32 research outputs found
Emotion based attentional priority for storage in visual short-term memory
A plethora of research demonstrates that the processing of emotional faces is prioritised over non-emotive stimuli when cognitive resources are limited (this is known as ‘emotional superiority’). However, there is debate as to whether competition for processing resources results in emotional superiority per se, or more specifically, threat superiority. Therefore, to investigate prioritisation of emotional stimuli for storage in visual short-term memory (VSTM), we devised an original VSTM report procedure using schematic (angry, happy, neutral) faces in which processing competition was manipulated. In Experiment 1, display exposure time was manipulated to create competition between stimuli. Participants (n = 20) had to recall a probed stimulus from a set size of four under high (150 ms array exposure duration) and low (400 ms array exposure duration) perceptual processing competition. For the high competition condition (i.e. 150 ms exposure), results revealed an emotional superiority effect per se. In Experiment 2 (n = 20), we increased competition by manipulating set size (three versus five stimuli), whilst maintaining a constrained array exposure duration of 150 ms. Here, for the five-stimulus set size (i.e. maximal competition) only threat superiority emerged. These findings demonstrate attentional prioritisation for storage in VSTM for emotional faces. We argue that task demands modulated the availability of processing resources and consequently the relative magnitude of the emotional/threat superiority effect, with only threatening stimuli prioritised for storage in VSTM under more demanding processing conditions. Our results are discussed in light of models and theories of visual selection, and not only combine the two strands of research (i.e. visual selection and emotion), but highlight a critical factor in the processing of emotional stimuli is availability of processing resources, which is further constrained by task demands
Revealing Dissociable Attention Biases in Chronic Smokers Through an Individual-Differences Approach
Addiction is accompanied by attentional biases (AB), wherein drug-related cues grab attention
independently of their perceptual salience. AB have emerged in different flavours depending on
the experimental approach, and their clinical relevance is still debated. In chronic smokers we
sought evidence for dissociable attention abnormalities that may play distinct roles in the clinical
manifestations of the disorder. Fifty smokers performed a modified visual probe-task measuring two
forms of AB and their temporal dynamics, and data on their personality traits and smoking history/
status were collected. Two fully dissociable AB effects were found: A Global effect, reflecting the overall
impact of smoke cues on attention, and a Location-specific effect, indexing the impact of smoke cues
on visuospatial orienting. Importantly, the two effects could be neatly separated from one another
as they: (i) unfolded with dissimilar temporal dynamics, (ii) were accounted for by different sets of
predictors associated with personality traits and smoking history and (iii) were not correlated with one
another. Importantly, the relevance of each of these two components in the single individual depends
on a complex blend of personality traits and smoking habits, a result that future efforts addressing the
clinical relevance of addiction-related AB should take into careful consideration.This study was supported by funding provided by the University of Verona to CDL, CC and L
Dissociable Effects of Reward on Attentional Learning: From Passive Associations to Active Monitoring
Visual selective attention (VSA) is the cognitive function that regulates ongoing processing of retinal input in order for selected representations to gain privileged access to perceptual awareness and guide behavior, facilitating analysis of currently relevant information while suppressing the less relevant input. Recent findings indicate that the deployment of VSA is shaped according to past outcomes. Targets whose selection has led to rewarding outcomes become relatively easier to select in the future, and distracters that have been ignored with higher gains are more easily discarded. Although outcomes (monetary rewards) were completely predetermined in our prior studies, participants were told that higher rewards would follow more efficient responses. In a new experiment we have eliminated the illusory link between performance and outcomes by informing subjects that rewards were randomly assigned. This trivial yet crucial manipulation led to strikingly different results. Items that were associated more frequently with higher gains became more difficult to ignore, regardless of the role (target or distracter) they played when differential rewards were delivered. Therefore, VSA is shaped by two distinct reward-related learning mechanisms: one requiring active monitoring of performance and outcome, and a second one detecting the sheer association between objects in the environment (whether attended or ignored) and the more-or-less rewarding events that accompany them
The empirical analysis of non-problematic video gaming and cognitive skills: a systematic review
Videogames have become one of the most popular leisure activities worldwide, including multiple game genres with different characteristics and levels of involvement required. Although a small minority of excessive players suffer detrimental consequences including impairment of several cognitive skills (e.g., inhibition, decision-making), it has also been demonstrated that playing videogames can improve different cognitive skills. Therefore, the current paper systematically reviewed the empirical studies experimentally investigating the positive impact of videogames on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 32 papers were identified as empirically investigating three specific skills: taskswitching (eight studies), attentional control (22 studies), and sub-second time perception (two studies). Results demonstrated that compared to control groups, non-problematic use of videogames can lead to improved task-switching, more effective top-down attentional control and processing speed and increased sub-second time perception. Two studies highlighted the impact of gaming on cognitive skills differs depends upon game genre. The studies reviewed suggest that videogame play can have a positive impact on cognitive processes for players
The influence of visual flow and perceptual load on locomotion speed
Visual flow is used to perceive and regulate movement speed during locomotion. We assessed the extent to which variation in flow from the ground plane, arising from static visual textures, influences locomotion speed under conditions of concurrent perceptual load. In two experiments, participants walked over a 12-m projected walkway that consisted of stripes that were oriented orthogonal to the walking direction. In the critical conditions, the frequency of the stripes increased or decreased. We observed small, but consistent effects on walking speed, so that participants were walking slower when the frequency increased compared to when the frequency decreased. This basic effect suggests that participants interpreted the change in visual flow in these conditions as at least partly due to a change in their own movement speed, and counteracted such a change by speeding up or slowing down. Critically, these effects were magnified under conditions of low perceptual load and a locus of attention near the ground plane. Our findings suggest that the contribution of vision in the control of ongoing locomotion is relatively fluid and dependent on ongoing perceptual (and perhaps more generally cognitive) task demands
The attention-weighted sample-size model of visual short-term memory: Attention capture predicts resource allocation and memory load
AbstractWe investigated the capacity of visual short-term memory (VSTM) in a phase discrimination task that required judgments about the configural relations between pairs of black and white features. Sewell et al. (2014) previously showed that VSTM capacity in an orientation discrimination task was well described by a sample-size model, which views VSTM as a resource comprised of a finite number of noisy stimulus samples. The model predicts the invariance of ∑i(di′)2, the sum of squared sensitivities across items, for displays of different sizes. For phase discrimination, the set-size effect significantly exceeded that predicted by the sample-size model for both simultaneously and sequentially presented stimuli. Instead, the set-size effect and the serial position curves with sequential presentation were predicted by an attention-weighted version of the sample-size model, which assumes that one of the items in the display captures attention and receives a disproportionate share of resources. The choice probabilities and response time distributions from the task were well described by a diffusion decision model in which the drift rates embodied the assumptions of the attention-weighted sample-size model
PROGRAMA DE EDUCAÇÃO E ASSISTÊNCIA EM ASMA PARA CRIANÇAS (PEAAC) DO HCPA
Whole report of brief letter arrays is used to analyse basic attentional deficits in dorsal and ventral variants of simultanagnosia. Using Bundesen's Theory of Visual Attention (TVA), a number of previous theoretical suggestions are formalised and tested, including primary deficit in processing more than one display element, attentional stickiness, foveal bias, and global weakness of the visual representation. Interestingly, data from two cases, one dorsal and one ventral, show little true deficit in simultaneous perception, or selective deficit in those TVA parameters (short-term memory capacity, attentional weighting) specifically associated with multi-element displays. Instead there is a general reduction in speed of visual processing (processing rate in TVA), effective even for a single display element but compounded when two or more elements compete