6,016 research outputs found
Hyperbolic Figures
Itâs natural for hyperbole to mix with metaphor and irony, and other figures of speech. How do they mix together and what kind of compound, if any, arises out of the mixing? In tackling this question, I shall argue that thinking of hyperbolic figures along the lines familiar from ironic metaphor compounds is a temptation we should resist. Looking in particular at hyperbolic metaphor and hyperbolic irony, I argue, they donât yield a new encompassing compound figure with one figure building on another. Instead, what we have is one dominant figure colored with hyperbolic tinges. So what does hyperbole bring to the mixing pot? I suggest we should think of hyperbole in hyperbolic figures as being an interpretive effect, modulating the working of the partner figure and thus rendering more emphatic
Vicarious experiences and detection accuracy while observing pain and touch: the effect of perspective taking
In this study, we investigated the effects of observing pain and touch in others on vicarious somatosensory experiences and the detection of subtle somatosensory stimuli. Furthermore, the effect of taking a first- versus a third-person perspective was investigated. Undergraduates (N = 57) viewed videos depicting hands being pricked (pain), hands being touched by a cotton swab (touch), and control scenes (same approaching movement of a hand as in the other video categories, but without the painful/touching object) while experiencing vibrotactile stimuli themselves on the left, on the right, or on both hands. Participants reported the location at which they felt a somatosensory stimulus. The vibrotactile stimuli and visual scenes were applied in a spatially congruent or incongruent way, and other trials were presented without vibrotactile stimuli. The videos were depicted in first-person perspective and third-person perspective (i.e., the videos were shown upside down). We calculated the proportions of correct responses and false alarms (i.e., numbers of trials on which a vicarious somatosensory experience was reported congruent or incongruent to the site of the visual information). Pain-related scenes facilitated the detection of tactile stimuli and augmented the number of vicarious somatosensory experiences, as compared with observing the touch or control videos. Detection accuracy was higher for videos depicted in first-person perspective than for those in third-person perspective. Perspective had no effect on the number of vicarious somatosensory experiences. This study indicates that somatosensory detection is particularly enhanced during the observation of pain-related scenes, as compared to the observation of touch or control videos. These research findings further demonstrate that perspective taking impacts somatosensory detection, but not the report of vicarious experiences
Person, persona, and personality modification : An in-depth qualitative exploration of quantitative findings
Peer reviewedPostprin
Personalize Wayfinding Information for Fire Responders based on Virtual Reality Training Data
Modern buildings with increasing complexity can cause serious difficulties for first responders in emergency wayfinding. While real-time data collection and information analytics become easier in indoor wayfinding, a new challenge has arisen: cognitive overload due to information redundancy. Standardized and universal spatial information systems are still widely used in emergency wayfinding, ignoring first respondersâ individual difference in information intake. This paper proposes and tests the theoretical framework of a spatial information systems for first responders, which reflects their individual difference in information preference and helps reduce the cognitive load in line of duty. The proposed method includes the use of Virtual Reality (VR) experiments to simulate real world buildings, and the modeling of first respondersâ reactions to different information formats and contents in simulated wayfinding tasks. This work is expected to set a foundation of future spatial information system that correctly and effectively responds to first respondersâ needs
Children's Third-Party Punishment Behaviour: The Roles of Deterrent Motives, Affective States and Moral Domains
Children engage in third-party punishment (3PP) from a young age in response to
harm and fairness violations. However, several areas about childrenâs 3PP are still
un-investigated: their motivations for engaging in 3PP; the emotional consequences of
enacting 3PP; and the effect of moral domains on 3PP.
In order to explore these topics, I developed two computerised paradigms: the
MegaAttack game and the Minecraft Justice System. The former was used with 5- to
11-year-olds in the UK (Experiments 1-2) and Colombia (Experiment 3); the latter with
British, Colombian and Italian 7- to 11-year-olds (Experiment 4). In both paradigms, as
players violated different types of moral norms, children were asked to judge their behaviour
and offered the opportunity to punish them. Additionally, in the Minecraft paradigm children
could also compensate the victims.
The type of transgression children watched did not fully predict their choice of 3PP
type in terms of moral domains (Experiments 1-2), but significantly affected their severity
and endorsement of 3PP (Experiment 4).
Children did not appear motivated by reputational concerns, as their 3PP severity was
not influenced by an audience, operationalised as cues of observation (Experiment 2) or
accountability (Experiment 3).
Childrenâs enjoyment of 3PP was generally low, although there were differences
across countries (Experiments 2-3).
In Experiment 4 children enjoyed compensating more than punishing. When asked
whether they endorsed deterrence or retribution as their 3PP motive, children overwhelmingly chose deterrence, irrespective of their country, age and framing
manipulation received. Reported deterrent motives, and lack of 3PP enjoyment or preference for
compensation, together suggest that children, differently from adults, are not motivated by
the retributive desire to see wrongdoers suffer.
Results have implications for theoretical accounts of the cognitive and affective
processes involved in 3PP, methodological implications for future research avenues and,
potentially, practical implications for the development of intervention studies
An AI-Resilient Text Rendering Technique for Reading and Skimming Documents
Readers find text difficult to consume for many reasons. Summarization can
address some of these difficulties, but introduce others, such as omitting,
misrepresenting, or hallucinating information, which can be hard for a reader
to notice. One approach to addressing this problem is to instead modify how the
original text is rendered to make important information more salient. We
introduce Grammar-Preserving Text Saliency Modulation (GP-TSM), a text
rendering method with a novel means of identifying what to de-emphasize.
Specifically, GP-TSM uses a recursive sentence compression method to identify
successive levels of detail beyond the core meaning of a passage, which are
de-emphasized by rendering words in successively lighter but still legible gray
text. In a lab study (n=18), participants preferred GP-TSM over pre-existing
word-level text rendering methods and were able to answer GRE reading
comprehension questions more efficiently.Comment: Conditionally accepted to CHI 202
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