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Exploring Perception, Cognition, and Neural Pathways of Stereo Vision and the Split–Brain Human Computer Interface

Exploring Perception, Cognition, and Neural Pathways of Stereo Vision and the Split–Brain Human Computer Interface

Gregory P. Garvey
Copyright: © 2016 |Pages: 49
ISBN13: 9781522504801|ISBN10: 152250480X|EISBN13: 9781522504818
DOI: 10.4018/978-1-5225-0480-1.ch002
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MLA

Garvey, Gregory P. "Exploring Perception, Cognition, and Neural Pathways of Stereo Vision and the Split–Brain Human Computer Interface." Knowledge Visualization and Visual Literacy in Science Education, edited by Anna Ursyn, IGI Global, 2016, pp. 28-76. https://doi.org/10.4018/978-1-5225-0480-1.ch002

APA

Garvey, G. P. (2016). Exploring Perception, Cognition, and Neural Pathways of Stereo Vision and the Split–Brain Human Computer Interface. In A. Ursyn (Ed.), Knowledge Visualization and Visual Literacy in Science Education (pp. 28-76). IGI Global. https://doi.org/10.4018/978-1-5225-0480-1.ch002

Chicago

Garvey, Gregory P. "Exploring Perception, Cognition, and Neural Pathways of Stereo Vision and the Split–Brain Human Computer Interface." In Knowledge Visualization and Visual Literacy in Science Education, edited by Anna Ursyn, 28-76. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-5225-0480-1.ch002

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Abstract

This chapter examines research from psychology of perception and cognition as well as select developments in the visual arts that inspired the design of the split-brain user interface developed for the interactive documentary Anita und Clarence in der Hölle: An Opera for Split-Brains in Modular Parts (Garvey, 2002). This experimental interface aims at ‘enhanced' interaction while creating a new aesthetic experience. This emergent aesthetic might also be described as induced artificial cognitive dissonance and recalls select innovations in the rise of modernism notably the experiments of the Surrealists. The split-brain interface project offers a model for further investigations of human perception, neural processing and cognition through experimentation with the basic principles of stereo and binocular vision. It is conceivable that such an interface could be a design strategy for augmented or virtual reality or even wearable computing. The chapter concludes with a short discussion of potential avenues for further experimentation and development.

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