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1.
Front Psychol ; 15: 1359071, 2024.
Article in English | MEDLINE | ID: mdl-38725951

ABSTRACT

Introduction: The goal of the present study was to test the effect of signaling associated with feed-back in learning forest ecosystems in the context of realistic living forest simulator, in IVR conditions for students in agriculture. Two signaling modalities, corresponding to two signaling levels, were investigated: visual flashing of forest elements (tree species, plants, flowers, fungi, wet-areas etc.) and marker-stones, both with text in pop-up windows, in a 2x2 experimental plan. Methods: Ninety-three pupils of an agricultural technological high school had to explore (including physically), interrogate (search for) and select (using the joysticks) relevant elements of the forest in three living forest areas (visually delimited inside of a broader forest area) in order to choose (and justify) the best area, among the three, in which an equipped public-tourist reception site (picnic, resting, reception site) could be built. The chosen site must have the least possible negative impact on the ecosystem of the forest and its development over time. After their decision (and justification) they were provided a feed-back with a series of VR desktop multimedia slides showing the effect of this choice on the ecosystem of the chosen area. After the feed-back they had to decide and justify again whether they would change or maintain their first decision. Finally, subjective scales were also used in order to investigate presence, cognitive complexity, sickness and overall enjoyment. Results and discussion: Results showed significant positive effects of both signaling levels, and of the feed-back on the correct decision answers. Further, the combination, and interaction, between signaling and feedback seemed to enhance, the activation and retrieval from memory, of the task-relevant concepts. In addition, the results indicated a significant positive effect (medium size) of presence on decision performances, a finding which is consistent with the immersion principle.

2.
Brain Sci ; 11(2)2021 Feb 05.
Article in English | MEDLINE | ID: mdl-33562848

ABSTRACT

The question of the possible impact of deafness on temporal processing remains unanswered. Different findings, based on behavioral measures, show contradictory results. The goal of the present study is to analyze the brain activity underlying time estimation by using functional near infrared spectroscopy (fNIRS) techniques, which allow examination of the frontal, central and occipital cortical areas. A total of 37 participants (19 deaf) were recruited. The experimental task involved processing a road scene to determine whether the driver had time to safely execute a driving task, such as overtaking. The road scenes were presented in animated format, or in sequences of 3 static images showing the beginning, mid-point, and end of a situation. The latter presentation required a clocking mechanism to estimate the time between the samples to evaluate vehicle speed. The results show greater frontal region activity in deaf people, which suggests that more cognitive effort is needed to process these scenes. The central region, which is involved in clocking according to several studies, is particularly activated by the static presentation in deaf people during the estimation of time lapses. Exploration of the occipital region yielded no conclusive results. Our results on the frontal and central regions encourage further study of the neural basis of time processing and its links with auditory capacity.

3.
Front Psychol ; 11: 2032, 2020.
Article in English | MEDLINE | ID: mdl-33013512

ABSTRACT

The present study investigated children's understanding development of multiple graphics, here paired conventions commonly used in primary school textbooks. Paired graphics depicting everyday objects familiar to the children were used as the basis for an analogy task that tested their comprehension of five graphics conventions. This task required participants to compare pictures in a base pair in order to complete a target pair by choosing the correct picture from five alternative possibilities. Four groups of children aged 5, 6, 8, and 10 years old respectively (total N = 105), completed 45 analogy task items built around nine conceptual domains. Results showed mainly an overall increase of comprehension performance with age for all the tested conventions. There were also differences between the five conventions and an interaction between age and convention type. Further, children's explanation of the conventions (justification of the choices in the analogy task) were also analyzed. This investigation showed the analogy task answers were a more reliable measure of the "actual" level of understanding of the conventions than the justification themselves. The findings show that younger students tried to actively compare the pictures of the pairs and to search for a relevant meaning of the pairs, however, the youngest children have a limited capacity to interpret paired graphic conventions and our results suggests that this aspect of graphic conventions develops slowly but effectively over the course of children's schooling. Because "graphicacy" knowledge and skills are not typically taught in primary school classrooms (in contrast with literacy and numeracy), its development is likely acquired incidentally with increasing exposure to varied paired graphics during primary school education. Given the high reliance of today's educational resources on graphics-based explanations, the results from this study may signal a need for (i) for more attention to learning graphics conventions (and more generally to graphics explanations) from teachers in primary school and (ii) for a better design of the graphics with their contextual accompanying texts and captions, from designers.

4.
Q J Exp Psychol (Hove) ; 71(5): 1057-1069, 2018 May.
Article in English | MEDLINE | ID: mdl-28326893

ABSTRACT

We provide psycholinguistic norms for a new set of 160 French idiomatic expressions and 160 proverbs: knowledge, predictability, literality, compositionality, subjective and objective frequency, familiarity, age of acquisition (AoA) and length. Different analyses (reliability, descriptive statistics and correlations) performed on the norms are reported and discussed. The norms can be downloaded as Supplemental Material .


Subject(s)
Language Tests/standards , Psycholinguistics , Semantics , Adolescent , Adult , Female , France , Humans , Knowledge , Male , Principal Component Analysis , Reference Values , Statistics as Topic , Vocabulary , Young Adult
5.
Sci Rep ; 6: 30219, 2016 07 26.
Article in English | MEDLINE | ID: mdl-27456205

ABSTRACT

In humans as well as other animals, displays of body strength such as power postures or deep masculine voices are associated with prevalence in conflicts of interest and facilitated access to resources. We conduct here an ecological and highly critical test of this hypothesis in a domain that, on first thought, would appear to be shielded from such influences: access to emergency medical care. Using acoustic manipulations of vocal masculinity, we systematically varied the perceived level of physical dominance of mock patients calling a medical call center simulator. Callers whose voice were perceived as indicative of physical dominance (i.e. those with low fundamental and formant frequency voices) obtained a higher grade of response, a higher evaluation of medical emergency and longer attention from physicians than callers with strictly identical medical needs whose voice signaled lower physical dominance. Strikingly, while the effect was important for physician participants, it was virtually non-existent when calls were processed by non-medically-trained phone operators. This finding demonstrates an unprecedented degree of vulnerability of telephone-based medical decisions to extra-medical factors carried by vocal cues, and shows that it may not simply be assumed that more medical training will shield decisions from such influences.


Subject(s)
Decision Making , Emergency Medical Service Communication Systems , Emergency Medical Services/organization & administration , Triage/organization & administration , Voice , Adult , Female , Humans , Male
7.
Med Educ ; 44(7): 716-22, 2010 Jul.
Article in English | MEDLINE | ID: mdl-20636591

ABSTRACT

OBJECTIVES: What is the best way to train medical students early so that they acquire basic skills in cardiopulmonary resuscitation as effectively as possible? Studies have shown the benefits of high-fidelity patient simulators, but have also demonstrated their limits. New computer screen-based multimedia simulators have fewer constraints than high-fidelity patient simulators. In this area, as yet, there has been no research on the effectiveness of transfer of learning from a computer screen-based simulator to more realistic situations such as those encountered with high-fidelity patient simulators. METHODS: We tested the benefits of learning cardiac arrest procedures using a multimedia computer screen-based simulator in 28 Year 2 medical students. Just before the end of the traditional resuscitation course, we compared two groups. An experiment group (EG) was first asked to learn to perform the appropriate procedures in a cardiac arrest scenario (CA1) in the computer screen-based learning environment and was then tested on a high-fidelity patient simulator in another cardiac arrest simulation (CA2). While the EG was learning to perform CA1 procedures in the computer screen-based learning environment, a control group (CG) actively continued to learn cardiac arrest procedures using practical exercises in a traditional class environment. Both groups were given the same amount of practice, exercises and trials. The CG was then also tested on the high-fidelity patient simulator for CA2, after which it was asked to perform CA1 using the computer screen-based simulator. Performances with both simulators were scored on a precise 23-point scale. RESULTS: On the test on a high-fidelity patient simulator, the EG trained with a multimedia computer screen-based simulator performed significantly better than the CG trained with traditional exercises and practice (16.21 versus 11.13 of 23 possible points, respectively; p<0.001). CONCLUSIONS: Computer screen-based simulation appears to be effective in preparing learners to use high-fidelity patient simulators, which present simulations that are closer to real-life situations.


Subject(s)
Cardiopulmonary Resuscitation/education , Computer Simulation/standards , Computer-Assisted Instruction , Education, Medical, Undergraduate , Clinical Competence , Computer-Assisted Instruction/methods , Computer-Assisted Instruction/standards , Education, Medical, Undergraduate/methods , Education, Medical, Undergraduate/standards , Humans , Patient Simulation
8.
Appl Ergon ; 41(1): 150-60, 2010 Jan.
Article in English | MEDLINE | ID: mdl-19747675

ABSTRACT

A cognitive work analysis of quality inspection in the optical industry has been carried out in order to devise a training programme. The task concerned the inspection of high quality human eyeglass lenses. We conducted an experimental investigation of defect detection and acceptability decision-making tasks in 18 experts and novice inspectors. Detection and decision-making were investigated together and separately in two experimental sessions. We showed the effect of expertise on reaction times and errors, and we described the cognitive processes of novice inspectors. On the basis of the processing differences between the two groups, a training programme for new inspectors was devised and described. Finally, training effects were tested.


Subject(s)
Eyeglasses/standards , Industry , Inservice Training , Optics and Photonics , Quality Control , Task Performance and Analysis , Female , Humans , Program Development
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