For motion in depth, even if the target moves at a constant speed in the real-world (physically), it would appear to be moving with acceleration on the retina. Therefore, the… Click to show full abstract
For motion in depth, even if the target moves at a constant speed in the real-world (physically), it would appear to be moving with acceleration on the retina. Therefore, the purpose of this study was to determine whether real-world and retinal motion affect speed perception in depth and to verify the influence of eye movements on both motion signals in judging speed in depth. We used a two-alternative forced-choice paradigm with two types of tasks. One stimulus moved at a constant speed in the real-world (world constant task) with three conditions: 80–60 cm (far), 60–40 cm (middle), and 40–20 cm (near) from the participant. The other stimulus moved at a constant speed on the retina (retinal constant task) with three conditions: 4–8 deg (far), 8–12 deg (middle), and 12–16 deg (near) as the vergence angle. The results showed that stimulus speed was perceived faster in the near condition than in the middle and far conditions for the world constant task, regardless of whether it was during fixation or convergence eye movements. In contrast, stimulus speed was perceived faster in the order of the far, middle, and near conditions for the retinal constant task. Our results indicate that speed perception of a visual target approaching the observer depends on real-world motion when the target position is relatively far from the observer. In contrast, retinal motion may influence speed perception when the target position is close to the observer. Our results also indicate that the effects of real-world and retinal motion on speed perception for motion in depth are similar with or without convergence eye movements. Therefore, it is suggested that when the visual target moves from far to near, the effects of real-world and retinal motion on speed perception are different depending on the initial target position.
               
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