Publications by authors named "Thomas V Papathomas"

Contrary to popular lore, optimal visual acuity is typically better than 20/20. Could correcting acuity beyond 20/20 offer any benefit? An affirmative answer could present new confounds in studies of aging, development, psychiatric illness, neurodegenerative disorders, or any other population where refractive error might be more likely. An affirmative answer would also offer a novel explanation of inter-observer variability in visual performance.

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Two major uses of linear perspective are in planar paintings-the flat canvas is incongruent with the painted 3-D scene-and in forced perspectives, such as theater stages that are concave truncated pyramids, where the physical geometry and the depicted scene are congruent. Patrick Hughes pioneered a third major art form, the reverse perspective, where the depicted scene opposes the physical geometry. Reverse perspectives comprise solid forms composed of multiple planar surfaces (truncated pyramids and prisms) jutting toward the viewer, thus forming concave spaces between the solids.

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A brief tribute to Bela Julesz (1928-2003) is made in words and images. In addition to a conventional stereophotographic portrait, his major contributions to vision research are commemorated by two 'perceptual portraits', which try to capture the spirit of his main accomplishments in stereopsis and the perception of texture.

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We introduce a novel procedure that uses dynamic 3-D computer graphics as a diagnostic tool for assessing disease severity in schizophrenia patients, based on their reduced influence of top-down cognitive processes in interpreting bottom-up sensory input. Our procedure uses the hollow-mask illusion, in which the concave side of the mask is misperceived as convex, because familiarity with convex faces dominates sensory cues signaling a concave mask. It is known that schizophrenia patients resist this illusion and their resistance increases with illness severity.

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Patients with psychosis exhibit a reduced susceptibility to depth inversion illusions (DII) in which a physically concave surface is perceived as convex (e.g., the hollow mask illusion).

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The present experiment was designed to examine the roles of painted linear perspective cues, and the convexity bias that are known to influence human observers' perception of three-dimensional (3D) objects and scenes. Reverse-perspective stimuli were used to elicit a depth-inversion illusion, in which far points on the stimulus appear to be closer than near points and vice versa, with a 2 (Type of stimulus) × 2 (Fixation mark position) design. To study perspective, two types of stimuli were used: a version with painted linear perspective cues and a version with blank (unpainted) surfaces.

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Schizophrenia patients with more positive symptoms are less susceptible to depth inversion illusions (DIIs) in which concave objects appear as convex. It remains unclear, however, the extent to which this perceptual advantage uniquely characterizes the schizophrenia phenotype. To address the foregoing, we compared 30 bipolar disorder patients to a previously published sample of healthy controls (N=25) and schizophrenia patients (N=30).

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Traditionally conceived of and studied as a disorder of cognitive and emotional functioning, schizophrenia (SZ) is also characterized by alterations in bodily sensations. These have included subjective reports based on self-evaluations and/or clinical observations describing motor, as well as sensory-based corporeal anomalies. There has been, however, a paucity of objective methods to capture and characterize bodily issues in SZ.

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There is a critical need for new analytics to personalize behavioral data analysis across different fields, including kinesiology, sports science, and behavioral neuroscience. Specifically, to better translate and integrate basic research into patient care, we need to radically transform the methods by which we describe and interpret movement data. Here, we show that hidden in the "noise," smoothed out by averaging movement kinematics data, lies a wealth of information that selectively differentiates neurological and mental disorders such as Parkinson's disease, deafferentation, autism spectrum disorders, and schizophrenia from typically developing and typically aging controls.

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Recently, movement variability has been of great interest to motor control physiologists as it constitutes a physical, quantifiable form of sensory feedback to aid in planning, updating, and executing complex actions. In marked contrast, the psychological and psychiatric arenas mainly rely on verbal descriptions and interpretations of behavior via observation. Consequently, a large gap exists between the body's manifestations of mental states and their descriptions, creating a disembodied approach in the psychological and neural sciences: contributions of the peripheral nervous system to central control, executive functions, and decision-making processes are poorly understood.

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A common form of the Ponzo illusion involves two test probes of equal size, embedded in a planar linear perspective painting depicting a three-dimensional (3D) scene, where the probe perceived to be farther is judged to be larger than the probe perceived closer to the viewer. In this paper, the same perspective 3D scene was painted on three surfaces: (a) A 2D surface incongruent with the 3D painted scene (flat perspective). (b) A 3D surface with a geometry congruent with the 3D scene (proper perspective).

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Low spatial frequency (SF) processing has been shown to be impaired in people with schizophrenia, but it is not clear how this varies with clinical state or illness chronicity. We compared schizophrenia patients (SCZ, n = 34), first episode psychosis patients (FEP, n = 22), and healthy controls (CON, n = 35) on a gender/facial discrimination task. Images were either unaltered (broadband spatial frequency, BSF), or had high or low SF information removed (LSF and HSF conditions, respectively).

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Evidence from several studies suggests that perspective cues influence the perceived three-dimensional (3-D) layout of the surface they are painted on. The purpose of this study was to test how perspective cues influence the perceived depth magnitude. We rendered the same linear-perspective scene on three different surfaces: proper perspective, with a 3-D structure that was congruent with the painted scene; flat perspective, incongruent with the scene; reverse perspective, opposite to the scene, producing two competing stable percepts (veridical and illusory).

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Upright hollow human faces produce among the strongest depth-inversion illusions (DIIs), but why? We considered the role of depth undulations by comparing four types of hollow objects: an ellipsoid, a human mask, and two symmetric 'Martian'masks, which wavered in depth like the human mask but which lacked face-like features. Illusion strength was quantified either as the critical viewing distance at which the 3-D percept switched between convex and concave (experiment 1) or as the proportion of time ('predominance') that observers experienced DII from a fixed intermediate viewing distance (experiment 2). Critical distances were smallest--and hence the illusion was strongest--for the upright human mask; the remaining objects produced undifferentiated critical distance values.

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Kinesthetic awareness is important to successfully navigate the environment. When we interact with our daily surroundings, some aspects of movement are deliberately planned, while others spontaneously occur below conscious awareness. The deliberate component of this dichotomy has been studied extensively in several contexts, while the spontaneous component remains largely under-explored.

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Introduction: In the Ebbinghaus illusion, a shape appears larger than its actual size when surrounded by small shapes and smaller than its actual size when surrounded by large shapes. Resistance to this visual illusion has been previously reported in schizophrenia, and linked to disorganized symptoms and poorer prognosis in cross-sectional studies. It is unclear, however, when in the course of illness this resistance first emerges or how it varies longitudinally with illness phase.

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When viewing reverspective stimuli, data-driven signals such as disparity, motion parallax, etc, help to recover veridical three-dimensional (3-D) shape. They compete against schema-driven influences such as experience with perspective, foreshortening, and other pictorial cues that favor the perception of an illusory depth inversion. We used three scaled-size versions of a reverspective to study the roles of retinal size, binocular disparity, and viewing distance--that influences both vergence and accommodation--in recovering the true 3-D shape.

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Background: A classification image (CI) technique has shown that static luminance noise near visually completed contours affects the discrimination of fat and thin Kanizsa shapes. These influential noise regions were proposed to reveal "behavioral receptive fields" of completed contours-the same regions to which early cortical cells respond in neurophysiological studies of contour completion. Here, we hypothesized that 1) influential noise regions correspond to the surfaces that distinguish fat and thin shapes (hereafter, key regions); and 2) key region noise biases a "fat" response to the extent that its contrast polarity (lighter or darker than background) matches the shape's filled-in surface color.

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Schizophrenia patients are less susceptible to depth inversion illusions (DIIs) in which concave faces appear as convex, but what stimulus attributes generate this effect and how does it vary with clinical state? To address these issues, we had 30 schizophrenia patients and 25 well-matched healthy controls make convexity judgments on physically concave faces and scenes. Patients were selectively sampled from three levels of care to ensure symptom heterogeneity. Half of the concave objects were painted with realistic texture to enhance the convexity illusion; the remaining objects were painted uniform beige to reduce the illusion.

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The artist Patrick Hughes has ingeniously painted rows of stacked Brillo boxes in Forced into Reverse Perspective. The geometry is in reverse perspective, predicting only one type of illusory motion for each planar surface for moving viewers. He "broke" these surfaces into objects by painting the boxes in three types of perspective (planar, forced, and reverse).

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Contour interpolation is a perceptual process that fills-in missing edges on the basis of how surrounding edges (inducers) are spatiotemporally related. Cognitive encapsulation refers to the degree to which perceptual mechanisms act in isolation from beliefs, expectations, and utilities (Pylyshyn, 1999). Is interpolation encapsulated from belief? We addressed this question by having subjects discriminate briefly-presented, partially-visible fat and thin shapes, the edges of which either induced or did not induce illusory contours (relatable and non-relatable conditions, respectively).

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We combine a convex facial mask with a concave torso-or vice versa-thus creating a single rigid object with a transition area at the neck, where convexity changes to concavity. This combination creates stunning illusions when the rigid object is set to motion. The two simplest effects are (1) when the object is rotated about its axis, the head appears to twist with respect to the torso, as in "The Exorcist" film; (2) when it is rotated around an axis parallel to the shoulders, the head appears to hinge around the torso.

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We studied how stimulus attributes (angle polarity and perspective) and data-driven signals (motion parallax and binocular disparity) affect recovery of 3-D shape. We used physical stimuli, which consisted of two congruent trapezoids forming a dihedral angle. To study the effects of the stimulus attributes, we used 2 × 2 combinations of convex/concave angles and proper/reverse perspective cues.

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Performance in visual search tasks where the target differs from distractors by a conjunction of features can improve when a precue signals observers to limit their search by attending to a subset of elements. The current experiments were designed to study the temporal characteristics of precueing the location or feature (color or orientation) of targets in color-orientation conjunctive searches. Color (sensory or symbolic), location, or orientation precues preceded the search stimulus with cue-to-stimulus onset asynchrony (SOA) in the range of 50-750 ms.

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