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1.
Sci Rep ; 13(1): 16676, 2023 10 04.
Artigo em Inglês | MEDLINE | ID: mdl-37794059

RESUMO

In visual search, attention is reliably captured by salient distractors and must be actively disengaged from them to reach the target. In such attentional capture paradigms, dwell time is measured on distractors that appear in the periphery (e.g., on a random location on a circle). Distractor-related dwell time is typically thought to be largely due to stimulus-driven processes related to oculomotor capture dynamics. However, the extent to which oculomotor capture and oculomotor disengagement contribute to distractor dwell time has not been known because standard attentional capture paradigms cannot decouple these processes. In the present study, we used a novel paradigm combining classical attentional capture trials and delayed disengagement trials. We measured eye movements to dissociate the capture and disengagement mechanisms underlying distractor dwell time. We found that only two-thirds of distractor dwell time (~ 52 ms) can be explained by oculomotor capture, while one-third is explained by oculomotor disengagement (~ 18 ms), which has been neglected or underestimated in previous studies. Thus, oculomotor disengagement (goal-directed) processes play a more significant role in distractor dwell times than previously thought.


Assuntos
Atenção , Movimentos Oculares , Tempo de Reação , Percepção Visual
2.
Behav Sci (Basel) ; 12(8)2022 Aug 12.
Artigo em Inglês | MEDLINE | ID: mdl-36004854

RESUMO

Our eyes convey information about a person. The pupils may provide information regarding our emotional states when presented along with different emotional expressions. We examined the effects of pupil size and vergence on inferring other people's characteristics in neutral expression eyes. Pupil sizes were manipulated by overlaying black disks onto the pupils of the original eye images. The disk area was then changed to create small, medium, and large pupils. Vergence was simulated by shifting the medium-sized disks nasally in one eye. Pupil sizes were exaggerated for Experiment 1 and followed values from the literature for Experiment 2. The first Purkinje image from the eye photos in Experiment 2 was kept to preserve image realism. The characteristics measured were sex, age, attractiveness, trustworthiness, intelligence, valence, and arousal. Participants completed one of two online experiments and rated eight eye pictures with differently sized pupils and with vergence eyes. Both experiments were identical except for the stimuli designs. Results from Experiment 1 revealed rating differences between pupil sizes for all characteristics except sex, age, and arousal. Specifically, eyes with extremely small pupil sizes and artificial vergence received the lowest ratings compared to medium and large pupil sizes. Results from Experiment 2 only indicated weak effects of pupil size and vergence, particularly for intelligence ratings. We conclude that the pupils can influence how characteristics of another person are perceived and may be regarded as important social signals in subconscious social interaction processes. However, the effects may be rather small for neutral expressions.

3.
Cyberpsychol Behav Soc Netw ; 24(2): 94-100, 2021 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-32907385

RESUMO

Video gaming has become massively adopted over the last years and Internet gaming disorder (IGD) has been noted as an increasing mental health problem. In this context, earlier studies focused on raw playtime (number of hours). Later studies also incorporated gaming motives while social contexts were not considered directly. Because social inclusion is one of the most powerful predictors of general mental health, in this study, we focused on the social context in which games are played. The sample consisted of 13,464 participants from 109 different countries, who played an average of ∼22 hours per week. Psychological well-being was assessed with the Satisfaction with Life Scale, the Generalized Anxiety Disorder 7 questionnaire, and the Social Phobia Inventory. We found that raw playtime is an uninformative predictor of a gamer's mental health and believe that earlier studies with smaller sample sizes may have overestimated its influence. Gaming motives (achievement and escapism, in particular) were generally found to be predictive. Of importance, the social context in which gamers play had large influence on their mental health and can potentially, in combination with the gaming motives, serve as a powerful predictor of clinically relevant at-risk groups in gaming.


Assuntos
Uso da Internet/estatística & dados numéricos , Saúde Mental/estatística & dados numéricos , Motivação , Meio Social , Jogos de Vídeo/psicologia , Adolescente , Adulto , Ansiedade/epidemiologia , Ansiedade/psicologia , Feminino , Humanos , Transtorno de Adição à Internet/epidemiologia , Transtorno de Adição à Internet/psicologia , Masculino , Satisfação Pessoal , Fobia Social/epidemiologia , Fobia Social/psicologia , Análise de Regressão , Fatores de Tempo , Adulto Jovem
4.
Cortex ; 135: 108-126, 2021 02.
Artigo em Inglês | MEDLINE | ID: mdl-33360756

RESUMO

People can learn to ignore salient distractors that occur frequently at particular locations, making them interfere less with task performance. This effect has been attributed to learnt suppression of the likely distractor locations at a pre-selective stage of attentional-priority computation. However, rather than distractors at frequent (vs rare) locations being just less likely to capture attention, attention may possibly also be disengaged faster from such distractors - a post-selective contribution to their reduced interference. Eye-movement studies confirm that learnt suppression, evidenced by a reduced rate of oculomotor capture by distractors at frequent locations, is a major factor, whereas the evidence is mixed with regard to a role of rapid disengagement However, methodological choices in these studies limited conclusions as to the contribution of a post-capture effect. Using an adjusted design, here we positively establish the rapid-disengagement effect, while corroborating the oculomotor-capture effect. Moreover, we examine distractor-location learning effects not only for distractors defined in a different visual dimension to the search target, but also for distractors defined within the same dimension, which are known to cause particularly strong interference and probability-cueing effects. Here, we show that both oculomotor-capture and disengagement dynamics contribute to this pattern. Additionally, on distractor-absent trials, the slowed responses to targets at frequent distractor locations-that we observe only in same-, but not different-, dimension conditions-arise pre-selectively, in prolonged latencies of the very first saccade. This supports the idea that learnt suppression is implemented at a different level of priority computation with same-versus different-dimension distractors.


Assuntos
Atenção , Aprendizagem , Sinais (Psicologia) , Tempo de Reação , Movimentos Sacádicos
5.
Brain Sci ; 10(12)2020 Dec 01.
Artigo em Inglês | MEDLINE | ID: mdl-33271888

RESUMO

An overwhelming majority of studies on visual search and selective attention were conducted using computer screens. There are arguably shortcomings in transferring knowledge from computer-based studies to real-world search behavior as findings are based on viewing static pictures on computer screens. This does not go well with the dynamic and interactive nature of vision in the real world. It is crucial to take visual search research to the real world in order to study everyday visual search processes. The aim of the present study was to develop an interactive search paradigm that can serve as a "bridge" between classical computerized search and everyday interactive search. We based our search paradigm on simple LEGO® bricks arranged on tabletop trays to ensure comparability with classical computerized visual search studies while providing room for easily increasing the complexity of the search environment. We found that targets were grasped slower when there were more distractors (Experiment 1) and there were sizable differences between various search conditions (Experiment 2), largely in line with classical visual search research and revealing similarities to research in natural scenes. Therefore, our paradigm can be seen as a valuable asset complementing visual search research in an environment between computerized search and everyday search.

6.
Brain Sci ; 10(4)2020 Apr 24.
Artigo em Inglês | MEDLINE | ID: mdl-32344671

RESUMO

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.

7.
Atten Percept Psychophys ; 82(2): 637-654, 2020 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-31974935

RESUMO

In a circular visual search paradigm, the disengagement of attention is automatically delayed when a fixated but irrelevant center item shares features of the target item. Additionally, if mismatching letters are presented on these items, response times (RTs) are slowed further, while matching letters evoke faster responses (Wright, Boot, & Brockmole, 2015a). This is interpreted as a functional reason of the delayed disengagement effect in terms of deeper processing of the fixation item. The purpose of the present study was the generalization of these findings to unfamiliar symbols and to linear instead of circular layouts. Experiments 1 and 2 replicated the functional delayed disengagement effect with letters and symbols. In Experiment 3, the search layout was changed from circular to linear and only saccades from left to right had to be performed. We did not find supportive data for the proposed functional nature of the effect. In Experiments 4 and 5, we tested whether the unidirectional saccade decision, a potential blurring by adjacent items, or a lack of statistical power was the cause of the diminished effects in Experiment 3. With increased sample sizes, the delayed disengagement effect as well as its functional underpinning were now observed consistently. Taken together, our results support prior assumptions that delayed disengagement effects are functionally rooted in a deeper processing of the fixation items. They also generalize to unfamiliar symbols and linear display layouts.


Assuntos
Atenção/fisiologia , Tempo de Reação/fisiologia , Percepção Visual/fisiologia , Adulto , Tomada de Decisões/fisiologia , Feminino , Humanos , Masculino , Estimulação Luminosa , Movimentos Sacádicos/fisiologia , Análise e Desempenho de Tarefas , Adulto Jovem
8.
J Exp Psychol Learn Mem Cogn ; 45(11): 2080-2097, 2019 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-30688477

RESUMO

It was shown previously that observers can learn to exploit an uneven spatial distribution of singleton distractors to better shield visual search from distractors in the frequent versus the rare region (i.e., distractor location probability cueing; Sauter, Liesefeld, Zehetleitner, & Müller, 2018). However, with distractors defined in the same dimension as the search target, this comes at the cost of impaired detection of targets in the frequent region. In 3 experiments, the present study investigated the learning and unlearning of distractor location probability cueing and the carry-over of cueing effects from same- to different-dimension distractors. All experiments involved a visual search for an orientation-defined singleton target in the presence of either a more salient color-defined (different-dimension) or orientation-defined (same-dimension) distractor singleton, and all were divided into a learning session and a subsequent test session. The present study showed that with same-dimension (but not with different-dimension) distractors, the acquired cueing effect persists over a 24-h break between the training and test session and takes several hundred trials to be unlearned when the distribution is changed to even (50%/50%) in the test session. Furthermore, the target location effect as well as (somewhat less marked) the cueing effect carries over from learning with same-dimension distractors to test with different-dimension distractors. These carry-over effects are in line with the assumption that the learned distractor suppression effects are implemented at different levels in the hierarchical architecture of search guidance: the saliency map with same-dimension distractors versus a dimension-based level below the saliency map with different-dimension distractors. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Assuntos
Atenção , Inibição Psicológica , Aprendizagem/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Desempenho Psicomotor/fisiologia , Percepção Espacial/fisiologia , Adolescente , Adulto , Sinais (Psicologia) , Feminino , Humanos , Masculino , Aprendizagem por Probabilidade , Transferência de Experiência/fisiologia , Adulto Jovem
9.
Atten Percept Psychophys ; 80(3): 622-642, 2018 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-29299850

RESUMO

Shielding visual search against interference from salient distractors becomes more efficient over time for display regions where distractors appear more frequently, rather than only rarely Goschy, Bakos, Müller, & Zehetleitner (Frontiers in Psychology 5: 1195, 2014). We hypothesized that the locus of this learned distractor probability-cueing effect depends on the dimensional relationship of the to-be-inhibited distractor relative to the to-be-attended target. If the distractor and target are defined in different visual dimensions (e.g., a color-defined distractor and orientation-defined target, as in Goschy et al. (Frontiers in Psychology 5: 1195, 2014), distractors may be efficiently suppressed by down-weighting the feature contrast signals in the distractor-defining dimension Zehetleitner, Goschy, & Müller (Journal of Experimental Psychology: Human Perception and Performance 38: 941-957, 2012), with stronger down-weighting being applied to the frequent- than to the rare-distractor region. However, given dimensionally coupled feature contrast signal weighting (cf. Müller J, Heller & Ziegler (Perception & Psychophysics 57:1-17, 1995), this dimension-(down-)weighting strategy would not be effective when the target and the distractors are defined within the same dimension. In this case, suppression may operate differently: by inhibiting the entire frequent-distractor region on the search-guiding master saliency map. The downside of inhibition at this level is that, although it reduces distractor interference in the inhibited (frequent-distractor) region, it also impairs target processing in that region-even when no distractor is actually present in the display. This predicted qualitative difference between same- and different-dimension distractors was confirmed in the present study (with 184 participants), thus furthering our understanding of the functional architecture of search guidance, especially regarding the mechanisms involved in shielding search from the interference of distractors that consistently occur in certain display regions.


Assuntos
Atenção/fisiologia , Adulto , Percepção de Cores/fisiologia , Sinais (Psicologia) , Feminino , Humanos , Masculino , Orientação , Adulto Jovem
10.
Cogn Affect Behav Neurosci ; 15(4): 854-60, 2015 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-26238626

RESUMO

Previous functional imaging studies investigating the neural basis of strategic decision making in the prisoner's dilemma reported a correlation between cooperative behavior and dorsolateral prefrontal cortex (DLPFC) activity; however, the precise function of the DLPFC in establishing cooperation remains unclear so far. The present study investigated the causal role of the DLPFC in an iterative prisoner's dilemma game with transcranial magnetic stimulation (TMS). We discovered that disrupting the DLPFC with TMS decreased cooperation rates in comparison to control conditions, with this effect being most pronounced when the partner had defected previously. Thus, the current results suggest that the DLPFC contributes to strategic decision making in the prisoner's dilemma game.


Assuntos
Comportamento Cooperativo , Tomada de Decisões/fisiologia , Córtex Pré-Frontal/fisiologia , Dilema do Prisioneiro , Adulto , Feminino , Humanos , Relações Interpessoais , Masculino , Testes Neuropsicológicos , Córtex Pré-Frontal/fisiopatologia , Distribuição Aleatória , Estimulação Magnética Transcraniana/efeitos adversos , Adulto Jovem
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