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1.
Psychol Rev ; 130(4): 896-934, 2023 07.
Artigo em Inglês | MEDLINE | ID: mdl-36201829

RESUMO

Quantitative, data-driven models for mental representations have long enjoyed popularity and success in psychology (e.g., distributional semantic models in the language domain), but have largely been missing for the visual domain. To overcome this, we present ViSpa (Vision Spaces), high-dimensional vector spaces that include vision-based representation for naturalistic images as well as concept prototypes. These vectors are derived directly from visual stimuli through a deep convolutional neural network trained to classify images and allow us to compute vision-based similarity scores between any pair of images and/or concept prototypes. We successfully evaluate these similarities against human behavioral data in a series of large-scale studies, including off-line judgments-visual similarity judgments for the referents of word pairs (Study 1) and for image pairs (Study 2), and typicality judgments for images given a label (Study 3)-as well as online processing times and error rates in a discrimination (Study 4) and priming task (Study 5) with naturalistic image material. ViSpa similarities predict behavioral data across all tasks, which renders ViSpa a theoretically appealing model for vision-based representations and a valuable research tool for data analysis and the construction of experimental material: ViSpa allows for precise control over experimental material consisting of images and/or words denoting imageable concepts and introduces a specifically vision-based similarity for word pairs. To make ViSpa available to a wide audience, this article (a) includes (video) tutorials on how to use ViSpa in R and (b) presents a user-friendly web interface at http://vispa.fritzguenther.de. (PsycInfo Database Record (c) 2023 APA, all rights reserved).


Assuntos
Inteligência Artificial , Redes Neurais de Computação , Humanos , Semântica , Julgamento , Computadores
2.
Psychol Res ; 86(8): 2512-2532, 2022 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-33180152

RESUMO

Theories of grounded cognition assume that conceptual representations are grounded in sensorimotor experience. However, abstract concepts such as jealousy or childhood have no directly associated referents with which such sensorimotor experience can be made; therefore, the grounding of abstract concepts has long been a topic of debate. Here, we propose (a) that systematic relations exist between semantic representations learned from language on the one hand and perceptual experience on the other hand, (b) that these relations can be learned in a bottom-up fashion, and (c) that it is possible to extrapolate from this learning experience to predict expected perceptual representations for words even where direct experience is missing. To test this, we implement a data-driven computational model that is trained to map language-based representations (obtained from text corpora, representing language experience) onto vision-based representations (obtained from an image database, representing perceptual experience), and apply its mapping function onto language-based representations for abstract and concrete words outside the training set. In three experiments, we present participants with these words, accompanied by two images: the image predicted by the model and a random control image. Results show that participants' judgements were in line with model predictions even for the most abstract words. This preference was stronger for more concrete items and decreased for the more abstract ones. Taken together, our findings have substantial implications in support of the grounding of abstract words, suggesting that we can tap into our previous experience to create possible visual representation we don't have.


Assuntos
Formação de Conceito , Semântica , Humanos , Criança , Idioma , Cognição , Aprendizagem
3.
Q J Exp Psychol (Hove) ; 73(6): 968-982, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-32028843

RESUMO

Despite a large body of evidence suggests positive effects of playing action video games and practising sports on various visual attentional skills, the impact of these activities on the ability to maintain attention over prolonged periods of time (i.e., sustained attention) has been largely neglected. Here, we first explored free-time habits on a group of 310 adolescents by means of a self-reported questionnaire. We found an inverse relationship between the time spent with sports and video games, but not with other extra-scholastic activities: the time spent practising sports and playing video games clearly competed with each other, with the more-intensive-sport practitioners being less involved in video game play. Next, we directly measured sustained attention and other attentional skills in a subgroup of 76 participants, divided as a function of their time spent in sports and action video games. In particular, sustained attention was assessed by means of two tasks: a classic exogenous task, requiring participants to attend to a flashing visual stimulus; and an internal (endogenous) sustained attention task, requiring participants to synchronise their manual responses to the rhythm of auditory pulses presented in an earlier phase. As previously documented, we found that action video game players displayed worse ability to maintain attention over time, as compared with non-action players. In striking contrast, intensive sports practice was associated with an increased ability to maintain attention over time. Overall, these findings unveil distinct cascading effects on sustained attention induced by doing sport and playing action video games.


Assuntos
Comportamento do Adolescente/fisiologia , Desenvolvimento do Adolescente/fisiologia , Atenção/fisiologia , Hábitos , Desempenho Psicomotor/fisiologia , Esportes/fisiologia , Jogos de Vídeo , Adolescente , Feminino , Humanos , Masculino , Fatores de Tempo
4.
Behav Res Methods ; 52(4): 1599-1616, 2020 08.
Artigo em Inglês | MEDLINE | ID: mdl-31950360

RESUMO

Normative measures of verbal material are fundamental in psycholinguistic and cognitive research for the control of confounding in experimental procedures and for achieving a better comprehension of our conceptual system. Traditionally, normative studies have focused on classical psycholinguistic variables, such as concreteness and imageability. Recent works have shifted researchers' focus to perceptual strength, in which items are rated separately for each of the five senses. We present a resource that includes perceptual norms for 1,121 Italian words extracted from the Italian version of ANEW. Norms were collected from 57 native speakers. For each word, the participants provided perceptual-strength ratings for each of the five perceptual modalities. The perceptual norms performance in predicting human behavior was tested in two novel experiments, a lexical decision task and a naming task. Concreteness, imageability, and different composite variables representing perceptual-strength scores were considered as competing predictors in a series of linear regressions, evaluating the goodness of fit of each model. For both tasks, the model with imageability as the only predictor was found to be the best-fitting model according to the Akaike information criterion, whereas the model with the separately considered five modalities better described data according to the explained variance. These results differ from the ones previously reported for English, in which maximum perceptual strength emerged as the best predictor of behavior. We investigated this discrepancy by comparing Italian and English data for the same set of translated items, thus confirming a genuine cross-linguistic effect. We thus confirmed that perceptual experience influences linguistic processing, even though evaluations from different languages are needed to generalize this claim.


Assuntos
Idioma , Psicolinguística , Compreensão , Humanos , Itália
5.
Sci Rep ; 9(1): 20254, 2019 12 27.
Artigo em Inglês | MEDLINE | ID: mdl-31882670

RESUMO

Although affective and semantic word properties are known to independently influence our sensorimotor system, less is known about their interaction. We investigated this issue applying a data-driven mixed-effects regression approach, evaluating the impact of lexical-semantic properties on electrophysiological parameters, namely facial muscles activity (left corrugator supercilii, zygomaticus major, levator labii superioris) and heartbeat, during word processing. 500 Italian words were acoustically presented to 20 native-speakers, while electrophysiological signals were continuously recorded. Stimuli varied for affective properties, namely valence (the degree of word positivity), arousal (the amount of emotional activation brought by the word), and semantic ones, namely concreteness. Results showed that the three variables interacted in predicting both heartbeat and muscular activity. Specifically, valence influenced activation for lower levels of arousal. This pattern was further modulated by concreteness: the lower the word concreteness, the larger affective-variable impact. Taken together, our results provide evidence for bodily responses during word comprehension. Crucially, such responses were found not only for voluntary muscles, but also for the heartbeat, providing evidence to the idea of a common emotional motor system. The higher impact of affective properties for abstract words supports proposals suggesting that emotions play a central role in the grounding of abstract concepts.


Assuntos
Nível de Alerta/fisiologia , Músculos Faciais/fisiologia , Idioma , Reconhecimento Visual de Modelos/fisiologia , Reconhecimento Psicológico/fisiologia , Semântica , Adulto , Eletrocardiografia , Eletromiografia , Emoções/fisiologia , Feminino , Humanos , Masculino , Psicolinguística/métodos , Adulto Jovem
6.
Q J Exp Psychol (Hove) ; 71(5): 1033-1039, 2018 May.
Artigo em Inglês | MEDLINE | ID: mdl-28335681

RESUMO

Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visuo-spatial cognition (e.g., visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically stimulating and perceptually appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense. This study investigated whether a relationship existed between action video gaming and sustained attention performance in a sample of 45 Italian teenagers. After completing a questionnaire about their video game habits, participants were divided into Action Video Game Player (AVGP) and Non-Action Video Game Player (NAVGP) groups and underwent cognitive tests. The results confirm previous findings of studies of AVGPs as they had significantly enhanced performance for instantly enumerating a set of items. Nevertheless, we found that the drop in performance over time, typical of a sustained attention task, was significantly greater in the AVGP compared with the NAVGP group. This result is consistent with our hypothesis and demonstrates a negative effect of playing action video games.


Assuntos
Atenção/fisiologia , Cognição/fisiologia , Processamento Espacial/fisiologia , Jogos de Vídeo , Adolescente , Análise de Variância , Feminino , Humanos , Masculino , Estimulação Luminosa , Tempo de Reação/fisiologia , Inquéritos e Questionários
7.
PLoS One ; 12(12): e0187763, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-29216195

RESUMO

Increasing context heterogeneity has been found to reduce attention deployment towards an embedded target item. Heterogeneity in visual search tasks is typically induced by segmenting the background into several perceptual groups. In the present study, however, context heterogeneity was induced by varying whole-field heterogeneity, i.e., the degree of distractor variability within the entire context. This allowed us to (i) more gradually vary context heterogeneity, and (ii) investigate attention deployment on a whole-field scale. Results showed that both search performance and amplitude of the N2pc (lateralized ERP; posterior contralateral negativity in the N2 range) monotonically decreased with increasing context heterogeneity, which confirmed that there was less efficient attention deployment for more heterogeneous contexts. The amplitude of the bilateral N2 exhibited a U-shaped function, suggesting global perception for the lowest and highest levels of heterogeneity, but local processing for intermediate heterogeneity levels. Independent component analyses revealed an occipital ERP-contributing effective source cluster that may reflect stimulus representations on a saliency map. With increasing heterogeneity, these sources exhibited more theta band activity for distractors and less theta band activity for targets. Alpha band activity of a second component cluster varied with heterogeneity level, and low-theta/delta activity of a third source cluster distinguished target presence versus absence. In sum, our results suggest that independent brain sources contributed to the differential processing of heterogeneous versus homogeneous contexts.


Assuntos
Atenção , Visão Ocular , Adulto , Eletroencefalografia , Potenciais Evocados , Feminino , Humanos , Masculino , Estimulação Luminosa , Análise e Desempenho de Tarefas , Adulto Jovem
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