Open Attention Pylyshyn & Storm, 1988

Track the balls.

A few balls flash orange for a moment, then they all look the same and start to move. When they stop, find the targets. Get them all and the number of targets goes up: how many balls can your attention hold at once?

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which were the targets?10 balls · keep watching
EXP. 049

Ten identical balls are bouncing around. How many of them can you keep track of at once without losing them?

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Science box

We can follow several identical moving objects with our eyes at the same time. But that capacity is limited, and it is not a fixed number: it depends on how fast the objects move and how close they come to each other.

What we measure

We measure multiple object tracking (MOT). Each round shows ten identical white balls in a square field. K of them (the targets) flash orange for two seconds; half a second later they all look the same and move for about seven seconds (6.5–7.5 s). The balls bounce elastically off the walls and off each other, and their directions drift in small random steps. All of the motion is computed from the game seed, so everyone playing with the same seed sees exactly the same motion. When the balls stop, you mark K balls and confirm. There are five rounds. The number of targets starts at 2; find them all and it goes up by one (to a maximum of 6), miss one and it stays, miss more and it drops by one (to a minimum of 2). The balls speed up each round (from 0.20 to 0.32 field widths per second). Your score is based not on how many targets you marked correctly but on the number of targets you 'really tracked' (m) once chance is taken out: each round is worth 2.5 × m. A perfect run is 2 + 3 + 4 + 5 + 6 = 20 targets, or 50 points.

What the research says

Pylyshyn and Storm (1988) showed that people can track up to five of ten identical, randomly moving objects, and that a model in which attention hops from one object to the next could not account for that success. They explained it with a parallel mechanism that 'tags' several objects at once. In the years that followed, about four became the commonly cited limit. Alvarez and Franconeri (2007) showed that the number is not fixed: at slow speeds people could track up to eight objects, at very fast speeds only one. Franconeri, Jonathan and Scimeca (2010) found that when the spacing between objects was held constant, speed and tracking time did not affect performance, and argued that the real limit is how close objects come to one another. Hulleman (2005) worked out the mathematics of getting from the number of correct marks to the number of objects tracked.

Why it happens

According to visual index (FINST) theory, the visual system has a small number of pointers that 'stick' to objects; as an object moves, its pointer moves with it and keeps track of which one it is. The flexible-resource view instead ties tracking to a shared pool of attention: more objects means less for each, and objects that move faster or come closer together each need more. When two objects get very close, attention can confuse a target with the distractor beside it, so the two effectively swap. In this game, adding targets both splits the resource further and creates more moments when a target brushes past a distractor.

Limitations

We do not know your screen size or how far you sit from it, so speeds are defined relative to the width of the field rather than in degrees per second, and the same game looks different on a small phone and a large monitor. The chance correction assumes that you track only the targets; some people may track distractors and leave them out, and as Hulleman (2005) showed, a single method cannot tell these strategies apart. Five rounds give only a rough estimate of personal capacity: one wrong tap changes a round's estimate by about one target. We do not measure eye movements; some people keep their eyes in the middle, others move them between the balls. If the browser's frame rate drops, the motion may look jerky; we record the average frame rate.

up to 5Targets that can be tracked among ten identical objectsPylyshyn & Storm, 1988
~40% / 87%Success predicted by serial scanning / measuredPylyshyn & Storm, 1988
up to 8Targets that can be tracked when objects are slowAlvarez & Franconeri, 2007
1Targets that can be tracked when objects are very fastAlvarez & Franconeri, 2007
noneEffect of speed and time when spacing is held constantFranconeri et al., 2010
  1. Pylyshyn, Z. W., & Storm, R. W. (1988). Tracking multiple independent targets: Evidence for a parallel tracking mechanism. Spatial Vision, 3(3), 179–197. View source ↗
  2. Scholl, B. J. (2009). What have we learned about attention from multiple-object tracking (and vice versa)? In D. Dedrick & L. Trick (Eds.), Computation, cognition, and Pylyshyn (pp. 49–78). MIT Press. View source ↗
  3. Alvarez, G. A., & Franconeri, S. L. (2007). How many objects can you track? Evidence for a resource-limited attentive tracking mechanism. Journal of Vision, 7(13), 14. View source ↗
  4. Franconeri, S. L., Jonathan, S. V., & Scimeca, J. M. (2010). Tracking multiple objects is limited only by object spacing, not by speed, time, or capacity. Psychological Science, 21(7), 920–925. View source ↗
  5. Hulleman, J. (2005). The mathematics of multiple object tracking: From proportions correct to number of objects tracked. Vision Research, 45(17), 2298–2309. View source ↗
  6. Meyerhoff, H. S., Papenmeier, F., & Huff, M. (2017). Studying visual attention using the multiple object tracking paradigm: A tutorial review. Attention, Perception, & Psychophysics, 79(5), 1255–1274. View source ↗
  7. Fehd, H. M., & Seiffert, A. E. (2008). Eye movements during multiple object tracking: Where do participants look? Cognition, 108(1), 201–209. View source ↗

Players in the same shirt

Imagine keeping your eye on three players wearing the same shirt during a football match, remembering which lane a few cars moved into on the motorway, or watching two children at once in a playground. What these have in common is following several similar things that are all on the move. When no colour or shape sets them apart, the only thing that keeps each one 'itself' is the continuity of its position.

In this experiment there are ten identical balls. A few of them flash orange for a moment; then they all look the same and move around for about seven seconds. When they stop, you try to find the orange ones. The better you do, the more targets you get, and the balls speed up a little each round. It is a version of what researchers call the multiple object tracking (MOT) task.

Up to five objects at once

In 1988 Zenon Pylyshyn and Ron Storm showed people displays of ten identical objects moving at random. Participants could track up to five targets. The authors also tested a model in which attention visits the objects one at a time: speeds and distances were set so that even under generous assumptions such serial scanning would be right only about 40% of the time. Participants, however, did the task with 87% accuracy.

They concluded that the visual system has a parallel mechanism that 'tags' several objects at once and follows them as they move. In Pylyshyn's visual index (FINST) theory the number of these pointers is limited; later work commonly cited four or five as the typical limit.

Is four a magic number?

In 2007 George Alvarez and Steven Franconeri challenged the idea of a fixed limit. When they varied the speed of the objects, the picture changed: at slow speeds people could track up to eight objects, at very fast speeds just one. On their account, tracking relies less on an architecture with a fixed number of slots and more on a resource that is shared flexibly among the objects.

Franconeri, Jonathan and Scimeca went a step further in 2010. Increasing speed or tracking time usually also increases the number of moments when objects come close together. When they held the distribution of distances between objects constant, large changes in speed and tracking time had no effect on performance. In their view, what really limits tracking is how close targets come to distractors. In this game both speed and the number of targets increase, so we cannot separate the two; but as targets multiply, you may notice more moments when a target slips past a distractor.

Taking luck out of the score

If four of ten balls are targets and you picked four completely at random, you would still find 1.6 targets on average. So the number you get right is not directly the number you tracked. In 2005 Johan Hulleman showed that the 'mark all' method is equivalent to drawing without replacement: someone who really tracks m of K targets makes the remaining K − m choices among the N − m balls they did not track, and some of those turn out to be targets by luck.

That gives an expected number correct of m + (K − m)² ÷ (N − m). We find the m that matches the number you got right and score the round as 2.5 × m. For example, if you found three targets in a four-target round, the number you really tracked is about 2.8, because your fourth pick also had a chance of being a target. The correction assumes that only targets are tracked; as Hulleman also noted, a single method cannot distinguish tracking the targets from tracking distractors and leaving them out.

Why does the number of targets change?

Instead of giving everyone the same number of targets, we use a staircase: find every target and the next round has one more, miss one and it stays the same, miss more and it drops by one. That keeps the difficulty near your own limit, so you do not waste rounds that are too easy or get stuck on rounds that are far too hard.

The estimate on the results screen is the number of targets you really tracked in your best round. We treat it as a rough estimate of your tracking capacity. Because the balls speed up each round, holding the same number of targets gets harder towards the end; that is also a chance to see Alvarez and Franconeri's speed effect in your own game.

What your score does and does not tell you

Your score is 2.5 times the sum, over the five rounds, of the number of targets you really tracked once chance is taken out. Someone who plays every round perfectly sees 2, 3, 4, 5 and 6 targets and scores 50. Finding no targets in a round, or only as many as luck would give, earns zero for that round.

Because we do not know your screen size or viewing distance, speeds are defined relative to the width of the field rather than in degrees per second. The same game covers a smaller angle on a small phone and a larger one on a big monitor, which makes one-to-one comparison with laboratory values difficult. As crowd data comes in, we will also show accuracy by number of targets.

FAQ

What is multiple object tracking?

It is the task of following some of a set of identical moving objects with your eyes. It was first studied by Pylyshyn and Storm (1988) and is used as a laboratory model of attention in sport, traffic and crowded places.

How many objects can people track at once?

The commonly cited figure is about four; Pylyshyn and Storm (1988) showed that up to five targets among ten objects could be tracked. But Alvarez and Franconeri (2007) found that the number is not fixed: up to eight for slow objects, just one for very fast ones.

How is my score calculated?

In each round, chance is taken out of the number of targets you marked correctly to find the number you really tracked (m) (Hulleman 2005). Each round is worth 2.5 × m; across five rounds the maximum is 2 + 3 + 4 + 5 + 6 = 20 targets, or 50 points.

Why does a target sometimes swap with another ball?

When a target comes very close to a distractor, attention can mix the two up. Franconeri and colleagues (2010) argued that how close objects come to each other is the main thing that limits tracking.

Should I fix my eyes on one ball or look at the middle?

When Fehd and Seiffert (2008) recorded eye movements, people tracking three targets often kept their eyes not on any single target but near the centre of the triangle the targets formed; grouping the targets into one shape may help. We do not measure eye movements, so try both and see which suits you.

What are the play modes, and which game counts as data?

'Free play' gives you new motion each time; 'Daily series' gives everyone the same motion that day; challenges and race rooms also replay the same seed. Your first game is the one kept in the scientific data; replays count only for the leaderboard and for you.

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