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| Volume 5, Number 2, Article 2, Pages 103-115 |
doi:10.1167/5.2.2 |
http://journalofvision.org/5/2/2/ |
ISSN 1534-7362 |
Reaching for visual cues to depth: The brain combines depth cues differently for motor control and perception
David C. Knill |
Center for Visual Science and Department of Brain and Cognitive Sciences, University of Rochester, Rochester, NY, USA |
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Abstract
Vision provides a number of cues about the three-dimensional (3D) layout of objects in a scene that could be used for planning and controlling goal-directed behaviors such as pointing, grasping, and placing objects. An emerging consensus from the perceptual work is that the visual brain is a near-optimal Bayesian estimator of object properties, for example, by integrating cues in a way that accounts for differences in their reliability. We measured how the visuomotor system integrates binocular and monocular cues to 3D surface orientation to guide the placement of objects on a slanted surface. Subjects showed qualitatively similar results to those found in perceptual studies–they gave more weight to binocular cues at low slants and more weight to monocular cues like texture at high slants. We compared subjects' performance in the visuomotor task with their performance on matched perceptual tasks that required an observer to estimate the same 3D surface properties needed to control the motor behavior. The relative influence of binocular and monocular cues changed in qualitatively the same way across stimulus conditions in the two types of task; however, subjects gave significantly more weight to binocular cues for controlling hand movements than for making explicit perceptual judgments in these tasks. Thus, the brain changes how it integrates visual cues based not only on the information content of stimuli, but also on the task for which the information is used.
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History
Received June 7, 2004; published February 16, 2005
Citation
Knill, D. C. (2005). Reaching for visual cues to depth: The brain combines depth cues differently for motor control and perception.
Journal of Vision, 5(2):2, 103-115,
http://journalofvision.org/5/2/2/,
doi:10.1167/5.2.2.
Keywords
visuomotor control, cue integration, perception and action, reaching and grasping, stereopsis, texture, binocular vision
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Consider the most mundane motor tasks: reaching to pick
up an object, touching a button on the television, or placing an object down on
a slanted surface. All of these tasks require the brain to integrate diverse
visual cues about the three-dimensional (3D) geometry of objects to generate
appropriate motor commands. Recent perceptual work has demonstrated that human
observers make judgments about object size, shape, and orientation by
integrating visual cues in close to a statistically optimal way (Hillis, Watt,
Landy, & Banks, 2004; Jacobs, 1999; Knill & Saunders, 2003; Saunders & Knill, 2001). They rely more heavily on whatever
cues are most reliable in a given stimulus. For example, under some conditions,
monocular cues for 3D surface orientation (e.g., surface texture and the outline
shape of a figure) are more reliable than binocular cues; subjects
correspondingly give more weight to those cues when making surface orientation
judgments (Hillis et al., 2004; Knill &
Saunders, 2003). Similar results
have also been reported for integrating information from different sensory
modalities (e.g., touch and sight) (Alais & Burr, 2004; Battaglia, Jacobs, & Aslin, 2003; Ernst & Banks, 2002; van Beers, Sittig, & van der Gon, 1999). These kinds of results suggest that
the structure of the information in the visual stimulus is the principle factor
determining how the brain integrates sensory cues.
Research on cue integration has generally relied on
subjective reports of an observer's perceptual experience; thus, it does not
directly address how the brain combines visual depth cues to control motor
behavior. Early studies comparing motor performance when viewing objects with
one or two eyes suggested that the brain relies primarily on binocular
information (e.g., retinal disparities) to control goal-directed hand movements
in depth (Marotta, Behrmann, & Goodale, 1997; Servos, Goodale, & Jakobson, 1992). A number of more recent studies,
however, have shown that the brain can accurately control some aspects of hand
movements when only one eye is open. While preshaping hand grip is significantly
affected by closing one eye, the kinematics of hand transport (how the hand
moves from one point to another) is relatively unaffected, at least in some
stimulus conditions (Watt & Bradshaw, 2000, 2003).
Similarly, the kinematics of subjects' movements to place an object on a slanted
surface were qualitatively similar when only texture cues are available and when
only binocular cues (e.g., disparity) are available (Knill & Kersten, 2003). Just as importantly, subjects'
accuracy in orienting the object prior to placement was approximately as
accurate in these two conditions. Little improvement was seen when stimuli
contained both reliable texture cues and binocular cues. This suggests that good
texture cues to slant can be effective in driving aspects of motor behavior
(e.g., hand orientation) that depend on slant information.
While these studies question the idea that binocular
cues are predominant for visuomotor control, they do not in fact provide direct
evidence bearing on the question of how binocular and monocular cues contribute
to motor control when they are both available in a stimulus, as is usually the
case. Knill and Kersten ( 2003) showed
that accuracy in the object placement task they studied was significantly
impacted by motor noise, making it a poor probe into how visual cues are
integrated when estimating slant for motor control. Several studies have shown
that subjects give significant weights to monocular cues for making some types
of perceptual judgments about an object (e.g., orientation and curvature)
(Buckley & Frisby, 1993; Frisby &
Buckley, 1992; Hillis et al., 2004; Johnston, Cumming, & Landy, 1994; Knill & Saunders, 2003; Tittle, Norman, Perotti, &
Phillips, 1998); however, whether these
results can be generalized to performance on motor tasks is an open question.
The current experiments apply the cue perturbation paradigm commonly used in
perceptual studies to quantify how the brain integrates cues to depth for
controlling a simple goal-directed hand movement. In the standard perceptual
paradigm, an experimenter would present stimuli that contain small conflicts
between cues and then correlate subjects' judgments of depth (or curvature,
slant, etc.) with the particular values suggested by the individual cues. Our
analysis correlated measurements of hand movements with the information provided
by each cue in cue-conflict stimuli to infer how subjects weighted binocular and
monocular cues for controlling their movements. We then compared these
"visuomotor" weights to the weights that the brain gives to the cues for making
analogous perceptual judgments. At question is whether the way that humans
integrate cues depends only on how reliable the cues are or whether it also
depends on the behavioral function for which the cues are used; that is, does it
depend on the output of the system as well as the input to the system.
Because numerous perceptual studies have shown that
human observers give a significant weight to monocular cues for making judgments
of a surface’s orientation in 3D space (Hillis et al., 2004; Knill & Saunders, 2003; Saunders & Knill, 2001), we studied a motor task that depends
on visual estimates of surface orientation: placing an object onto a slanted,
planar surface. Figure 1 illustrates the task
and the experimental apparatus. Subjects viewed a textured figure in a
stereoscopic virtual display (a circular disk in Experiment 1) and were asked to place a
cylinder flush onto the surface (a robot arm aligned a real surface with the
virtual surface so subjects actually were placing a cylinder onto a real
surface). An Optotrak system recorded the positions of infrared markers placed
on the cylinder, so we could compute the position and 3D pose of the cylinder in
real-time during a trial.
Figure 1. The
apparatus used for both experiments reported here. Subjects viewed a stimulus
presented on an inverted monitor through a mirror, so a virtual surface appeared
under the mirror. On cue-conflict trials, the monocular cues in the stimulus
were made to suggest one slant and the disparity cues were made to suggest
another slant. Subjects moved a cylinder from a starting platform positioned to
the right of the target stimulus to place it flush onto the target. (They had to
move the cylinder from right to left to place it on the target surface.)
Infrared markers on the cylinder were tracked by an Optotrak system to compute
the position and orientation of the cylinder in real-time.
Binocular cues were provided by the vergence angles of
subjects’ eyes (set by the optical distance of the monitor) and by the
pattern of disparities created by viewing the disk through stereoscopic glasses.
Monocular cues were provided by the outline shape of the figure (an ellipse for
the circular disk) and the foreshortening of the texture pattern within the
disk. To quantify the relative contributions of the cues to controlling the
movement, we presented subjects with a subset of stimuli containing small cue
conflicts, so binocular and monocular cues suggested slightly different slants
(the orientation of the surface away from the frontoparallel). To compute cue
weights, we correlated the orientation of the cylinder at different points in
time during a movement with the slant suggested by each cue on that
trial.
The first experiment was designed to measure cue
weights for stimuli containing presumably strong monocular cues–slanted
circular disks filled with randomly tiled textures (see Figure 2). Previous results have shown that the
reliabilities of figural cues like texture change markedly with surface slant
(Blake, Bulthoff, & Sheinberg, 1993;
Knill, 1998) (angle away from
the frontoparallel) and that subjects give more
weight to texture cues at high slants than low when making perceptual judgments
about surface orientation ( Knill & Saunders, 2003; Hillis et al., 2004). We therefore measured cue weights for
stimuli around two different slants,
20º and
40º. To assess whether visual
feedback from the moving cylinder had an impact on the relative contributions of
binocular and monocular cues, we ran subjects in both open loop and closed loop
conditions. In the closed loop condition, we rendered a virtual cylinder
co-aligned with the real cylinder as it moved within the workspace. Because we
had subjects view stimuli through circular occluders to eliminate contextual
cues provided by the monitor, feedback was still limited to the terminal phase
of movements. In the open loop condition, we did not render the cylinder and
subjects saw only the target surface.
Figure 2.
Examples of stimuli used in the experiment. Because they were close to the eyes,
the aperture appeared blurred when subjects focused on the target figure.
Visual displays were presented on a computer monitor
viewed through a mirror ( Figure 1) using Crystal Eyes
shutter glasses to present different stereo views to the left and right eyes.
Displays had a resolution of 1024 x 768 pixels and a refresh rate of 118 Hz (59
Hz for each eye's view). Stimuli were drawn in red to take advantage of the
comparatively faster red phosphor of the monitor and prevent interocular
cross-talk. Figure 3 shows a view of the
virtual display from the top and side, with important dimensions and distances
indicated on the figure.
Figure 3. Side
and top views of the physical arrangement of the experimental apparatus. The
target surface appeared at a distance of 57 cm from the viewer. We defined the
slant of the surface as its orientation around the horizontal
(x) axis relative to the subjects' line
of sight. A slant of 0º was
defined as frontoparallel; a slant of
90º would have been an edge-on
view of the target surface. Given the viewing geometry, a horizontal (tabletop)
surface would have appeared as a slant of
37º. The starting plate, on which
the cylinder was placed at the beginning of a trial, was 40 cm to the right of
the target surface, 20 cm closer to the subject than the target surface, and 10
cm above the target surface (all measured from the subject's point of view).
This placed the cylinder below shoulder level at its starting point.
Subjects viewed the virtual display through a pair of
adjustable, circular occluders positioned in front of both eyes and adjusted so
the subject could just see a circle of radius 8 cm
(15.6º of visual angle) through
each eye separately. This eliminated contextual cues to the orientation of the
CRT screen in space. The target surface was rendered in a position centered on
the center of the virtual image of the CRT in 3D space. Stimuli consisted of
planar, circular disks filled with random Voronoi textures. The disks had a
radius of 6 cm, so the horizontal extent of the projected figures subtended
11.9º from the point of view of a
subject (because the figure was always rotated around the horizontal axis). The
sizes of the figures along the vertical dimension varied from trial to trial as
a function of the slant of the stimulus. For the cue-conflict stimuli, the
vertical extent of the figures depended on the slant specified for the monocular
cue. Textures were created by positioning points in the plane at random using a
stochastic diffusion process and then drawing the Voronoi polygons for the
resulting random lattice (for a detailed description of the process, see Knill
& Saunders, 2003). Twenty
different extended Voronoi textures were used in the experiment. On each trial,
a sample was taken from a random position within a texture and rotated by a
random angle in the plane of the figure. Thus, no texture pattern was repeated
exactly in the experiment.
On cue-consistent trials, the textured target shapes
were rendered on each trial at the specified slant. Cue conflicts were generated
by rendering a distorted copy of the figure and texture at the slant specified
for the binocular cue. The figure and texture were distorted so when projected
from the binocular slant to a point midway between a subject’s two eyes
(the cyclopean view), the projected figure and texture suggested the slant
specified for the monocular cue on that trial. We determined the figure and
texture distortion in two stages. First, we projected the positions of the
figure and texture vertices into the virtual image plane of a cyclopean view of
a surface with the slant specified for the monocular cue. We then back-projected
the projected vertex positions onto a surface with the binocular slant to
generate the new, distorted texture vertices.
Spatial calibration of the virtual environment required
computing the coordinate transformation from the reference frame of the Optotrak
to the reference frame of the computer monitor as well as the location of a
subject's eyes relative to the monitor. These parameters were measured at the
start of each experimental session using an optical matching procedure. The
backing of the half-silvered mirror was temporarily removed, so subjects could
see their hand and the monitor simultaneously, and subjects aligned an Optotrak
marker to a sequence of visually cued locations. Cues were presented
monocularly, and matches were performed in separate sequences for left and right
eyes. Thirteen positions on the monitor were cued, and each position was matched
twice at different depth planes. The combined responses for both eyes were used
to determine a globally optimal combination of 3D reference frame and eye
position. After the calibration procedure, a rough test was performed in which
subjects moved a marker viewed through the half-silvered mirror and checked that
a rendered spot appeared co-aligned with the marker.
The 3D position of the cylinder was tracked in
real-time by an Optotrak 3020 system at 120 Hz. Four infrared markers were
placed on the cylinder. Using the recorded 3D positions of the markers, we
computed the 3D position of the center of mass of the cylinder as well as its
orientation in space. The markers were positioned to allow full recovery of the
cylinder's 3D pose even when subjects rotated the cylinder to make one or
another of the markers invisible to the Optotrak camera.
When subjects were moving the cylinder onto the target,
we rendered a cylinder to appear coextensive with the true stimulus. Because of
the approximately 1-1/2 video frame (25 ms) delay between measurement of marker
positions on the cylinder (see below) and the appearance of the cylinder in the
virtual image, we used linear extrapolation of the position and orientation of
the cylinder from previous frames to predict the position and orientation of the
cylinder at the time it appeared in the display. Except at the very end of a
movement, when accelerations were high, this procedure left no perceptually
detectable visual error between the image of the real cylinder (when viewed
through a half-silvered mirror) and the virtual image of the
cylinder.
Figure 3 shows the
geometry of the physical apparatus. Subjects started a trial by placing the
cylinder on the starting plate. They tucked the cylinder into a notch at the
back corner of the plate, so the starting position was the same on every trial.
A PUMA 260 robot arm positioned a circular metal plate (the target surface) to
be coextensive with the virtual image of the figure on each trial with a random
variation of ±2º added to the
slant of the target surface. On cue-consistent trials, the random slant
perturbations were added to the simulated slant of the stimulus, whereas on
cue-conflict trials, they were added to the slant midway between the monocular
and binocular slants. On cue-conflict trials, the slants suggested by the
binocular and monocular cues differed by
4º; therefore, the
±2 º variation was equivalent
to positioning the target plate at a slant chosen from a uniform distribution
within the interval defined by the monocular and binocular slants. A metal plate
attached to the bottom of the cylinder was connected to a 5-volt source. The
metal plates on the starting and target surfaces were connected through parallel
resistor circuits to ground, so when the circuit between the cylinder and one of
the plates was closed, the voltage input to an A-to-D port flipped from 5 to 0
volts. By reading the signal levels at the two ports connected to the starting
plate and target plate, respectively, we were able to determine when the
cylinder left the starting plate and when it first made contact with the target
surface.
The beginning of each trial was triggered by the
closing of the circuit between the bottom of the cylinder and the starting plate
(indicating that the cylinder was on the starting plate). At this point, the
robot arm moved the target surface to the chosen orientation and after a period
of 1 s, a new target stimulus was displayed. After 750 ms, an audible beep was
given to signal the subject to move the cylinder and place it flush onto the
target surface. Closing of the circuit between the bottom of the cylinder and
the target plate signaled the end of the trial. If the cylinder did not make
contact with the target plate within 1-1/2 s of the go signal, two successive
beeps were generated to signal an error, and the trial was discarded. The
condition for that trial was then randomly swapped with another of the remaining
trials. At 1-1/2 s after the go signal, the target stimulus disappeared,
signaling to subjects that they could move back to the starting plate. This
process was repeated until the end of a block.
Sixteen slant conditions were used. Eight were
cue-consistent conditions in which target stimuli varied from
16º away from the frontoparallel
to 44º away from the
frontoparallel in 4º increments.
Eight were cue-conflict conditions with the following pairs of
monocular/binoc-ular slants: 20 / 24, 20 / 16, 24 / 20, 16 / 20, 40 / 44, 40 /
36, 44 / 40, and 36 / 40. Subjects ran in four sessions of two blocks each. Each
block contained 256 trials (16 trials per condition), giving a total of 128
trials per condition. Two of the sessions were open loop (the cylinder was not
rendered) and two were closed loop (the cylinder was rendered). Open loop and
closed loop sessions were run in an ABBA order and were counterbalanced across
subjects (four subjects ran in the ABBA order and four ran in the BAAB order).
Subjects were told that they could take breaks whenever they felt tired by
simply holding the cylinder in their lap at the end of a trial (this effectively
stopped the progress of the experiment, because new trials were triggered by
placement of the cylinder on the starting
plate).
The behavioral data for the experiment was provided by
the Optotrak recordings of the four markers mounted to the side of the cylinder.
These were used to compute the orientation of the cylinder at each time frame of
the recording, expressed as its slant (the angle of the main axis of the
cylinder out of the frontoparallel plane of the observer) and tilt (the angle of
the main axis projected into the frontoparallel plane). As has been shown
previously for this task (Knill & Kersten, 2003), the tilt trajectories (tilt as a
function of time) did not correlate strongly with the slant of the target
surface; thus, our analysis focused on the slant of the cylinder.
Our principle measure of performance on the task was
the slant of the cylinder just prior to making contact with the surface. It was
therefore critical that we accurately determined the time at which the cylinder
first made contact with the target surface. Most important was that we used an
estimate of the contact time that was not after the true contact time, because
the physical interaction between the cylinder and the target surface would force
the slant of the cylinder after contact to the true slant of the surface. Were
we to have a late bias in our estimate of the contact time, this effect would
bias our cue weight estimates toward being 50/50. The time at which the circuit
between the bottom of the cylinder and the target plate first closed provided an
initial estimate of the contact time; however, due to the rise time of the
voltage signal, this was not perfect. We improved the estimate by using the
observation that the acceleration profile of the cylinder showed a spike at
contact with the surface (see Figure 4). The
time of this spike provided an estimate of the contact time for the cylinder. We
searched backward in time from the time marked by the closing of the
target-cylinder circuit to find the first appearance of this spike. We found
that it invariably occurred 0-3 Optotrak frames prior to the closing of the
circuit. We marked the Optotrak frame just preceding the spike in acceleration
as the contact time for the
cylinder.
Figure 4. Acceleration profile for the cylinder
on one trial. Contact is clearly marked by a sharp spike in acceleration. In
this case, the spike appeared two optotrak frames prior to detecting closure of
the circuit between the bottom of the cylinder and the target surface. The start
of the movement is also clearly apparent in the rise in acceleration just after
200 ms.
Subjects were eight undergraduates at the University of
Rochester who were naive to the goals of the experiment. Subjects had normal
stereo vision. Data from one subject was uninterpretable (the subject did not
change the orientation of the cylinder as a function of target surface slant)
and was discarded from the
analysis.
To visualize subjects’ hand movements in the
experiments, we used the movement data from the Optotrak recordings to
reconstruct videos of the motion of the cylinder on a sample trial drawn from
one subject’s data. Movie 1 shows the
stimulus as seen from the point of view of the observer during the trial. The
apertures are not explicitly drawn in the video, but are apparent from the
appearance of the cylinder as it comes within the view through the aperture. Movie 2 was made by from the same data by simulating a camera positioned off to the side of the experimental apparatus. This movie gives a better view of the movement of the cylinder, particularly how the subject rotates it, throughout the trial.
Movie 1. The display as seen by a subject during
one experimental trial. The movie shows the display exactly as it appeared to
the subject, except that it is shown here slowed down by a factor of
approximately 4.
Movie 2. The movement of the cylinder on one trial as seen from a viewpoint to the left of the subject.
Figure 5a plots one
subject's average cylinder slant trajectories (the slant of the cylinder as a
function of time) for the target stimuli with consistent cues. Each curve shows
how the slant of the cylinder changed over time for one of the target surface
slants used in the experiment. Figure
5b and
5c and show slant trajectories for the
cue-conflict stimuli for the same subject. Each graph shows how changing one of
the cues affected the slant trajectories of the cylinder. At
40º, changes in binocular and
monocular cues led to approximately equal changes in the subject's movements. At
20º, however, changing the
binocular slant led to much larger changes in movements than did changing the
monocular slant. This suggests that monocular cues affected the movements more
for target surfaces with slants near
40º than for surfaces with slants
near 20º. These trajectories were
drawn from the closed loop condition. The kinematics of movements in the open
loop condition were qualitatively indistinguishable from the closed loop
kinematics.
Figure 5. Results from Experiment 1. (a). The average slant of the
cylinder (the angle between the main axis of the cylinder and the frontoparallel
plane) as a function of time for each of the eight cue-consistent target slant
conditions. The ellipses to the right of the figure represent the slant of the
target for each average trajectory. Trajectories were averaged by first
stretching or compressing each trajectory to a common duration (arbitrarily
labeled 100). (b). Average slant trajectories for cue-conflict stimuli in which
the monocular cues suggested a fixed slant (either
20º or
40º) and the slant suggested by
the binocular cues varied around the monocularly defined slant by
±4º. (c). The same as (b),
but for stimuli in which the binocular cues defined a fixed slant and the
monocular cues were made to vary around that slant.
To quantify the relative contributions of the cues to
controlling the orientation of the cylinder, we modeled the slant trajectory of
the cylinder on any given trial (the orientation of the main axis of the
cylinder out of the frontoparallel plane) as a function of the estimated slant
of the target disk plus some independent motor noise. Assuming that cues are
combined linearly and that movement trajectories vary linearly within the
neighborhood of a given target surface slant, we can write the slant trajectory
on a given trial as a weighted sum of the average trajectories that subjects
would have generated for target disks at each of the slants suggested by the two
cues,  and  , plus some added
noise  | (1) |
where  is the observed slant
of the cylinder as a function of time. The noise term,  ,
subsumes time-varying motor noise, trial-to-trial variations in motor
strategies, noise due to variability in perceptual estimates of surface slant,
and noise in the motion measurements. In this formulation, the perceptual
weights,  and  are constrained to sum
to 1. Fitting the model to the movement data has
several difficulties. First, it does not easily accommodate trial-to-trial
variability in movement duration, though assuming motor invariance, we can
remove this source of variation by normalizing the trajectories to a constant
duration (as we did to compute the average trajectories shown in Figure 5). Second, it requires estimating the
covariance of the noise process, which is poorly constrained due to the small
sample sizes used in the experiment (relative to the dimensionality of the
trajectories). Fortunately, we have previously developed methods to deal with
this problem and have shown that for this task, the slant of the disk just prior
to contact with the target surface (its
contact slant) contains all of the
discriminant information in the trajectory about the slant of the target surface
(Knill & Kersten, 2003). We
therefore used only the contact slants to fit the relative cue weights that
subjects used to estimate target surface slant for generating the movement
trajectories. These are given by fitting the linear equation
 | (2) |
to the data, with the sum of cue weights set to
1.
Figure 6 shows the
binocular weights computed from subjects' movements for target surface slants at
20º
and
40º (the monocular weights are
simply 1 minus the binocular weights). The weights reflect the behavior evident
in the full slant trajectories: subjects gave more weight to binocular
information at low slants than at high slants. A two-way ANOVA with target slant
and feedback condition as factors revealed a significant effect of target slant,
F(1,24) = 30.6,
p < .0001, but no significant effect
of feedback, F(1,24) = 0.98,
p > .33, and no significant
interaction, F(1,24) = .64,
p > .41.
Figure 6. The average weights that subjects gave
to binocular cues for orienting the cylinder for target slants of
20º and
40º. The binocular weights are
normalized so the binocular and monocular weights sum to 1. A value of .5
indicates equal influences of binocular and monocular cues on the final contact
slant of the cylinder.
Biases that apply to the mapping between perceived
slant and contact slant are all absorbed in the constants,
k and
b, in Equation 2. These include perceptual biases in
perceived slant that are independent of visual cues, the impact of other cues
(e.g., blur) on estimated slant, and biases in the mapping between perceived
slant and subjects movements. Subjects did show movements that regressed toward
a slant somewhere in the middle of the full range of surface slants tested in
the experiment; however, we cannot distinguish from the data whether these
biases are perceptual or motor in origin.
More significant for the interpretation of the cue
weights is the fact that cue-specific biases cannot be distinguished from cue
weights in a putative cue-integration mechanism. Multiplicative biases in slant
estimates from either the binocular or monocular cues change the relative
weights fit to the cues. Perceptual experiments consistently show that subjects
perceive relative depth from stereopsis at the close distance used here to be
magnified (Foley, 1980; Johnston, 1991). This effect would lead to a gain
greater than 1 on subjects' estimates of slant from stereopsis, which would in
turn be reflected in a greater apparent weight for the binocular cue. Similar
data on perceived slant from figural and texture cues are not available;
however, work on how humans integrate perceptual disparity and skew symmetry
information to estimate surface slant is consistent with the hypothesis that the
gain on perceived slant from disparities is greater than the gain on perceived
slant from the outline shape of a figure at a viewing distance similar to the
one used in the current experiment (Saunders & Knill, 2001). Existing data would therefore suggest
that the weights measured here reflect some amount of slant scaling from
stereopsis.
The results are qualitatively similar to previous
perceptual studies showing an increase in the perceptual weighting of monocular
cues at high slants (Hillis et al., 2004;
Knill & Saunders, 2003). This is
consistent with optimal cue integration, resulting from the fact that relative
uncertainty of monocular cues like texture decreases as surface slant increases.
The aforementioned depth-from-disparity scaling effects, however, corrupt the
expected relationship between measured weights and cue uncertainty. To the
extent that the scaling effects are due to overestimates of viewing distance
(Johnston, 1991), their impact on measured
binocular cue weights is approximately the same at
20º and
40º slant. Thus, it remains the
case that the proportional change in binocular cue weights as a function of
surface slant is qualitatively consistent with optimal cue integration.
Cue weights were the same in open loop and closed loop
conditions; however, this should not be read as evidence that the cues are used
similarly in the presence or absence of visual feedback. In our experimental
set-up, the cylinder only appeared in view during the last 240-340 ms of each
movement, so there was little time, given delays in the sensorimotor loop, for
special-purpose visual feedback control processes to affect the outcome of a
movement. In the more common situation, in which vision of the hand is
continuously available, one might well see the influence of visual feedback
mechanisms in subjects' trajectories.
The data from this experiment were too noisy to measure
the effects of haptic feedback on cue weights. This could appear in the data in
two forms. First, haptic feedback could support adaptive estimation of the
viewing distance to the surface, thus normalizing the scaling of disparities
discussed above. Second, because the target surface was positioned at a slant
midway between the two cues (with random variations), the haptic feedback could
have pushed subjects to more of a 1:1 weighting of cues. We consider these
effects in more depth in the analysis of results from Experiment
2.
To directly compare how the brain weights binocular and
monocular depth cues for motor control with how it weights them for perception,
we measured cue weights for perceptual judgments that had the same informational
demands as the visuomotor task and that were performed under the same stimulus
conditions. To simplify comparisons across tasks, we reran the visuomotor task
using only one viewing condition–the closed loop condition. We chose this
over the open loop condition because subjects commented that the open loop
version of the experiment seemed less natural. We used two perceptual tasks, a
visual matching task, in which subjects aligned a thin, cylindrical probe to
appear perpendicular to the target surface ( Figure 7), and a haptic matching task that
replicated the motor task in all aspects except that subjects did not place the
cylinder onto the target surface; rather, they held the cylinder in position
over the target surface and oriented it to the position in which it
“felt” perpendicular to the target surface. At this point, they
pressed a mouse button and the orientation of the cylinder was recorded. In the
haptic matching experiment, we did not render a virtual cylinder as we did in
the visuomotor task.
Figure 7. Stimuli in Experiment 2 included both textured disks
slanted in depth (as in Experiment 1) and
textured, randomly shaped figures like the one shown here. In the visual
matching task, subjects used the computer mouse to adjust the 3D orientation of
a probe (shown here) to appear perpendicular to the textured figure. Both the
probe and the figure were presented stereoscopically to subjects. In the haptic
matching task, subjects saw just the textured figure.
As in Experiment
1, the target surface was shown at a range of slants, but cue conflicts were
introduced only around 36º. We
chose this slant as a trade-off between two considerations. First, we wanted to
use a high enough slant that subjects would give a reasonable weight to the
monocular cues presented. Second, we wanted to avoid a "flattening" effect that
appeared in the data in Experiment 1;
subjects did not seem to vary the orientation of the cylinder much at high
slants. This was likely due to the fact that orienting the cylinder to place it
on a surface that was slanted away from the subject by much more than a tabletop
surface (approximately 37º
) felt
somewhat awkward. Whatever the cause, it added some uncertainty to our estimates
of cue weights around 40º. (The
SEs of weight estimates in Experiment 2 were half as large on average
as those in Experiment 1 for
approximately the same number of trials.)
We varied the reliability of the monocular cues by
using two types of target surface: a textured, circular disk (reliable), as in
the first experiment, and a textured, randomly shaped figure (unreliable) (see
Figure 7). Because subjects far preferred the
closed loop condition in Experiment 1 (it
felt much more natural) and no significant effect of feedback was found, we ran
subjects in the visuomotor task using the closed loop version of the experiment
in which a virtual cylinder was rendered in the workspace.
To avoid across-task learning effects, we used a
between-subjects design rather than a within-subjects design. We therefore ran
three different groups of subjects in the motor task and the two perceptual
matching tasks. Although we would have preferred to use a within-subjects
design, we decided against it for several reasons. First, we would not expect
learning effects to be symmetric across the order of doing the tasks. The
visuomotor task provides haptic feedback in support of learning that is not
provided in the perceptual tasks. Thus, one might expect more of a learning
effect to appear if the visuomotor task were performed first. Second,
performance in the haptic matching task, which is most closely matched to the
visuomotor task, could be severely impacted by prior exposure to the visuomotor
task. Having run a task in which they placed the cylinder onto a surface prior
to running the haptic matching task, subjects might well learn the strategy of
mimicking the object placement task when performing the haptic
match.
Stimuli were the same as those used in Experiment 1, with the addition of 20
different randomly shaped, smooth figures to use in the random shape condition.
Each figure was generated by randomizing the coefficients of a sum of cosine and
sine waves defining the radial distance of the boundary from the center point of
the figure. We then computed the second order moments of inertia of each figure
and stretched the figures appropriately to make the moments of inertia isotropic
(so the best-fitting ellipse to each figure was a circle) and to make the
average radius 6 cm. On each trial of the experiment, a figure was randomly
chosen from this set and then rotated by a random angle within the plane defined
by the monocular slant. These were also filled with random Voronoi textures.
Procedure (object placement task)
Ten slant conditions were used. Six were cue-consistent
conditions in which the slant of the target stimuli varied from
20º to
40º in 4-deg increments. Four were
cue-conflict conditions with the following pairs of monocular/bin-ocular slants:
36 / 40, 36 / 32, 40 / 36, and 32 / 36. In addition, two different figure
conditions were used, corresponding to circular or randomly shaped figures. This
gave a total of 20 stimulus conditions.
Subjects ran in two sessions. For four of the subjects,
each session contained two blocks of 160 trials (8 trials per condition), giving
a total of 32 trials per condition. For the other three subjects, each session
contained three blocks of 100 trials (5 trials per condition), giving a total of
30 trials per condition.
Procedure (visual match task)
Stimulus conditions were equivalent to those used in
the object placement task. As shown in Figure
7, a probe figure was added to the stimulus, which subjects could rotate using a mouse. The probe was rendered as a 4-mm wide and 6-cm tall cylinder, with balls placed on either end. The balls had a diameter of 8 mm. The bottom of the probe was centered on the center of the target surface. Subjects ran in two sessions of four blocks, each containing 100 trials (5 per stimulus condition) giving a total of 40 trials per condition. On each trial, the target stimulus was presented for 750 ms, after which an audible beep signaled subjects to adjust the probe until it appeared perpendicular to the target surface. Subjects adjusted the probe by moving a mouse over a tabletop surface placed under the mirror. When they were satisfied with a setting, they pressed the mouse button, the stimulus disappeared for 1 s and then a new trial began. If they pressed the mouse button before the go signal, the trial was discarded. Subjects took an average of 1 to 1-1/2 s to make the adjustment. Procedure (haptic match task)
Stimulus conditions were equivalent to those used in the object placement experiment. Subjects ran in two sessions of four blocks, each containing 100 trials (5 per stimulus condition) giving a total of 40 trials per condition. The robot arm was removed from behind the mirror and subjects held the cylinder in place behind the mirror. The cylinder was not rendered in the virtual display, so the only information available about the orientation of the cylinder was proprioceptive information from a subject's arm and hand. On each trial, the target stimulus was presented for 750 ms, after which an audible beep signaled subjects to adjust the cylinder until it felt as if it was perpendicular to the target surface. When satisfied, subjects pressed a button on a mouse held in their free hand. If they pressed the mouse button before the go signal, the trial was discarded. Subjects took an average of 1 to 1-1/2 s to make the adjustment.
Subjects were 21 undergraduates at the University of
Rochester who were naive to the goals of the experiment. Subjects had normal
stereo vision. Subjects were split into three groups of seven subjects each.
Each group ran in one of the three
tasks.
Figure 8 shows the
relative binocular cue weights computed for each of the three tasks. A two-way
ANOVA showed a main effect of task, F(
2, 36) = 12, p < .00001, and a main
effect of figure type, F(1,36) = 33.85,
p < .00001. The interaction was not
significant, F(2,36) = .83,
p > .44. Subjects weighted binocular
cues on all three tasks more for the random figure than for the circular figure,
reflecting the reduced reliability of the figural information provided by the
random figures. The more striking result is that for both types of figure,
binocular cues contribute much more to subjects' performance in the motor task
than they do to their performance in either of the perceptual tasks [post hoc
ANOVA, visuomotor vs. visual match,
F(2,24) = 21.42,
p < .0001; visuomotor vs. haptic
match, F(2,24) = 21.03,
p <.0001]. The brain effectively
gives 2.6 times more weight to binocular cues than to monocular cues for
controlling the motor task, averaged across the two types of figures used in the
experiment. When making perceptual judgments, however, subjects relied more
heavily on monocular cues. When averaged across the two types of figures,
monocular and binocular cues influenced perceptual judgments almost equally.
Figure 8.
Results from Experiment 2. (a). Plots of
the normalized binocular cue weights derived from the object placement data
(motor task) and from the two perceptual matching tasks (visual match and haptic
match), for both circles and random figures. As expected, subjects gave more
weight to binocular cues for the random figures than for the circles. They also
gave much more weight to binocular cues for the motor task than for either
perceptual task. (b). Plots of cue weights derived from the object placement
task using the slant of the cylinder either 240 ms before it made contact with
the target surface or just before it made contact. The average cue weights for
the two perceptual tasks are shown for comparison. Because the cylinder came
into a subject's view between 240 and 340 ms. before the cylinder made contact
with the target surface, the first set of cue weights could not reflect any
influence of visual feedback (assuming a fast estimate of 80 ms for the
visuomotor delay). The data show no significant effect of visual feedback on cue
weights, F(1,16) = 1.1,
p > .31. (c). Plots of the cue
weights derived from both the cylinder placement task and the visual matching
task, computed separately for the first and second sessions of the experiment.
Both tasks show equivalent effects of experience on subjects' ability to use the
monocular cues for the randomly shaped figures, but the difference between
visuomotor and perceptual weights for early and late sessions is
unchanged.
The binocular weights for the circle figure in the
visuomotor task appear substantially larger than the results from Experiment 1 for the similar, closed loop,
40º-slant condition (.61 vs. .42).
The results of Experiment 1, however,
suggest a rapid decrease in the binocular weight with increasing slant. A simple
linear interpolation of the data from Experiment 1 gives an estimated binocular
weight in that experiment at 36º
of .48. This estimate, however, is based on the assumption that the weights
change linearly. A quadratic change in weights would be more consistent with the
results of the two experiments. In experiments reported elsewhere, we have found
average cue weights at 35º of .58
in closed loop conditions similar to those used here (Greenwald, Knill, &
Saunders, 2004). This is very close to the
value of .61 found
here.
It is possible that subjects performed the visual
matching task using a relative orientation judgment (perpendicularity of the
surface and probe); however, given that the monocular cues for the orientation
of the probe were designed to be weak (only the length of the probe is
foreshortened), one would expect such a strategy to have biased subjects to use
binocular cues more heavily, the opposite of what was found. Furthermore, the
weights derived from the haptic matching task, which requires the same estimate
of absolute slant relative to the observer as the motor task, are not
significantly different from those for the visual matching task and are much
different from the weights derived from the motor task.
The results would appear to imply that the brain uses
qualitatively different cue-weighting strategies for motor control than it does
for computing perceptual representations; however, we must consider several
simpler explanations before accepting this account. The first is that in the
motor control task, subjects had visual feedback from the cylinder in the end
stages of the movement, so the difference in cue weighting may have reflected
the use of relative disparity information between the cylinder and the target
surface to adjust the orientation of the cylinder at the end of the movement. In
Experiment 1, the observed differences
between the conditions with and without final stage feedback from the cylinder
were not significant; however, to reliably discount this explanation, we
replaced the contact slant of the cylinder in the linear regression with the
slant of the cylinder at a time at which the cylinder would have just come into
view (measured backwards from the time of contact with the surface). As shown in
Figure 8b, the differences in cue weights
measured in this way did not significantly differ from those measured using the
contact slant of the cylinder; thus, the increased binocular weighting seen in
the motor task cannot be attributed to special-purpose visual feedback
mechanisms.
A second concern is that subjects may have adjusted
their cue weights over time in the motor task based on haptic feedback from the
target surface. Randomization of the slant of the target surface between the
slants suggested by the two cues should have minimized the haptic information
available for such adaptive learning; however, this information did indicate
that each cue was equally correlated with the true slant of the surface.
Subjects might have adjusted their cue weights over time to match the haptic
feedback. Subjects’ cue weights do not accord with this explanation for
the differences found here, which would have the binocular weights increase over
time from an initial level equal to the perceptual weights toward 0.5; however,
it remains possible that a learning effect could have influenced the results. To
measure any such effect, we computed cue weights separately for the first and
second days of testing in the object placement and visual matching tasks. Due to
high levels of variability in some subjects' haptic judgments in the first
session, we were not able to compute a useful measure of the effect of
experience on the haptic task. The results are shown in Figure 8c. Subjects show a decrease in the
binocular cue weight for the random figures, but the decrease is equivalent for
both the visuomotor task and the perceptual matching task. This indicates that
passive experience with the random shapes leads to a greater weight being given
to figural cues for those figures, but that haptic feedback in the motor task
has little to do with the effect. Subjects learned to use the compression of the
random figure as a cue to slant over time, perhaps because it was consistently
correlated with the binocular cue.
A particular form of learning that could have
selectively impacted the weights measured in the visuomotor task is adaptive
scaling of the viewing distance used to determine surface slant from disparity
information. The measured cue weights include multiplicative biases in the
estimated slant from each cue used in the experiment. Subjects are known to
mis-scale relative depth from disparity at near viewing distances (Foley, 1980; Johnston, 1991, p. 2679) but might well adapt their
scaling based on haptic feedback after just a few trials. This sort of fast
learning effect would not appear in a between-sessions comparison. The
difficulty with this account for the observed effects is existing data clearly
show that perceived depth is "stretched" at the near viewing distances used
here, an effect that would lead to an initial overweighting of the binocular
cue. Learning based on haptic feedback would therefore be expected to decrease
that scaling and lead to a lower weight being measured for the binocular cue
when haptic feedback is available (the visuomotor task) than when it is not (the
perceptual tasks). Thus, this type of adaptive scaling of disparity information
would predict the opposite of what we found; binocular weights for perceptual
tasks, when no feedback about viewing distance is available, should be higher
than binocular weights for the visuomotor task. One could construct a similar
hypothesis for adaptive scaling of slant from figure and texture cues. Although
such an account cannot be entirely discounted, previous work suggesting that the
gain on slant from stereopsis if greater at this viewing distance than the gain
on slant from figural cues (Saunders & Knill, 2001) argues against
it.
Early studies of pointing and grasping movements using
only one or both eyes suggested that binocular cues are critical for efficient
movements in 3D space. A number of more recent studies have questioned the
generality of this result. Watt and Bradshaw ( 2000, 2003)
have shown, for example, that monocular cues like motion parallax can by
themselves support accurate scaling of hand transport velocities (but not grip
aperture). Similarly, both the accuracy and the shapes of movement trajectories
in the object placement task used here are similar under binocular and monocular
viewing (Knill & Kersten, 2003).
That it is possible to guide movements effectively with monocular information is
effectively illustrated by the many people who successively navigate their world
without binocular vision. Several people with only one eye have even succeeded
at high levels of athletics (e.g., a recent Division 1 college basketball player
had lost one eye early in life). None of these observations, however, tells us
about the relative contribution of binocular and monocular cues to motor control
when both are present in a stimulus. We have shown that monocular cues about 3D
surface orientation can contribute significantly to motor control even in the
presence of binocular cues; however, visuomotor control of object placement
relies much more heavily on binocular cues than does the perceptual system in
tasks requiring estimates of the same surface property.
A number of authors have suggested that the brain
performs different visual computations for perception and motor control (Milner
& Goodale, 1995). The most commonly
cited behavioral evidence for this hypothesis has come from studies that show an
attenuation of illusory visual effects when measured using motor behavior rather
than explicit perceptual report (Aglioti, DeSouza, & Goodale, 1995; Brenner & Smeets, 1996; Haffenden & Goodale, 1998). Recent studies, however, have cast
doubt on these conclusions on methodological (Franz, 2001; Franz, Fahle, Bulthoff, &
Gegenfurtner, 2001) or conceptual
grounds (Smeets, Brenner, de Grave, & Cuijpers, 2002). Even if one were to reliably find that a
perceptual illusion is attenuated in observed motor behavior, such an effect
could be (and usually is) interpreted as reflecting differences in the
representations on which perceptual judgments and motor behavior rely (e.g.,
object-centered vs. viewer-centered) rather than on differences in the
intermediate computations used to derive the representations (Smeets et al., 2002). Because our experiments studied the
cue-integration process that gives rise to estimates of an object’s 3D
properties for both perceptual judgments and for motor control, the results
reflect differences in the internal computations that lead up to the
representations on which both types of behavior are based.
Do our results imply that the brain processes visual
depth information independently for visuomotor control and perception as
suggested by Milner and Goodale (1995)? Such
an account does not explain why one should obtain different cue weights for the
two types of functions. The optimal cue-integration strategy should be the same
for the visuomotor and perceptual tasks used here, as it depends only on the
information content of the stimuli (because both types of task required
estimates of viewer-centered surface slant). Thus, it would appear that if the
weights we measured for one task were optimal, they would be suboptimal for the
other task. What rational basis would exist for visuomotor control relying more
on binocular information than on perceptual judgments?
One possibility is that different cue weights might be
optimal for different tasks when one considers the specific demands of different
tasks. In Bayesian decision theory, task demands are enforced by specifying cost
functions associated with a task and estimating a parameter like slant to
minimize the expected cost of performance errors (Maloney, 2002; Yuille & Bulthoff, 1996). In the context of motor control, the
cost (or gain) associated with performance is a combination of estimation
errors, motor errors, and the costs or gains associated with each possible
movement. That subjects adjust their motor strategies based on the costs and
gains associated with motor performance has been demonstrated in pointing tasks
(Trommershauser, Maloney, & Landy, 2003a, 2003b). It is difficult, however, to
construct a scenario in which changing the cost function for the task leads to
significant changes in the measured cue weights used to combine cues. An optimal
estimator derives its estimate by applying a cost function to the combined
information from both cues. If the likelihood functions associated with slant
estimates from each cue are approximately Gaussian, applying different cost
functions for different tasks amounts to applying a point nonlinearity to the
weighted average of slants derived from each cue separately. This has little
effect on relative cue weights when a linear model is fit to the result.
Another possibility is that our results reflect more
the properties of online visual control than motor planning. Even were motor
planning based on the same visual estimates of slant as were perceptual
judgments, the weights that we derived from contact slants might have been
influenced by visual estimates of surface slant computed during the online
control phase of movements (even without visual feedback from the hand). Glover
and Dixon have argued that illusions influence motor planning much more than
online control of hand movements, suggesting that the visual processes
underlying the two stages of motor control may be distinct (S. Glover & P.
Dixon, 2001; S. R. Glover & P. Dixon, 2001). Whether or not different visual
computations subserve the two control phases, the tight time constraints under
which online control must operate could affect the relative contributions of
binocular and monocular cues during that part of a movement. If the visual
system processes binocular cues more quickly than monocular cues (or at least,
the monocular cues used here), we might expect the system to effectively give
more weight to binocular cues during online control. In another study, we have
found that for the object placement task used here, subjects do appear to
process binocular cues to slant more quickly than monocular cues when making
online adjustments in their movements.
The mechanisms underlying visuomotor and perceptual
differences in cue weighting are necessarily a matter of speculation at this
point. Nevertheless, our results suggest that task-specific computational
constraints on visual mechanisms other than those imposed by the available image
information influence how the brain integrates different sensory cues about the
world for guiding behavior. In the terms used in the
Introduction, cue weighting is
affected not only by the information in the input to the system, but also by the
function for which the information is used–the system's output.
Commercial relationships: none.
Corresponding author: David C. Knill.
Email: knill@cvs.rochester.edu.
Address: Center for Visual Science and
Department of Brain and Cognitive Sciences, University of Rochester, Rochester,
NY, USA.
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