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1.
Commun Psychol ; 2(1): 49, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38812582

RESUMEN

Visual distraction is a ubiquitous aspect of everyday life. Studying the consequences of distraction during temporally extended tasks, however, is not tractable with traditional methods. Here we developed a virtual reality approach that segments complex behaviour into cognitive subcomponents, including encoding, visual search, working memory usage, and decision-making. Participants copied a model display by selecting objects from a resource pool and placing them into a workspace. By manipulating the distractibility of objects in the resource pool, we discovered interfering effects of distraction across the different cognitive subcomponents. We successfully traced the consequences of distraction all the way from overall task performance to the decision-making processes that gate memory usage. Distraction slowed down behaviour and increased costly body movements. Critically, distraction increased encoding demands, slowed visual search, and decreased reliance on working memory. Our findings illustrate that the effects of visual distraction during natural behaviour can be rather focal but nevertheless have cascading consequences.

2.
Artículo en Inglés | MEDLINE | ID: mdl-38177944

RESUMEN

Hypothesis-driven research rests on clearly articulated scientific theories. The building blocks for communicating these theories are scientific terms. Obviously, communication - and thus, scientific progress - is hampered if the meaning of these terms varies idiosyncratically across (sub)fields and even across individual researchers within the same subfield. We have formed an international group of experts representing various theoretical stances with the goal to homogenize the use of the terms that are most relevant to fundamental research on visual distraction in visual search. Our discussions revealed striking heterogeneity and we had to invest much time and effort to increase our mutual understanding of each other's use of central terms, which turned out to be strongly related to our respective theoretical positions. We present the outcomes of these discussions in a glossary and provide some context in several essays. Specifically, we explicate how central terms are used in the distraction literature and consensually sharpen their definitions in order to enable communication across theoretical standpoints. Where applicable, we also explain how the respective constructs can be measured. We believe that this novel type of adversarial collaboration can serve as a model for other fields of psychological research that strive to build a solid groundwork for theorizing and communicating by establishing a common language. For the field of visual distraction, the present paper should facilitate communication across theoretical standpoints and may serve as an introduction and reference text for newcomers.

3.
ArXiv ; 2024 Jan 09.
Artículo en Inglés | MEDLINE | ID: mdl-37744469

RESUMEN

The Brain Imaging Data Structure (BIDS) is a community-driven standard for the organization of data and metadata from a growing range of neuroscience modalities. This paper is meant as a history of how the standard has developed and grown over time. We outline the principles behind the project, the mechanisms by which it has been extended, and some of the challenges being addressed as it evolves. We also discuss the lessons learned through the project, with the aim of enabling researchers in other domains to learn from the success of BIDS.

4.
Policy Insights Behav Brain Sci ; 10(2): 317-323, 2023 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-37900910

RESUMEN

Extended reality (XR, including augmented and virtual reality) creates a powerful intersection between information technology and cognitive, clinical, and education sciences. XR technology has long captured the public imagination, and its development is the focus of major technology companies. This article demonstrates the potential of XR to (1) deliver behavioral insights, (2) transform clinical treatments, and (3) improve learning and education. However, without appropriate policy, funding, and infrastructural investment, many research institutions will struggle to keep pace with the advances and opportunities of XR. To realize the full potential of XR for basic and translational research, funding should incentivize (1) appropriate training, (2) open software solutions, and (3) collaborations between complementary academic and industry partners. Bolstering the XR research infrastructure with the right investments and incentives is vital for delivering on the potential for transformative discoveries, innovations, and applications.

5.
J Vis ; 23(10): 9, 2023 09 01.
Artículo en Inglés | MEDLINE | ID: mdl-37707802

RESUMEN

Viewpoint effects on object recognition interact with object-scene consistency effects. While recognition of objects seen from "noncanonical" viewpoints (e.g., a cup from below) is typically impeded compared to processing of objects seen from canonical viewpoints (e.g., the string-side of a guitar), this effect is reduced by meaningful scene context information. In the present study we investigated if these findings established by using photographic images, generalize to strongly noncanonical orientations of three-dimensional (3D) models of objects. Using 3D models allowed us to probe a broad range of viewpoints and empirically establish viewpoints with very strong noncanonical and canonical orientations. In Experiment 1, we presented 3D models of objects from six different viewpoints (0°, 60°, 120°, 180° 240°, 300°) in color (1a) and grayscaled (1b) in a sequential matching task. Viewpoint had a significant effect on accuracy and response times. Based on the viewpoint effect in Experiments 1a and 1b, we could empirically determine the most canonical and noncanonical viewpoints from our set of viewpoints to use in Experiment 2. In Experiment 2, participants again performed a sequential matching task, however now the objects were paired with scene backgrounds which could be either consistent (e.g., a cup in the kitchen) or inconsistent (e.g., a guitar in the bathroom) to the object. Viewpoint interacted significantly with scene consistency in that object recognition was less affected by viewpoint when consistent scene information was provided, compared to inconsistent information. Our results show that scene context supports object recognition even when using extremely noncanonical orientations of depth rotated 3D objects. This supports the important role object-scene processing plays for object constancy especially under conditions of high uncertainty.


Asunto(s)
Concienciación , Reconocimiento en Psicología , Humanos , Tiempo de Reacción , Incertidumbre , Percepción Visual
6.
J Vis ; 23(8): 9, 2023 08 01.
Artículo en Inglés | MEDLINE | ID: mdl-37548958

RESUMEN

Visual working memory-holding past visual information in mind for upcoming behavior-is commonly studied following the abrupt removal of visual objects from static two-dimensional (2D) displays. In everyday life, visual objects do not typically vanish from the environment in front of us. Rather, visual objects tend to enter working memory following self or object motion: disappearing from view gradually and changing the spatial relation between memoranda and observer. Here, we used virtual reality (VR) to investigate whether two classic findings from visual working memory research-a capacity of around three objects and the reliance on space for object selection-generalize to more naturalistic modes of object disappearance. Our static reference condition mimicked traditional laboratory tasks whereby visual objects were held static in front of the participant and removed from view abruptly. In our critical flow condition, the same visual objects flowed by participants, disappearing from view gradually and behind the observer. We considered visual working memory performance and capacity, as well as space-based mnemonic selection, indexed by directional biases in gaze. Despite vastly distinct modes of object disappearance and altered spatial relations between memoranda and observer, we found comparable capacity and comparable gaze signatures of space-based mnemonic selection. This finding reveals how classic findings from visual working memory research generalize to immersive situations with more naturalistic modes of object disappearance and with dynamic spatial relations between memoranda and observer.


Asunto(s)
Memoria a Corto Plazo , Percepción Visual , Humanos , Realidad Virtual , Masculino , Femenino , Adolescente , Adulto
7.
J Cogn Neurosci ; 35(5): 856-868, 2023 05 01.
Artículo en Inglés | MEDLINE | ID: mdl-36802368

RESUMEN

We shift our gaze even when we orient attention internally to visual representations in working memory. Here, we show the bodily orienting response associated with internal selective attention is widespread as it also includes the head. In three virtual reality experiments, participants remembered 2 visual items. After a working memory delay, a central color cue indicated which item needed to be reproduced from memory. After the cue, head movements became biased in the direction of the memorized location of the cued memory item-despite there being no items to orient toward in the external environment. The heading-direction bias had a distinct temporal profile from the gaze bias. Our findings reveal that directing attention within the spatial layout of visual working memory bears a strong relation to the overt head orienting response we engage when directing attention to sensory information in the external environment. The heading-direction bias further demonstrates common neural circuitry is engaged during external and internal orienting of attention.


Asunto(s)
Señales (Psicología) , Memoria a Corto Plazo , Humanos , Memoria a Corto Plazo/fisiología , Recuerdo Mental , Percepción Visual/fisiología
8.
Psychol Sci ; 33(9): 1463-1476, 2022 09.
Artículo en Inglés | MEDLINE | ID: mdl-35942922

RESUMEN

Successful adaptive behavior requires efficient attentional and locomotive systems. Previous research has thoroughly investigated how we achieve this efficiency during natural behavior by exploiting prior knowledge related to targets of our actions (e.g., attending to metallic targets when looking for a pot) and to the environmental context (e.g., looking for the pot in the kitchen). Less is known about whether and how individual nontarget components of the environment support natural behavior. In our immersive virtual reality task, 24 adult participants searched for objects in naturalistic scenes in which we manipulated the presence and arrangement of large, static objects that anchor predictions about targets (e.g., the sink provides a prediction for the location of the soap). Our results show that gaze and body movements in this naturalistic setting are strongly guided by these anchors. These findings demonstrate that objects auxiliary to the target are incorporated into the representations guiding attention and locomotion.


Asunto(s)
Movimientos Oculares , Realidad Virtual , Adulto , Atención , Humanos , Locomoción , Reconocimiento Visual de Modelos , Jabones
9.
Nat Hum Behav ; 6(4): 536-544, 2022 04.
Artículo en Inglés | MEDLINE | ID: mdl-35058640

RESUMEN

As we move around, relevant information that disappears from sight can still be held in working memory to serve upcoming behaviour. How we maintain and select visual information as we move through the environment remains poorly understood because most laboratory tasks of working memory rely on removing visual material while participants remain still. We used virtual reality to study visual working memory following self-movement in immersive environments. Directional biases in gaze revealed the recruitment of more than one spatial frame for maintaining and selecting memoranda following self-movement. The findings bring the important realization that multiple spatial frames support working memory in natural behaviour. The results also illustrate how virtual reality can be a critical experimental tool to characterize this core memory system.


Asunto(s)
Memoria a Corto Plazo , Realidad Virtual , Humanos , Movimiento
10.
Q J Exp Psychol (Hove) ; 75(2): 313-327, 2022 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-32519926

RESUMEN

Visual attention evolved in a three-dimensional (3D) world, yet studies on human attention in three dimensions are sparse. Here we present findings from a human foraging study in immersive 3D virtual reality. We used a foraging task introduced in Kristjánsson et al. to examine how well their findings generalise to more naturalistic settings. The second goal was to examine what effect the motion of targets and distractors has on inter-target times (ITTs), run patterns, and foraging organisation. Observers foraged for 50 targets among 50 distractors in four different conditions. Targets were distinguished from distractors by either a single feature (feature foraging) or a conjunction of features (conjunction foraging). Furthermore, those conditions were performed both with static and moving targets and distractors. Our results replicate previous foraging studies in many aspects, with constant ITTs during a "cruise-phase" within foraging trials and response time peaks at the end of foraging trials. Some key differences emerged, however, such as more frequent switches between target types during conjunction foraging than previously seen and a lack of clear mid-peaks during conjunction foraging, possibly reflecting that differences between feature and conjunction processing are smaller within 3D environments. Observers initiated their foraging in the bottom part of the visual field and motion did not have much of an effect on selection times between different targets (ITTs) or run behaviour patterns except for the end-peaks. Our results cast new light upon visual attention in 3D environments and highlight how 3D virtual reality studies can provide important extensions to two-dimensional studies of visual attention.


Asunto(s)
Realidad Virtual , Campos Visuales , Humanos , Tiempo de Reacción
11.
J Eye Mov Res ; 15(3)2022.
Artículo en Inglés | MEDLINE | ID: mdl-37215533

RESUMEN

Image inversion is a powerful tool for investigating cognitive mechanisms of visual perception. However, studies have mainly used inversion in paradigms presented on twodimensional computer screens. It remains open whether disruptive effects of inversion also hold true in more naturalistic scenarios. In our study, we used scene inversion in virtual reality in combination with eye tracking to investigate the mechanisms of repeated visual search through three-dimensional immersive indoor scenes. Scene inversion affected all gaze and head measures except fixation durations and saccade amplitudes. Our behavioral results, surprisingly, did not entirely follow as hypothesized: While search efficiency dropped significantly in inverted scenes, participants did not utilize more memory as measured by search time slopes. This indicates that despite the disruption, participants did not try to compensate the increased difficulty by using more memory. Our study highlights the importance of investigating classical experimental paradigms in more naturalistic scenarios to advance research on daily human behavior.

12.
Behav Res Methods ; 53(6): 2528-2543, 2021 12.
Artículo en Inglés | MEDLINE | ID: mdl-33954914

RESUMEN

Mixed-effects models are a powerful tool for modeling fixed and random effects simultaneously, but do not offer a feasible analytic solution for estimating the probability that a test correctly rejects the null hypothesis. Being able to estimate this probability, however, is critical for sample size planning, as power is closely linked to the reliability and replicability of empirical findings. A flexible and very intuitive alternative to analytic power solutions are simulation-based power analyses. Although various tools for conducting simulation-based power analyses for mixed-effects models are available, there is lack of guidance on how to appropriately use them. In this tutorial, we discuss how to estimate power for mixed-effects models in different use cases: first, how to use models that were fit on available (e.g. published) data to determine sample size; second, how to determine the number of stimuli required for sufficient power; and finally, how to conduct sample size planning without available data. Our examples cover both linear and generalized linear models and we provide code and resources for performing simulation-based power analyses on openly accessible data sets. The present work therefore helps researchers to navigate sound research design when using mixed-effects models, by summarizing resources, collating available knowledge, providing solutions and tools, and applying them to real-world problems in sample sizing planning when sophisticated analysis procedures like mixed-effects models are outlined as inferential procedures.


Asunto(s)
Reproducibilidad de los Resultados , Simulación por Computador , Humanos , Modelos Lineales , Tamaño de la Muestra
13.
Atten Percept Psychophys ; 83(4): 1375-1390, 2021 May.
Artículo en Inglés | MEDLINE | ID: mdl-33791942

RESUMEN

Research within visual cognition has made tremendous strides in uncovering the basic operating characteristics of the visual system by reducing the complexity of natural vision to artificial but well-controlled experimental tasks and stimuli. This reductionist approach has for example been used to assess the basic limitations of visual attention, visual working memory (VWM) capacity, and the fidelity of visual long-term memory (VLTM). The assessment of these limits is usually made in a pure sense, irrespective of goals, actions, and priors. While it is important to map out the bottlenecks our visual system faces, we focus here on selected examples of how such limitations can be overcome. Recent findings suggest that during more natural tasks, capacity may be higher than reductionist research suggests and that separable systems subserve different actions, such as reaching and looking, which might provide important insights about how pure attentional or memory limitations could be circumvented. We also review evidence suggesting that the closer we get to naturalistic behavior, the more we encounter implicit learning mechanisms that operate "for free" and "on the fly." These mechanisms provide a surprisingly rich visual experience, which can support capacity-limited systems. We speculate whether natural tasks may yield different estimates of the limitations of VWM, VLTM, and attention, and propose that capacity measurements should also pass the real-world test within naturalistic frameworks. Our review highlights various approaches for this and suggests that our understanding of visual cognition will benefit from incorporating the complexities of real-world cognition in experimental approaches.


Asunto(s)
Memoria a Corto Plazo , Percepción Visual , Cognición , Humanos , Aprendizaje , Memoria a Largo Plazo
14.
Brain Sci ; 11(1)2021 Jan 04.
Artículo en Inglés | MEDLINE | ID: mdl-33406655

RESUMEN

Repeated search studies are a hallmark in the investigation of the interplay between memory and attention. Due to a usually employed averaging, a substantial decrease in response times occurring between the first and second search through the same search environment is rarely discussed. This search initiation effect is often the most dramatic decrease in search times in a series of sequential searches. The nature of this initial lack of search efficiency has thus far remained unexplored. We tested the hypothesis that the activation of spatial priors leads to this search efficiency profile. Before searching repeatedly through scenes in VR, participants either (1) previewed the scene, (2) saw an interrupted preview, or (3) started searching immediately. The search initiation effect was present in the latter condition but in neither of the preview conditions. Eye movement metrics revealed that the locus of this effect lies in search guidance instead of search initiation or decision time, and was beyond effects of object learning or incidental memory. Our study suggests that upon visual processing of an environment, a process of activating spatial priors to enable orientation is initiated, which takes a toll on search time at first, but once activated it can be used to guide subsequent searches.

15.
Curr Biol ; 31(4): 869-874.e5, 2021 02 22.
Artículo en Inglés | MEDLINE | ID: mdl-33278355

RESUMEN

Working memory (WM) enables temporary storage and manipulation of information,1 supporting tasks that require bridging between perception and subsequent behavior. Its properties, such as its capacity, have been thoroughly investigated in highly controlled laboratory tasks.1-8 Much less is known about the utilization and properties of WM in natural behavior,9-11 when reliance on WM emerges as a natural consequence of interactions with the environment. We measured the trade-off between reliance on WM and gathering information externally during immersive behavior in an adapted object-copying task.12 By manipulating the locomotive demands required for task completion, we could investigate whether and how WM utilization changed as gathering information from the environment became more effortful. Reliance on WM was lower than WM capacity measures in typical laboratory tasks. A clear trade-off also occurred. As sampling information from the environment required increasing locomotion and time investment, participants relied more on their WM representations. This reliance on WM increased in a shallow and linear fashion and was associated with longer encoding durations. Participants' avoidance of WM usage showcases a fundamental dependence on external information during ecological behavior, even if the potentially storable information is well within the capacity of the cognitive system. These foundational findings highlight the importance of using immersive tasks to understand how cognitive processes unfold within natural behavior. Our novel VR approach effectively combines the ecological validity, experimental rigor, and sensitive measures required to investigate the interplay between memory and perception in immersive behavior. VIDEO ABSTRACT.


Asunto(s)
Conducta , Memoria a Corto Plazo , Animales , Cognición , Humanos , Percepción
16.
Brain Sci ; 10(4)2020 Apr 24.
Artículo en Inglés | MEDLINE | ID: mdl-32344671

RESUMEN

Researchers have ample reasons to take their experimental studies out of the lab and into the online wilderness. For some, it is out of necessity, due to an unforeseen laboratory closure or difficulties in recruiting on-site participants. Others want to benefit from the large and diverse online population. However, the transition from in-lab to online data acquisition is not trivial and might seem overwhelming at first. To facilitate this transition, we present an overview of actively maintained solutions for the critical components of successful online data acquisition: creating, hosting and recruiting. Our aim is to provide a brief introductory resource and discuss important considerations for researchers who are taking their first steps towards online experimentation.

17.
Cognition ; 196: 104147, 2020 03.
Artículo en Inglés | MEDLINE | ID: mdl-32004760

RESUMEN

We use representations and expectations formed during life-long learning to support attentional allocation and perception. In comparison to traditional laboratory investigations, real-world memory formation is usually achieved without explicit instruction and on-the-fly as a by-product of natural interactions with our environment. Understanding this process and the quality of naturally formed representations is critical to understanding how memory is used to guide attention and perception. Utilizing immersive, navigable, and realistic virtual environments, we investigated incidentally generated memory representations by comparing them to memories for items which were explicitly memorized. Participants either searched for objects embedded in realistic indoor environments or explicitly memorized them for follow-up identity and location memory tests. We show for the first time that memory for the identity of naturalistic objects and their location in 3D space is higher after incidental encoding compared to explicit memorization, even though the subsequent memory tests came as a surprise to participants. Relating gaze behavior to memory performance revealed that encoding time was more predictive of subsequent memory when participants explicitly memorized an item, compared to incidentally encoding it. Our results suggest that the active nature of guiding attentional allocation during proactive behavior allows for behaviorally optimal formation and utilization of representations. This highlights the importance of investigating cognition under ecologically valid conditions and shows that understanding the most natural processes for encoding and maintaining information is critical for understanding adaptive behavior.


Asunto(s)
Objetivos , Motivación , Atención , Aprendizaje , Memoria
18.
Curr Opin Psychol ; 29: 205-210, 2019 10.
Artículo en Inglés | MEDLINE | ID: mdl-31051430

RESUMEN

Despite many recent technical advances, the human efficacy of naturalistic scene processing is still unparalleled. What guides attention in real world environments? How does scene context affect object search and classification? And how are the many predictions we have with regards to our visual environment structured? Here, we review the latest findings that speak to these questions, ranging from traditional psychophysics, eye movement, and neurocognitive studies in the lab to experiments in virtual reality (VR) and the real world. The growing interest and grasp of a scene's inner workings are enriching our understanding of the efficiency of scene perception and could inspire new technological and clinical advances.


Asunto(s)
Atención , Movimientos Oculares , Lectura , Percepción Visual , Humanos , Realidad Virtual
19.
Psychophysiology ; 56(6): e13335, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-30657176

RESUMEN

Cluster-based permutation tests are gaining an almost universal acceptance as inferential procedures in cognitive neuroscience. They elegantly handle the multiple comparisons problem in high-dimensional magnetoencephalographic and EEG data. Unfortunately, the power of this procedure comes hand in hand with the allure for unwarranted interpretations of the inferential output, the most prominent of which is the overestimation of the temporal, spatial, and frequency precision of statistical claims. This leads researchers to statements about the onset or offset of a certain effect that is not supported by the permutation test. In this article, we outline problems and common pitfalls of using and interpreting cluster-based permutation tests. We illustrate these with simulated data in order to promote a more intuitive understanding of the method. We hope that raising awareness about these issues will be beneficial to common scientific practices, while at the same time increasing the popularity of cluster-based permutation procedures.


Asunto(s)
Electroencefalografía , Magnetoencefalografía , Sesgo , Análisis por Conglomerados , Interpretación Estadística de Datos , Electroencefalografía/estadística & datos numéricos , Humanos , Magnetoencefalografía/estadística & datos numéricos , Estadística como Asunto
20.
Q J Exp Psychol (Hove) ; 72(5): 1176-1182, 2019 May.
Artículo en Inglés | MEDLINE | ID: mdl-29862888

RESUMEN

Visual long-term memory capacity appears massive and detailed when probed explicitly. In the real world, however, memories are usually built from chance encounters. Therefore, we investigated the capacity and detail of incidental memory in a novel encoding task, instructing participants to detect visually distorted objects among intact objects. In a subsequent surprise recognition memory test, lures of a novel category, another exemplar, the same object in a different state, or exactly the same object were presented. Lure recognition performance was above chance, suggesting that incidental encoding resulted in reliable memory formation. Critically, performance for state lures was worse than for exemplars, which was driven by a greater similarity of state as opposed to exemplar foils to the original objects. Our results indicate that incidentally generated visual long-term memory representations of isolated objects are more limited in detail than recently suggested.


Asunto(s)
Memoria a Largo Plazo/fisiología , Reconocimiento Visual de Modelos/fisiología , Reconocimiento en Psicología/fisiología , Adulto , Femenino , Humanos , Masculino , Adulto Joven
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