138,633 research outputs found

    Believing Does Not Equal Remembering: The Effects of Social Feedback and Objective False Evidence on Belief in Occurrence, Belief in Accuracy, and Recollection

    Get PDF
    We examined the impact of social feedback and objective false evidence on belief in occurrence, belief in accuracy, and recollection of an autobiographical experience. Participants viewed six virtual scenes (e.g., park) and were tested on their belief/recollection. After 1-week, participants were randomly assigned to four groups. One group received social feedback that one scene was not experienced. A second group received objective false evidence that one of the scenes was not shown. A third group received both social feedback and objective false evidence and the control group did not receive any manipulation. Belief in occurrence dropped considerably in the social feedback group and in the combined group. Also, nonbelieved memories were most likely to occur in participants receiving both social feedback and objective false evidence. We show that social feedback and objective false evidence undermine belief in occurrence, but that they leave belief in accuracy and recollection unaffected

    Visualisation techniques, human perception and the built environment

    Get PDF
    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues

    Sonic memory material as 'pathetic trigger'

    Full text link
    Memory, according to Henri Bergson, is gleaned from the present and realises the present perception from its sensory-motor elements through movements towards that which it perceives. The purpose of this article is to propose and debate the deliberate use of such ‘present memory’ in the sonic artwork. The suggestion is that sonic memory material – sounds that are plundered from old recordings – can be collaged into complex sonic works to produce, not a nostalgic experience in the sense of a recognition of the past, but a current production of sonic material in a continually present perception. Such a production strategy employs the affective quality of memory to ‘trigger’ a sensorial engagement in the sense of a ‘pathetic’ engagement understood as an emotional and sentimental involvement with the work. The understanding is that such an emotional engagement involves the listener centrally in the production of the artwork and challenges modernist (visual) art discourses, which evaluate the work from a distance

    'Girlfriends and Strawberry Jam’: Tagging Memories, Experiences, and Events for Future Retrieval

    Get PDF
    In this short paper we have some preliminary thoughts about tagging everyday life events in order to allow future retrieval of events or experiences related to events. Elaboration of these thoughts will be done in the context of the recently started Network of Excellence PetaMedia (Peer-to-Peer Tagged Media) and the Network of Excellence SSPNet (Social Signal Processing), to start in 2009, both funded by the European Commission's Seventh Framework Programme. Descriptions of these networks will be given later in this paper

    Lost in spatial translation - A novel tool to objectively assess spatial disorientation in Alzheimer's disease and frontotemporal dementia

    Get PDF
    Spatial disorientation is a prominent feature of early Alzheimer's disease (AD) attributed to degeneration of medial temporal and parietal brain regions, including the retrosplenial cortex (RSC). By contrast, frontotemporal dementia (FTD) syndromes show generally intact spatial orientation at presentation. However, currently no clinical tasks are routinely administered to objectively assess spatial orientation in these neurodegenerative conditions. In this study we investigated spatial orientation in 58 dementia patients and 23 healthy controls using a novel virtual supermarket task as well as voxel-based morphometry (VBM). We compared performance on this task with visual and verbal memory function, which has traditionally been used to discriminate between AD and FTD. Participants viewed a series of videos from a first person perspective travelling through a virtual supermarket and were required to maintain orientation to a starting location. Analyses revealed significantly impaired spatial orientation in AD, compared to FTD patient groups. Spatial orientation performance was found to discriminate AD and FTD patient groups to a very high degree at presentation. More importantly, integrity of the RSC was identified as a key neural correlate of orientation performance. These findings confirm the notion that i) it is feasible to assess spatial orientation objectively via our novel Supermarket task; ii) impaired orientation is a prominent feature that can be applied clinically to discriminate between AD and FTD and iii) the RSC emerges as a critical biomarker to assess spatial orientation deficits in these neurodegenerative conditions

    Implementation of classical communication in a quantum world

    Full text link
    Observations of quantum systems carried out by finite observers who subsequently communicate their results using classical data structures can be described as "local operations, classical communication" (LOCC) observations. The implementation of LOCC observations by the Hamiltonian dynamics prescribed by minimal quantum mechanics is investigated. It is shown that LOCC observations cannot be described using decoherence considerations alone, but rather require the \textit{a priori} stipulation of a positive operator-valued measure (POVM) about which communicating observers agree. It is also shown that the transfer of classical information from system to observer can be described in terms of system-observer entanglement, raising the possibility that an apparatus implementing an appropriate POVM can reveal the entangled system-observer states that implement LOCC observations.Comment: 17 pages, 2 figures; final versio

    FELIX GONZALEZ-TORRES and KEN OKIISHI: The Evolution and Representation of Experience

    Get PDF
    The two artists Ken Okiishi and Felix Gonzalez-Torres--though separated by a generation--both use physical objects to signify the loss of human presence, connection or connections. Both instill meaning into familiar physical objects such as candy, clocks, or television screens, and both are able to provoke feelings associated with the kinds of presence objects can represent – without that actual presence. Gonzalez-Torres worked during a time when digital technology was not yet an existent medium, while Okiishi worked during a time in which the technological world and its social effects are central to his work and message. In fact, a central point of his work gesture/data is to replicate our dependent relationship with technology and how people interact with the virtual world. This world is only available by viewing through a screen; it is unreachable, unlike the tangible objects, that we can physically feel, via which Gonzalez-Torres’ works often confronted viewers. These two artists demonstrate stark, pivotal generational differences: a world and society before technology, art before digital technology (Gonzalez-Torres), and the effects and experiences of art in a world engulfed by such technology entirely (Okiishi). One relies on physical interaction, and the other responds and relays the effects of infinite, intangible spectacles. Both speak to the importance and meaning of presence, or being, and what part that presence or absence plays in art experience during these juxtaposing time periods: before and after the Internet. In his 1967 book The Society of the Spectacle, French theorist Guy Debord wrote, “in societies where modern conditions of production prevail, all of life presents itself as an immense accumulation of spectacles. Everything that was directly lived has moved away into a representation”.[1] Gonzalez-Torres’ and Okiishi’s artworks both could be said to exemplify this idea of evolution and generational transformation, but in Okiishi’s work, there is an increased disconnection, to the point that everything may be mere representation. This raises the question: has art changed with technology? Have we lost actual experience to mere representation? [1]Debord, Guy. The Society of the Spectacle. Buchet-Chastel, 196

    Efficient Synthesis of Room Acoustics via Scattering Delay Networks

    Get PDF
    An acoustic reverberator consisting of a network of delay lines connected via scattering junctions is proposed. All parameters of the reverberator are derived from physical properties of the enclosure it simulates. It allows for simulation of unequal and frequency-dependent wall absorption, as well as directional sources and microphones. The reverberator renders the first-order reflections exactly, while making progressively coarser approximations of higher-order reflections. The rate of energy decay is close to that obtained with the image method (IM) and consistent with the predictions of Sabine and Eyring equations. The time evolution of the normalized echo density, which was previously shown to be correlated with the perceived texture of reverberation, is also close to that of IM. However, its computational complexity is one to two orders of magnitude lower, comparable to the computational complexity of a feedback delay network (FDN), and its memory requirements are negligible

    Improving Dental Experiences by Using Virtual Reality Distraction: A Simulation Study

    Get PDF
    Dental anxiety creates significant problems for both patients and the dental profession. Some distraction interventions are already used by healthcare professionals to help patients cope with unpleasant procedures. The present study is novel because it a) builds on evidence that natural scenery is beneficial for patients, and b) uses a Virtual Reality (VR) representation of nature to distract participants. Extending previous work that has investigated pain and anxiety during treatment, c) we also consider the longer term effects in terms of more positive memories of the treatment, building on a cognitive theory of memory (Elaborated Intrusions). Participants (n = 69) took part in a simulated dental experience and were randomly assigned to one of three VR conditions (active vs. passive vs. control). In addition, participants were distinguished into high and low dentally anxious according to a median split resulting in a 362 between-subjects design. VR distraction in a simulated dental context affected memories a week later. The VR distraction had effects not only on concurrent experiences, such as perceived control, but longitudinally upon the vividness of memories after the dental experience had ended. Participants with higher dental anxiety (for whom the dental procedures were presumably more aversive) showed a greater reduction in memory vividness than lower dental-anxiety participants. This study thus suggests that VR distractions can be considered as a relevant intervention for cycles of care in which people’s previous experiences affect their behaviour for future events
    corecore