Publications by authors named "Haokui Xu"

Comprehensive understanding of visual scenes necessitates grasping the relations among visual objects. Given the potentially pivotal role of visual working memory (VWM) in processing visual relations, it is important to investigate the representation of relations in VWM. In our previous study, we proposed the integrated storage hypothesis, postulating that relations and objects are stored together as an integrated structured representation in VWM.

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Representing the mental state of the partner lays the foundation for successful social interaction. While the representation of group members has been extensively studied, it is unclear how intergroup interactions affect it. In three experiments utilizing the joint flanker task, we found that competition between groups brought about a greater joint flanker effect (Experiment 1).

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Human vision is remarkably good at recovering the latent hierarchical structure of dynamic scenes. Here, we explore how visual attention operates with this hierarchical motion representation. The way in which attention responds to surface physical features has been extensively explored.

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Handling imperfect information problems is fundamental to perception, learning, and decision-making. Ensemble perception may partially overcome imperfect information by providing global clues. However, if not all cluster elements are readily accessible, the observations required for computing statistics are incomplete.

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Previous research has indicated that children perceive social category members as having intrinsic obligations toward each other, which shape their expectations for social interactions. However, it is unclear whether teenagers (aged 13 to 15) and young adults (aged 19 to 21) continue to hold such beliefs, given their increased experience with group dynamics and external social rules. To explore this question, three experiments were conducted with a total of 360 participants (N = 180 for each age group).

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Human vision supports social perception by efficiently detecting agents and extracting rich information about their actions, goals, and intentions. Here, we explore the cognitive architecture of perceived animacy by constructing Bayesian models that integrate domain-specific hypotheses of social agency with domain-general cognitive constraints on sensory, memory, and attentional processing. Our model posits that perceived animacy combines a bottom-up, feature-based, parallel search for goal-directed movements with a top-down selection process for intent inference.

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Traditionally, objects of attention are characterized either as full-fledged entities or either as elements grouped by Gestalt principles. Because humans appear to use social groups as units to explain social activities, we proposed that a socially defined group, according to social interaction information, would also be a possible object of attentional selection. This hypothesis was examined using displays with and without handshaking interactions.

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Understanding actions plays an impressive role in our social life. Such processing has been suggested to be reflected by EEG Mu rhythm (8-13 Hz in sensorimotor regions). However, it remains unclear whether Mu rhythm is modulated by the social nature of coordination information in interactive actions (i.

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Although our world is hierarchically organized, the perception, attention, and memory of hierarchical structures remain largely unknown. The current study shows how a hierarchical motion representation enhances the inference of an object's position in a dynamic display. The motion hierarchy is formed as an acyclic tree in which each node represents a distinctive motion component.

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Action prediction, a crucial ability to support social activities, is sensitive to the individual goals of expected actions. This article reports a novel finding that the predictions of observed actions for a temporarily invisible agent are influenced, and even enhanced, when this agent has a joint/collective goal to implement coordinated actions with others (i.e.

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Visual working memory (VWM) has been traditionally viewed as a mental structure subsequent to visual perception that stores the final output of perceptual processing. However, VWM has recently been emphasized as a critical component of online perception, providing storage for the intermediate perceptual representations produced during visual processing. This interactive view holds the core assumption that VWM is not the terminus of perceptual processing; the stored visual information rather continues to undergo perceptual processing if necessary.

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The present study investigated whether visual working memory (VWM) functions as a few (about 3 ∼ 4) fixed slots by examining how the distribution of VWM is adjusted. Adopting a change-detection paradigm, we required subjects to memorize four items, one of which was prioritized. If VWM functions as 3 ∼ 4 slots, allocating multiple slots to the prioritized item would leave no slot for some other items; consequently no information would be stored for them, leading to a substantial decrease in change-detection performance no matter whether small or large changes occurred.

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The limited capacity of visual working memory (VWM) requires the existence of an efficient information selection mechanism. While it has been shown that under low VWM load, an irrelevant simple feature can be processed, its fate under high load (e.g.

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Two accounts prevail for the ERP component contralateral delay activity (CDA). One is that CDA tracks the number of objects stored in visual working memory (VWM), the more objects the higher amplitude (object number account). The other is that CDA reflects the maintained information load (information load account), the higher load the higher amplitude.

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