Please use this identifier to cite or link to this item: http://hdl.handle.net/2445/186278
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dc.contributor.authorLópez-Moliner, Joan-
dc.contributor.authorMalla, Cristina de la-
dc.date.accessioned2022-06-02T15:35:00Z-
dc.date.available2022-06-02T15:35:00Z-
dc.date.issued2021-11-09-
dc.identifier.issn2045-2322-
dc.identifier.urihttp://hdl.handle.net/2445/186278-
dc.description.abstractWe often need to interact with targets that move along arbitrary trajectories in the 3D scene. In these situations, information of parameters like speed, time-to-contact, or motion direction is required to solve a broad class of timing tasks (e.g., shooting, or interception). There is a large body of literature addressing how we estimate diferent parameters when objects move both in the fronto-parallel plane and in depth. However, we do not know to which extent the timing of interceptive actions is afected when motion-in-depth (MID) is involved. Unlike previous studies that have looked at the timing of interceptive actions using constant distances and fronto-parallel motion, we here use immersive virtual reality to look at how diferences in the above-mentioned variables infuence timing errors in a shooting task performed in a 3D environment. Participants had to shoot at targets that moved following diferent angles of approach with respect to the observer when those reached designated shooting locations. We recorded the shooting time, the temporal and spatial errors and the head's position and orientation in two conditions that difered in the interval between the shot and the interception of the target's path. Results show a consistent change in the temporal error across approaching angles: the larger the angle, the earlier the error. Interestingly, we also found diferent error patterns within a given angle that depended on whether participants tracked the whole target's trajectory or only its end-point. These diferences had larger impact when the target moved in depth and are consistent with underestimating motion-in-depth in the periphery. We conclude that the strategy participants use to track the target's trajectory interacts with MID and afects timing performance.-
dc.format.extent13 p.-
dc.format.mimetypeapplication/pdf-
dc.language.isoeng-
dc.publisherNature Publishing Group-
dc.relation.isformatofReproducció del document publicat a: https://doi.org/10.1038/s41598-021-01397-x-
dc.relation.ispartofScientific Reports, 2021, vol. 11, p. 21961-
dc.relation.urihttps://doi.org/10.1038/s41598-021-01397-x-
dc.rightscc-by (c) López-Moliner, Joan et al., 2021-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.sourceArticles publicats en revistes (Cognició, Desenvolupament i Psicologia de l'Educació)-
dc.subject.classificationVelocitat-
dc.subject.classificationPercepció visual-
dc.subject.classificationRealitat virtual-
dc.subject.classificationMoviment-
dc.subject.otherSpeed-
dc.subject.otherVisual perception-
dc.subject.otherVirtual reality-
dc.subject.otherMotion-
dc.titleMotion‐in‐depth effects on interceptive timing errors in an immersive environment-
dc.typeinfo:eu-repo/semantics/article-
dc.typeinfo:eu-repo/semantics/publishedVersion-
dc.identifier.idgrec717956-
dc.date.updated2022-06-02T15:35:00Z-
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess-
Appears in Collections:Articles publicats en revistes (Cognició, Desenvolupament i Psicologia de l'Educació)

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