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Clark FE. Levelling up the study of animal gameplay. Neurosci Biobehav Rev 2025; 169:106016. [PMID: 39826823 DOI: 10.1016/j.neubiorev.2025.106016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/29/2024] [Revised: 01/03/2025] [Accepted: 01/13/2025] [Indexed: 01/22/2025]
Abstract
Play in humans and other animals is widespread and intuitive to recognise. Creative, unstructured play is difficult to quantify, but games direct play towards a specific goal and have defined rules, mechanics and rewards. To date, games have been under-utilised in human and animal behavioural neuroscience. This review evaluates evidence that animals can play human games, including game-theory contests, tangible games, and video games. Animals can be trained to play various human games with cognitive capacities such as role adoption, rule-following and performance monitoring. Animals can make irrational gameplay decisions that jeopardise rewards and have salient emotional responses to winning and losing. Games can advance the field of behavioural neuroscience in several ways. Cognitive tasks can become more engaging and ecologically relevant by adding game elements, known as gamification. Games can be used to induce and measure more naturalistic emotional responses to the process of overcoming (progression/regression) and end state (winning/losing) of cognitive challenges. There is also scope to target specific cognitive skill deficiencies in captive animals using games. However, a recent rapid increase in computerised testing environments raises an important ethical question about the boundary between games and reality for animals.
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Affiliation(s)
- Fay E Clark
- School of Psychological Science, University of Bristol, Bristol BS8 1TU, United Kingdom.
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2
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Aneni K, Gomati de la Vega I, Jiao MG, Funaro MC, Fiellin LE. Evaluating the validity of game-based assessments measuring cognitive function among children and adolescents: A systematic review and meta-analysis. PROGRESS IN BRAIN RESEARCH 2023; 279:1-36. [PMID: 37661161 DOI: 10.1016/bs.pbr.2023.02.002] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/15/2023]
Abstract
Games offer advantages over traditional methods of assessing cognitive function among children and adolescents. However, the validity of game-based assessments has not been systematically evaluated. We conducted a systematic review and meta-analysis to assess the validity of game-based assessments measuring cognitive function among children and adolescents. We systematically searched several databases using pre-defined inclusion criteria. For papers that met the criteria, we extracted and analyzed the cognitive functions measured by each study, the correlation coefficients between game-based and traditional assessments, and factors that could influence the validity of game-based assessments. Our review identified 19 articles featuring 20 studies, 18 games, and 378 unique correlations between game-based and traditional assessments of cognitive function. Game-based assessments yielded significant correlations (n=282, 75%) with traditional assessments, over half of which were in the low to medium range in strength (r=0.3-0.69, n=227, 80%). Factors related to the child, such as age, gender, and prior gaming experience, may influence the validity of game-based assessments by modifying performance on game-based assessments. In addition, we found that game-based assessments that measured cognitive functions across more than one neurocognitive domain and used a prediction model for scoring were more likely to yield significant correlations. In contrast, including a narrative storyline in a game-based assessment was less likely to yield significant correlations. Most studies were of good quality, although the lack of sample size justification was a limiting factor. Further research is needed to elucidate the influence of identified factors on the validity of game-based assessment to justify the wide adoption of game-based assessments of cognitive function among children and adolescents.
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Affiliation(s)
- Kammarauche Aneni
- Yale Child Study Center, New Haven, CT, United States; Yale School of Medicine, New Haven, CT, United States
| | | | - Megan G Jiao
- McGovern Medical School, Houston, TX, United States
| | - Melissa C Funaro
- Harvey Cushing/John Hay Whitney Medical Library, Yale University, New Haven, CT, United States
| | - Lynn E Fiellin
- Yale Child Study Center, New Haven, CT, United States; Yale School of Medicine, New Haven, CT, United States; Yale School of Public Health, New Haven, CT, United States.
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3
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Liu TL, Merrill SC, O'Keefe A, Clark EM, Langle-Chimal OD, Trinity L, Shrum TR, Koliba C, Zia A, Sellnow TL, Sellnow DD, Smith JM. Effects of message delivery on cross-cultural biosecurity compliance: Insights from experimental simulations. Front Vet Sci 2022; 9:984945. [PMID: 36467649 PMCID: PMC9709259 DOI: 10.3389/fvets.2022.984945] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/02/2022] [Accepted: 10/10/2022] [Indexed: 09/10/2024] Open
Abstract
BACKGROUND Effective biosecurity communication of transmission risks and associated protective behaviors can reduce the impacts of infectious diseases in US animal agriculture. Yet, more than 1/5 of animal production workers speak a language other than English at home, and more than 40 percent are less than fluent in English. Communicating with these workers often involves translating into their primary languages. However, communication strategies targeting different cultural groups are not well-understood. AIMS To identify cross-linguistic risk communication strategies to facilitate compliance, we hypothesized that uncertainty avoidance cultures associated with the languages might affect biosecurity compliance contingent upon two additional covariates: (1) the risk of acquiring an infection and (2) the delivery method of the infection risk. METHODS We designed an experimental game simulating a line of separation (LOS) biosecurity tactic in a swine production facility, where participants were tasked with completing tasks inside and outside of the facility. Data were collected using games in the two most spoken languages in the US: English (EN) and Spanish (SP). Participants made binary decisions about whether to use the LOS biosecurity tactic based on the risk information provided. Mixed-effect logistic models were used to test the effects of covariates on using the LOS tactic by different language groups. RESULTS We found that biosecurity compliance rates of participants who took the experiments in the language associated with high and low uncertainty cultures showed no significant differences. However, there are substantial differences in how risk information is perceived between the two language groups under different infection risks. Specifically, and counterintuitively, SP participants were more risk-averse in gain scenarios but more risk-taking in loss scenarios. These differences are most pronounced in numeric risk messaging, indicating that numbers may not be the best way to communicate risk information regarding biosecurity cross-culturally. CONCLUSIONS When confronted with situational biosecurity decisions, risk perception and preferences vary by language group. Effective biosecurity communication needs to account for these differences and not assume that direct translation of risk messages will result in comparable compliance.
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Affiliation(s)
- Tung-Lin Liu
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Food Systems Graduate Program, University of Vermont, Burlington, VT, United States
- Gund Institute for Environment, University of Vermont, Burlington, VT, United States
| | - Scott C. Merrill
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Gund Institute for Environment, University of Vermont, Burlington, VT, United States
- Department of Plant and Soil Science, University of Vermont, Burlington, VT, United States
| | - Aislinn O'Keefe
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Department of Animal and Veterinary Sciences, University of Vermont, Burlington, VT, United States
| | - Eric M. Clark
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Department of Plant and Soil Science, University of Vermont, Burlington, VT, United States
| | - Ollin D. Langle-Chimal
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Gund Institute for Environment, University of Vermont, Burlington, VT, United States
- Vermont Complex Systems Center, University of Vermont, Burlington, VT, United States
| | - Luke Trinity
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Department of Computer Science, University of Victoria, Victoria, BC, Canada
| | - Trisha R. Shrum
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Department of Community Development and Applied Economics, University of Vermont, Burlington, VT, United States
| | - Christopher Koliba
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Gund Institute for Environment, University of Vermont, Burlington, VT, United States
- Department of Community Development and Applied Economics, University of Vermont, Burlington, VT, United States
| | - Asim Zia
- Social Ecological Gaming and Simulation Lab, University of Vermont, Burlington, VT, United States
- Gund Institute for Environment, University of Vermont, Burlington, VT, United States
- Department of Community Development and Applied Economics, University of Vermont, Burlington, VT, United States
- Department of Computer Science, University of Vermont, Burlington, VT, United States
| | - Timothy L. Sellnow
- Nicholson School of Communication, University of Central Florida, Orlando, FL, United States
| | - Deanna D. Sellnow
- Nicholson School of Communication, University of Central Florida, Orlando, FL, United States
| | - Julia M. Smith
- Department of Animal and Veterinary Sciences, University of Vermont, Burlington, VT, United States
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Wang YM, Wei CL, Wang MW. Factors influencing students' adoption intention of brain–computer interfaces in a game-learning context. LIBRARY HI TECH 2022. [DOI: 10.1108/lht-12-2021-0506] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeA research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.Design/methodology/approachIn this study, an approach integrating the decomposed theory of planned behavior, perceived playfulness, risk and the task–technology fit (TTF) concept was used to assess data collected using a post-experiment questionnaire from a student sample in Taiwan. The research model was tested using the partial least-squares structural equation modeling (PLS-SEM) technique.FindingsAttitude, subjective norms and TTF were shown to impact intention to play the BCI game significantly, while perceived behavioral control did not show a significant impact. The influence of superiors and peers was found to positively predict subjective norms. With the exception of perceived ease of use, all of the proposed antecedents were found to impact attitude toward BCI games. Technology facilitating conditions and BCI technology characteristics were shown to positively determine perceived behavior control and TTF, respectively. However, the other proposed factors did not significantly influence the latter two dependents.Originality/valueThis research contributes to the nascent literature on BCI games in the context of learning by highlighting the influence of belief-related psychological factors on user acceptance of BCI games. Moreover, this study highlights the important, respective influences of perceived playfulness, risk and TTF on users' perceptions of a game, body monitoring and technology implementation, each of which is known to influence willingness to play.
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Peters H, Kyngdon A, Stillwell D. Construction and validation of a game-based intelligence assessment in minecraft. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106701] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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Niedenthal S, Nilsson J. A Method for Computerized Olfactory Assessment and Training Outside of Laboratory or Clinical Settings. Iperception 2021; 12:20416695211023953. [PMID: 34178300 PMCID: PMC8202270 DOI: 10.1177/20416695211023953] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2020] [Accepted: 05/13/2021] [Indexed: 11/15/2022] Open
Abstract
There are currently few ways to reliably and objectively assess olfaction outside of the research laboratory or clinic. The COVID-19 pandemic has highlighted the need for remote olfactory assessment; in particular, smell training at home is a promising method for olfactory rehabilitation, but further methodological advances might enhance its effectiveness and range of use. Here, we present Exerscent, a portable, low-cost olfactory display designed primarily for uses outside of the laboratory and that can be operated with a personal computer. Exerscent includes Radio Frequency Identification (RFID) tags that are attached to odor stimuli and read with a MFRC522 module RFID reader/antenna that encodes the odor in order to provide adaptive challenges for the user (e.g., an odor identification task). Hardware parts are commercially available or 3D printed. Instructions and code for building the Exerscent are freely available online (https://osf.io/kwftm/). As a proof of concept, we present a case study in which a participant trained daily to identify 54 odors, improving from 81% to 96% accuracy over 16 consecutive days. In addition, results from a laboratory experiment with 11 volunteers indicated a very high level of perceived usability and engagement. Exerscent may be used for olfactory skills development (e.g., perfumery, enology), and rehabilitation purposes (e.g., postviral olfactory loss), but it also allows for other forms of technological interactions such as olfactory-based recreational interactions.
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Affiliation(s)
- Simon Niedenthal
- Simon Niedenthal, Faculty of Culture and Society, Malmö University, Nordenskiöldsgatan 1A, Malmö 211 19, Sweden.
| | - Johannes Nilsson
- School of Arts and Communication, Malmö University, Malmö, Sweden
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Prpic V, Kniestedt I, Camilleri E, Maureira MG, Kristjánsson Á, Thornton IM. A serious game to explore human foraging in a 3D environment. PLoS One 2019; 14:e0219827. [PMID: 31344063 PMCID: PMC6657838 DOI: 10.1371/journal.pone.0219827] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/11/2018] [Accepted: 07/02/2019] [Indexed: 11/18/2022] Open
Abstract
Traditional search tasks have taught us much about vision and attention. Recently, several groups have begun to use multiple-target search to explore more complex and temporally extended "foraging" behaviour. Many of these new foraging tasks, however, maintain the simplified 2D displays and response demands associated with traditional, single-target visual search. In this respect, they may fail to capture important aspects of real-world search or foraging behaviour. In the current paper, we present a serious game for mobile platforms, developed in Unity3D, in which human participants play the role of an animal foraging for food in a simulated 3D environment. Game settings can be adjusted, so that, for example, custom target and distractor items can be uploaded, and task parameters, such as the number of target categories or target/distractor ratio are all easy to modify. We are also making the Unity3D project available, so that further modifications can also be made. We demonstrate how the app can be used to address specific research questions by conducting two human foraging experiments. Our results indicate that in this 3D environment, a standard feature/conjunction manipulation does not lead to a reduction in foraging runs, as it is known to do in simple, 2D foraging tasks.
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Affiliation(s)
- Valter Prpic
- Institute for Psychological Science, Faculty of Health and Life Sciences, De Montfort University, Leicester, United Kingdom
| | | | | | | | - Árni Kristjánsson
- Faculty of Psychology, School of Health Sciences, University of Iceland, Oddi v. Sturlugötu, Reykjavik, Iceland
- School of Psychology, National Research University, Higher School of Economics, Moscow, Russian Federation
| | - Ian M. Thornton
- Department of Cognitive Science, Faculty of Media and Knowledge Sciences, University of Malta, Msida, MSD, Malta
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8
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Chesham A, Gerber SM, Schütz N, Saner H, Gutbrod K, Müri RM, Nef T, Urwyler P. Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search. JMIR Serious Games 2019; 7:e13620. [PMID: 31094325 PMCID: PMC6532342 DOI: 10.2196/13620] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/06/2019] [Revised: 04/04/2019] [Accepted: 04/21/2019] [Indexed: 11/17/2022] Open
Abstract
Background Visual search declines with aging, dementia, and brain injury and is linked to limitations in everyday activities. Recent studies suggest that visual search can be improved with practice using computerized visual search tasks and puzzle video games. For practical use, it is important that visual search ability can be assessed and practiced in a controlled and adaptive way. However, commercial puzzle video games make it hard to control task difficulty, and there are little means to collect performance data. Objective The aim of this study was to develop and initially validate the search and match task (SMT) that combines an enjoyable tile-matching match-3 puzzle video game with features of the visual search paradigm (taskified game). The SMT was designed as a single-target visual search task that allows control over task difficulty variables and collection of performance data. Methods The SMT is played on a grid-based (width × height) puzzle board, filled with different types of colored polygons. A wide range of difficulty levels was generated by combinations of 3 task variables over a range from 4 to 8 including height and width of the puzzle board (set size) and the numbers of tile types (distractor heterogeneity). For each difficulty level, large numbers of playable trials were pregenerated using Python. Each trial consists of 4 consecutive puzzle boards, where the goal of the task is to find a target tile configuration (search) on the puzzle board and swap 2 adjacent tiles to create a line of 3 identical tiles (match). For each puzzle board, there is exactly 1 possible match (single target search). In a user study with 28 young adults (aged 18 to 31 years), 13 older (aged 64 to 79 years) and 11 oldest (aged 86 to 98 years) adults played the long (young and older adults) or short version (oldest adults) of the difficulty levels of the SMT. Participants rated their perception and the usability of the task and completed neuropsychological tests that measure cognitive domains engaged by the puzzle game. Results Results from the user study indicate that the target search time is associated with set size, distractor heterogeneity, and age. Results further indicate that search performance is associated with general cognitive ability, selective and divided attention, visual search, and visuospatial and pattern recognition ability. Conclusions Overall, this study shows that an everyday puzzle game–based task can be experimentally controlled, is enjoyable and user-friendly, and permits data collection to assess visual search and cognitive abilities. Further research is needed to evaluate the potential of the SMT game to assess and practice visual search ability in an enjoyable and adaptive way. A PsychoPy version of the SMT is freely available for researchers.
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Affiliation(s)
- Alvin Chesham
- Gerontechnology & Rehabilitation, University of Bern, Bern, Switzerland
| | | | - Narayan Schütz
- Gerontechnology & Rehabilitation, University of Bern, Bern, Switzerland
| | - Hugo Saner
- Gerontechnology & Rehabilitation, University of Bern, Bern, Switzerland.,Department of Cardiology, University Hospital (Inselspital), Bern, Switzerland
| | - Klemens Gutbrod
- Department of Neurology, University Neurorehabilitation, University Hospital Bern (Inselspital), University of Bern, Bern, Switzerland
| | - René Martin Müri
- Gerontechnology & Rehabilitation, University of Bern, Bern, Switzerland.,Department of Neurology, University Neurorehabilitation, University Hospital Bern (Inselspital), University of Bern, Bern, Switzerland
| | - Tobias Nef
- Gerontechnology & Rehabilitation, University of Bern, Bern, Switzerland.,Artificial Organ Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - Prabitha Urwyler
- Gerontechnology & Rehabilitation, University of Bern, Bern, Switzerland.,Artificial Organ Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
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9
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A computerized testing system for primates: Cognition, welfare, and the Rumbaughx. Behav Processes 2018; 156:37-50. [DOI: 10.1016/j.beproc.2017.12.019] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/26/2017] [Revised: 11/08/2017] [Accepted: 12/19/2017] [Indexed: 02/06/2023]
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10
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Funny money: the attentional role of monetary feedback detached from expected value. Atten Percept Psychophys 2017; 78:2199-212. [PMID: 27245703 DOI: 10.3758/s13414-016-1147-y] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Stimuli associated with monetary reward can become powerful cues that effectively capture visual attention. We examined whether such value-driven attentional capture can be induced with monetary feedback in the absence of an expected cash payout. To this end, we implemented images of U.S. dollar bills as reward feedback. Participants knew in advance that they would not receive any money based on their performance. Our reward stimuli-$5 and $20 bill images-were thus dissociated from any practical utility. Strikingly, we observed a reliable attentional capture effect for the mere images of bills. Moreover, this finding generalized to Monopoly money. In two control experiments, we found no evidence in favor of nominal or symbolic monetary value. Hence, we claim that bill images are special monetary representations, such that there are strong associations between the defining visual features of bills and reward, probably due to a lifelong learning history. Together, we show that the motivation to earn cash plays a minor role when it comes to monetary rewards, while bill-defining visual features seem to be sufficient. These findings have the potential to influence human factor applications, such as gamification, and can be extended to novel value systems, such as the electronic cash Bitcoin being developed for use in mobile banking. Finally, our procedure represents a proof of concept on how images of money can be used to conserve expenditures in the experimental context.
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11
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Martins SL, Cabral GRE, Junior LDSM, Martins EHCF, Cabral GRE. Lessons learned about the development of digital entertainment tools for experiments on resources distribution. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.01.023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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12
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Varghese L, Mathias SR, Bensussen S, Chou K, Goldberg HR, Sun Y, Sekuler R, Shinn-Cunningham BG. Bi-directional audiovisual influences on temporal modulation discrimination. THE JOURNAL OF THE ACOUSTICAL SOCIETY OF AMERICA 2017; 141:2474. [PMID: 28464677 DOI: 10.1121/1.4979470] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
Cross-modal interactions of auditory and visual temporal modulation were examined in a game-like experimental framework. Participants observed an audiovisual stimulus (an animated, sound-emitting fish) whose sound intensity and/or visual size oscillated sinusoidally at either 6 or 7 Hz. Participants made speeded judgments about the modulation rate in either the auditory or visual modality while doing their best to ignore information from the other modality. Modulation rate in the task-irrelevant modality matched the modulation rate in the task-relevant modality (congruent conditions), was at the other rate (incongruent conditions), or had no modulation (unmodulated conditions). Both performance accuracy and parameter estimates from drift-diffusion decision modeling indicated that (1) the presence of temporal modulation in both modalities, regardless of whether modulations were matched or mismatched in rate, resulted in audiovisual interactions; (2) congruence in audiovisual temporal modulation resulted in more reliable information processing; and (3) the effects of congruence appeared to be stronger when judging visual modulation rates (i.e., audition influencing vision), than when judging auditory modulation rates (i.e., vision influencing audition). The results demonstrate that audiovisual interactions from temporal modulations are bi-directional in nature, but with potential asymmetries in the size of the effect in each direction.
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Affiliation(s)
- Leonard Varghese
- Department of Biomedical Engineering, Boston University, Boston, Massachusetts 02215, USA
| | - Samuel R Mathias
- Neurocognition, Neurocomputation and Neurogenetics (n3) Division, Yale University School of Medicine, New Haven, Connecticut 06511, USA
| | - Seth Bensussen
- Department of Biomedical Engineering, Boston University, Boston, Massachusetts 02215, USA
| | - Kenny Chou
- Department of Biomedical Engineering, Boston University, Boston, Massachusetts 02215, USA
| | - Hannah R Goldberg
- Center for Computational Neuroscience and Neural Technology, Boston University, Boston, Massachusetts 02215, USA
| | - Yile Sun
- Department of Psychology, Brandeis University, Waltham, Massachusetts 02453, USA
| | - Robert Sekuler
- Volen Center for Complex Systems, Brandeis University, Waltham, Massachusetts 02453, USA
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13
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Gillespie A, Corti K. The Body That Speaks: Recombining Bodies and Speech Sources in Unscripted Face-to-Face Communication. Front Psychol 2016; 7:1300. [PMID: 27660616 PMCID: PMC5015481 DOI: 10.3389/fpsyg.2016.01300] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/14/2016] [Accepted: 08/15/2016] [Indexed: 11/13/2022] Open
Abstract
This article examines advances in research methods that enable experimental substitution of the speaking body in unscripted face-to-face communication. A taxonomy of six hybrid social agents is presented by combining three types of bodies (mechanical, virtual, and human) with either an artificial or human speech source. Our contribution is to introduce and explore the significance of two particular hybrids: (1) the cyranoid method that enables humans to converse face-to-face through the medium of another person's body, and (2) the echoborg method that enables artificial intelligence to converse face-to-face through the medium of a human body. These two methods are distinct in being able to parse the unique influence of the human body when combined with various speech sources. We also introduce a new framework for conceptualizing the body's role in communication, distinguishing three levels: self's perspective on the body, other's perspective on the body, and self's perspective of other's perspective on the body. Within each level the cyranoid and echoborg methodologies make important research questions tractable. By conceptualizing and synthesizing these methods, we outline a novel paradigm of research on the role of the body in unscripted face-to-face communication.
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Affiliation(s)
- Alex Gillespie
- Department of Social Psychology, London School of Economics and Political Science London, UK
| | - Kevin Corti
- Department of Social Psychology, London School of Economics and Political Science London, UK
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Abstract
Understanding human behavior in the context of exploration and navigation is an important but challenging problem. Such understanding can help in the design of safe structures and spaces that implicitly aid humans during evacuation or other emergency situations. In particular, the role that memory plays in this process is something that is crucial to understand. In this paper, we develop a novel serious game-based experimental approach to understanding the non-randomness and the impact of memory on the human exploration process. We show that a simple memory model, with a depth of between 6 and 8 steps, is sufficient to approximate a 'human-like' level of exploration efficiency. We also demonstrate the advantages that a game-based experimental methodology brings to these kinds of experiments in the amount of data that can be collected as compared to traditional experiments. We feel that these findings have important implications for 'safety-by-design' in complex infrastructural structures.
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Affiliation(s)
- Vaisagh Viswanathan
- TUM CREATE Limited, 1 CREATE Way, #10-02 CREATE Tower, Singapore, 138602, Singapore.
- School of Computer Engineering, Nanyang Technological University, 50 Nanyang Avenue, Singapore, 639798, Singapore.
| | - Michael Lees
- School of Computer Engineering, Nanyang Technological University, 50 Nanyang Avenue, Singapore, 639798, Singapore
- Computational Science, University of Amsterdam, Amsterdam, The Netherlands
| | - Peter M A Sloot
- Computational Science, University of Amsterdam, Amsterdam, The Netherlands
- Complexity Institute, Nanyang Technological University, Singapore, Singapore
- ITMO University, St. Petersburg, Russia
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15
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Tams S, Thatcher J, Grover V, Pak R. Selective attention as a protagonist in contemporary workplace stress: implications for the interruption age. ANXIETY STRESS AND COPING 2015; 28:663-86. [DOI: 10.1080/10615806.2015.1011141] [Citation(s) in RCA: 16] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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16
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Intrinsic motivation and attentional capture from gamelike features in a visual search task. Behav Res Methods 2014; 46:159-72. [PMID: 23835649 DOI: 10.3758/s13428-013-0357-7] [Citation(s) in RCA: 44] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
In psychology research studies, the goals of the experimenter and the goals of the participants often do not align. Researchers are interested in having participants who take the experimental task seriously, whereas participants are interested in earning their incentive (e.g., money or course credit) as quickly as possible. Creating experimental methods that are pleasant for participants and that reward them for effortful and accurate data generation, while not compromising the scientific integrity of the experiment, would benefit both experimenters and participants alike. Here, we explored a gamelike system of points and sound effects that rewarded participants for fast and accurate responses. We measured participant engagement at both cognitive and perceptual levels and found that the point system (which invoked subtle, anonymous social competition between participants) led to positive intrinsic motivation, while the sound effects (which were pleasant and arousing) led to attentional capture for rewarded colors. In a visual search task, points were awarded after each trial for fast and accurate responses, accompanied by short, pleasant sound effects. We adapted a paradigm from Anderson, Laurent, and Yantis (Proceedings of the National Academy of Sciences 108(25):10367-10371, 2011b), in which participants completed a training phase during which red and green targets were probabilistically associated with reward (a point bonus multiplier). During a test phase, no points or sounds were delivered, color was irrelevant to the task, and previously rewarded targets were sometimes presented as distractors. Significantly longer response times on trials in which previously rewarded colors were present demonstrated attentional capture, and positive responses to a five-question intrinsic-motivation scale demonstrated participant engagement.
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Assessing the validity of computer-game-like tests of processing speed and working memory. Behav Res Methods 2008; 40:969-81. [DOI: 10.3758/brm.40.4.969] [Citation(s) in RCA: 43] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
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Frey A, Hartig J, Ketzel A, Zinkernagel A, Moosbrugger H. The use of virtual environments based on a modification of the computer game Quake III Arena® in psychological experimenting. COMPUTERS IN HUMAN BEHAVIOR 2007. [DOI: 10.1016/j.chb.2006.02.010] [Citation(s) in RCA: 37] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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Abstract
Very little is known about computer gamers' playing experience. Most social scientific research has treated gaming as an undifferentiated activity associated with various factors outside the gaming context. This article considers computer games as behavior settings worthy of social scientific investigation in their own right and contributes to a better understanding of computer gaming as a complex, context-dependent, goal-directed activity. The results of an exploratory interview-based study of computer gaming within the "first-person shooter" (FPS) game genre are reported. FPS gaming is a fast-paced form of goal-directed activity that takes place in complex, dynamic behavioral environments where players must quickly make sense of changes in their immediate situation and respond with appropriate actions. Gamers' perceptions and evaluations of various aspects of the FPS gaming situation are documented, including positive and negative aspects of game interfaces, map environments, weapons, computer-generated game characters (bots), multiplayer gaming on local area networks (LANs) or the internet, and single player gaming. The results provide insights into the structure of gamers' mental models of the FPS genre by identifying salient categories of their FPS gaming experience. It is proposed that aspects of FPS games most salient to gamers were those perceived to be most behaviorally relevant to goal attainment, and that the evaluation of various situational stimuli depended on the extent to which they were perceived either to support or to hinder goal attainment. Implications for the design of FPS games that players experience as challenging, interesting, and fun are discussed.
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Wolfe CR. SCiP at 35: An idiosyncratic history of the Society for Computers in Psychology. Behav Res Methods 2006; 38:245-50. [PMID: 16956101 DOI: 10.3758/bf03192776] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
SCiP history may be divided into three eras: the Paleozoic (1971-1982), the Mesozoic (1982-1994), and the Cenozoic (1994-present). Following a list of Secretary-Treasurers, a list of all SCiP Presidents is provided in Table 1. Next I present personal highlights, including the first symposium on psychology and the World-Wide Web; David Rumelhart's mathematical explanation of connectionism; and Stevan Hamad's discussion of "freeing" the journal literature. I observe that a small conference is becoming more intimate and that much of our mission involves figuring out how to conduct high-quality scientific research with consumer-grade electronics. I argue that we are an increasingly international organization, that graduate students are welcome, and that we should become more inclusive in the areas of gender and ethnicity and should make membership more meaningful I conclude by looking ahead and attempting to predict the future.
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Hartig J, Frey A, Ketzel A. Modifikation des Computerspiels Quake III Arena zur Durchführung psychologischer Experimente in einer virtuellen 3D-Umgebung. ACTA ACUST UNITED AC 2003. [DOI: 10.1026//1617-6383.15.4.149] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
Zusammenfassung. Computerspiele können eine Bereicherung experimentell-psychologischer Untersuchungen darstellen. Existierende Computerspiele genügen jedoch hinsichtlich der Möglichkeiten zur Datenaufzeichnung und Variation der Spielinhalte oft nicht experimentellen Ansprüchen. Eine Modifikation des Computerspiels Quake III Arena sollte diese Nachteile überwinden. Eine selbst erstellte virtuelle 3D-Umgebung wurde bei einer ersten Erprobung an 85 Proband/inn/en danach beurteilt, ob sie im praktischen Einsatz zuverlässig funktioniert und ob die Proband/inn/en mit unterschiedlich komplexen Anforderungen zurechtkommen. Die Ergebnisse sprechen dafür, dass insbesondere virtuelle 3D-Umgebungen niedriger Komplexität für psychologische Experimente geeignet sind. Damit stellen Modifikationen existierender Computerspiele vielfältige neue Möglichkeiten für die experimentell-psychologische Forschung zur Verfügung.
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