We found that looming and receding visual stimuli influenced estimates of loudness change. Participants judged the loudness change of sounds accompanied by visual looming and receding stimuli. Here, we examined how visual information affects the auditory perception of looming and receding sounds. Previous work has shown that auditory information can influence perception of visual looming and receding. When presented with information from both modalities, observers tend to rely on visual information for successful interaction. While visual judgments of arrival time are relatively accurate, auditory judgments tend to be anticipatory. Looming objects generate unique multisensory information and can signal potential danger. These three experiments demonstrated that visuo-tactile interaction on binocular rivalry can be mediated by roughness. In Experiment 3, we used different types of stimuli, smooth marble and rough fabric, and noted significant effects of the congruent and incongruent tactile stimulation on the dominant time of visual percepts. The dominant time for either image was prolonged by congruent tactile stimulation. In Experiment 2, we used the same stimuli but rotated their visual images in opposite directions. In Experiment 1, the total dominant time for the image of artificial turf and bathmat was prolonged by congruent tactile stimulation and shortened by incongruent tactile stimulation. In three experiments, the total dominant time of visual percepts of two objects was measured under binocular rivalry when participants touched one of the objects. In this study, we examined whether such effects on binocular rivalry can be obtained through the roughness of naturalistic objects. Past studies have provided evidence that the effects of tactile stimulation on binocular rivalry are mediated by primitive features (orientation and spatial frequency) common in vision and touch. (For a detailed description of the stimulus see ). The lowest spatial frequencies have the highest amplitude, suggesting that the low frequencies contain more image information than higher ones. This results in a texture with an amplitude spectrum close to the natural 1/f-the spectral signature of natural scenes. The layers are rendered smallest scale first, towards larger scale. The visual Shepard stimulus is a multi-scale texture, consisting of five layers of semi-transparent smoothed random noise at different scales. Lowest spatial frequencies are represented in the middle of each image, with increasing frequencies towards the image border. Here, amplitudes of frequencies are coded as brightness. On the right the same images are shown in Fourier space (C, D). Figure 1 shows the random dot visual starfield (A) and visual Shepard stimulus (B) in image space. Random dot visual starfield and visual Shepard stimulus in image space and in Fourier space (A-D).
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