Open Motion perception Lee, 1976

Moment of contact.

A ball travels at a steady speed towards a line and vanishes behind a screen near the end. Tap the moment it touches. Nearly perfect when the screen is short, but which way does your timing drift when it is long?

2 minto take part 1responses Anonymousno sign-up needed
when does it touch the line?now
EXP. 052

When a ball slides behind a screen and disappears, can you tell exactly when it touches the yellow line?

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Science box

We can keep the motion of something that has disappeared running in our heads; but the longer it stays hidden, the more our predictions spread out, and they can drift in a particular direction.

What we measure

A prediction-motion task. In each trial a ball moves from left to right along a horizontal track at a steady speed towards a yellow line on the right. Near the end of its path it goes behind a screen and disappears. You tap the screen or press the space bar at the moment you think the ball touches the line. Five rounds, three balls each: one hidden for a short time (0.4–0.65 s), one for a medium time (0.75–1.15 s), one for a long time (1.25–1.8 s); speeds range from 0.24 to 0.42 field widths per second. Hidden times, speeds and order come from the game seed. Tapping before the ball has gone behind the screen does not count; if you have not tapped 1.5 seconds (or the hidden time, if longer) after contact, the ball counts as missed. Timing error = tap time − contact time (negative: early). Each trial's score depends on the error relative to the hidden time: 10 / (1 + (|error| / (hidden time + 300 ms) / 0.1)^1.6). For example, a 130 ms error with a one-second hidden time earns 5 points. A round's score is the average of its three balls; the maximum total is 50.

What the research says

Lee (1976) proposed that the time remaining before an approaching object hits us can be read directly from how fast its image is growing, and linked this to how drivers control braking. In prediction-motion tasks that information is missing, because the object cannot be seen. In a task similar to this one, Peterken, Brown and Bowman (1991) found that following the target with the eyes was not necessary, and that performance depended mainly on the time over which the prediction was made, not on distance or speed. Reviewing the field, Makin (2018) reported that both the average estimate and the spread of estimates (variable error) grow linearly with the hidden time, and explained this internal simulation with a common 'rate controller' that sets its pace.

Why it happens

When the ball disappears, you run its speed and position forward in your head. A small error in the speed of this internal simulation turns into a larger timing error the longer the ball stays hidden; the spread also grows with time, just as long durations are harder to judge than short ones. According to Makin, the same rate controller is at work not only for position but also when predicting the progress of a hidden counter or a hidden colour change. People also sometimes use shortcuts such as 'if the ball is fast, tap early'.

Limitations

A screen shows each frame a few milliseconds late and a touch may be registered a little late; that can shift all your errors towards 'late' by the same amount. So it is more reliable to look at how your error changes as the hidden time grows than at its exact direction. Because we do not know your screen size, speeds are given relative to the width of the field. Each hidden-time band has only five balls, too few to establish a personal bias with confidence. Because the screen turns see-through when you tap, you get feedback after every trial, which may help you correct yourself as the game goes on.

readable from the rate of image growthTime to contact for an approaching objectLee, 1976
prediction time (not distance or speed)Main determinant of performance in a prediction-motion taskPeterken et al., 1991
not necessaryFollowing the target with the eyesPeterken et al., 1991
linear increaseAverage estimate and spread vs. hidden timeMakin, 2018
  1. Lee, D. N. (1976). A theory of visual control of braking based on information about time-to-collision. Perception, 5(4), 437–459. View source ↗
  2. Peterken, C., Brown, B., & Bowman, K. (1991). Predicting the future position of a moving target. Perception, 20(1), 5–16. View source ↗
  3. Makin, A. D. J. (2018). The common rate control account of prediction motion. Psychonomic Bulletin & Review, 25(5), 1784–1797. View source ↗

Catching what you cannot see

Think of a ball passing behind a football player, a train entering a tunnel, or a cyclist disappearing behind a lorry for a moment. When something goes out of sight we do not lose touch with it: we keep predicting where it will be. Catching a ball, crossing a road and timing a tennis shot all rely on that prediction.

In this experiment a ball moves at a steady speed from left to right towards a yellow line. Near the end of its path it goes behind a screen and disappears. Your job is to tap the screen at the moment the ball touches the line. As soon as you tap, the screen turns see-through and you see where the ball really was.

Time to collision

In 1976 David Lee put forward an influential idea: to know how long it will be before an approaching object hits us, we do not need to work out its distance and speed separately. The ratio of the size of its image to the rate at which that image is growing gives the time directly. Lee showed that this information could be enough for drivers to control when and how hard to brake.

This game is different: the ball is not coming towards us but passing sideways, and for the last part of its journey it cannot be seen at all. There is no information to read from the image; to predict the moment of contact you have to grasp the ball's speed while it is visible and keep that motion running in your head while it is hidden. Researchers call tasks like this 'prediction-motion' tasks.

Time is what matters

In 1991 Christopher Peterken, Brian Brown and Kenneth Bowman used a task very much like this one: a target moving horizontally across a screen disappeared partway, and participants pressed a key when they thought it would pass a point on the far side. Following the target with the eyes was not necessary for success.

Their main finding was that performance depended not on how long the target was visible, how far the prediction had to reach, or how fast the target moved, but on the time over which the prediction was made. Earlier literature had assumed distance was what mattered; they found that temporal factors were the main determinant. In this game each round also has one short, one medium and one long hidden time, while speed varies separately, so the two effects can be seen apart.

A speed controller in the mind

In 2018 Alexis Makin reviewed the prediction-motion literature. In most tasks both the average estimate and the spread of estimates grow linearly with the time the object is hidden. Someone who predicts a short occlusion almost perfectly gives much more scattered answers when the occlusion is long.

Makin argues that this internal simulation is paced by a 'common rate controller': the same mechanism operates when predicting the position of a hidden object, the value a hidden counter has reached, or the colour a slowly changing surface has arrived at. Participants trained with false feedback to respond early on one of these tasks started responding early on the other too. Makin also notes that people sometimes use shortcuts, such as 'tap straight away if the screen is small' or 'tap early if the ball is fast'.

Early or late?

The direction of the timing error varies from study to study; there is no single 'right' direction. But the growth of the error as the hidden time increases is a fairly consistent finding. So on the results screen we look at two things: your average error for short, medium and long occlusions, and the slope of the line that best fits all your errors. The slope shows how many milliseconds your error changes when the hidden time gets one second longer.

We also split the balls into faster and slower halves and compare your average error for each. Going by Peterken and colleagues' finding, speed on its own should not make a big difference for the same hidden time; if there is a clear difference, you may be using speed as a separate cue.

What your score does and does not tell you

Each ball's score depends on how large your timing error is relative to the hidden time: 10 / (1 + (|error| / (hidden time + 300 ms) / 0.1)^1.6). An error of the same size is penalised less after a long occlusion, because the task is harder. With a one-second hidden time, a 130 ms error earns 5 points and a 65 ms error about 7.5. Balls you do not tap for count as zero. A round's score is the average of its three balls; the maximum total is 50.

Screen and touch delays can shift all your errors towards 'late' by the same amount, so look at how your error changes as the hidden time grows rather than at its exact value. Seeing the ball's real position after every trial may let you correct yourself as you go; your first game is the one kept in the scientific data. As crowd data comes in, we will show how errors are distributed by hidden time.

FAQ

What is a prediction-motion task?

It is the task of predicting when a moving object that has gone out of sight will reach a particular point. Peterken, Brown and Bowman (1991) and many later studies showed that this prediction relies on a kind of internal simulation.

How is my score calculated?

For each ball the timing error (tap time − contact time) is scaled by the hidden time, and the score is 10 / (1 + (|error| / (hidden time + 300 ms) / 0.1)^1.6). A round's score is the average of its three balls, with a maximum total of 50. A ball you do not tap for scores zero.

Why am I less accurate with long occlusions?

While you run the hidden motion in your head, a small error in speed turns into a larger timing error as time goes on, and the spread grows with time too. Makin (2018) reports that both the average estimate and the spread grow linearly with the hidden time.

How does this relate to Lee's tau theory?

Lee (1976) proposed that the time before an approaching object makes contact can be read directly from how fast its image is growing. In this game the ball passes sideways and is hidden, so that information is not available; the prediction rests entirely on keeping the motion going in your head.

Should I follow the ball with my eyes?

Peterken and colleagues (1991) found that following the target with the eyes was not necessary for success. We do not measure eye movements in this game, so feel free to try both.

What are the play modes?

'Free play' gives new speeds and hidden times each time; 'Daily series' gives everyone the same set that day; in challenges, race rooms and sessions everyone plays the same seed too. Your first game is the one kept in the scientific data.

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