biased depth perception: targets accompanied by a tone were judged as closer to the observer than identical targets presented without a tone, indicating a consistent underestimation of target distance. Exploratory analyses suggested that performance varied when the target's vertical position (height above the ground) was manipulated and also differed as a function of lateral target position. Together, these findings show that multisensory integration does not only alter the speed of attentional selection but also the perceived distance of a target. This extends pip-and-pop effects from attentional facilitation to spatial perception biases. In particular, it demonstrates that spatially mismatched but temporally synchronous audiovisual events can bias distance estimates in immersive environments.
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