Abstract
We 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 different 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 affected 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 differences in the above-mentioned variables influence timing errors in a shooting task performed in a 3D environment. Participants had to shoot at targets that moved following different 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 differed 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 different error patterns within a given angle that depended on whether participants tracked the whole target’s trajectory or only its end-point. These differences 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 affects timing performance.
Highlights
MethodsThe use of the immediate feedback condition would allow to see whether any systematic error in the delayed feedback condition is only due to the differential time that it took for the bullet to intersect the different trajectories (β angles) that the target could move along
We often need to interact with targets that move along arbitrary trajectories in the 3D scene
An exception of interceptive timing tasks with motion other than linear or fronto-parallel are all the studies involving parabolic motion in depth, which have been motivated by testing specific models usually involving internalized variables like Gravity or physical size[29–35] rather than the effects of MID themselves
Summary
The use of the immediate feedback condition would allow to see whether any systematic error in the delayed feedback condition is only due to the differential time that it took for the bullet to intersect the different trajectories (β angles) that the target could move along. A preliminary visual inspection of head orientation (i.e., the yaw angle) during the target movement in every trial revealed that two possible strategies were used: participants tracked with their heads either the trajectory or the end-point. We performed ANOVAs to test whether approaching angle, target speed and feedback condition (delayed vs immediate) have any significant effect on the temporal error. Target speed estimates could benefit from tracking the trajectory but the effect on the interception error, like more anticipatory responses, would be mediated by how much weight is given to speed when updating the position of the target[2]
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