220 research outputs found

    Causal Induction from Continuous Event Streams: Evidence for Delay-Induced Attribution Shifts

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    Contemporary theories of Human Causal Induction assume that causal knowledge is inferred from observable contingencies. While this assumption is well supported by empirical results, it fails to consider an important problem-solving aspect of causal induction in real time: In the absence of well structured learning trials, it is not clear whether the effect of interest occurred because of the cause under investigation, or on its own accord. Attributing the effect to either the cause of interest or alternative background causes is an important precursor to induction. We present a new paradigm based on the presentation of continuous event streams, and use it to test the Attribution-Shift Hypothesis (Shanks & Dickinson, 1987), according to which temporal delays sever the attributional link between cause and effect. Delays generally impaired attribution to the candidate, and increased attribution to the constant background of alternative causes. In line with earlier research (Buehner & May, 2002, 2003, 2004) prior knowledge and experience mediated this effect. Pre-exposure to a causally ineffective background context was found to facilitate the discovery of delayed causal relationships by reducing the tendency for attributional shifts to occur. However, longer exposure to a delayed causal relationship did not improve discovery. This complex pattern of results is problematic for associative learning theories, but supports the Attribution-Shift Hypothesi

    Modeling Socially Desirable Responding and Its Effects

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    The impact of socially desirable responding or faking on noncognitive assessments remains an issue of strong debate. One of the main reasons for the controversy is the lack of a statistical method to model such response sets. This article introduces a new way to model faking based on the assumption that faking occurs due to an interaction between person and situation. The technique combines a control group design with structural equation modeling and allows a separation of trait and faking variance. The model is introduced and tested in an example. The results confirm a causal nfluence of faking on means and covariance structure of a Big 5 questionnaire. Both effects can be reversed by the proposed model. Finally, a real-life criterion was implemented and predicted by both variance sources. In this example, it was the trait but not the faking variance that was predictive. Implications for research and practice are discussed

    A tighter bound for the echo state property

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    When causality shapes the experience of time: evidence for temporal binding in young children

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    It is well-established that the temporal proximity of two events is a fundamental cue to causality. Recent research with adults has shown that this relation is bidirectional: events that are believed to be causally related are perceived as occurring closer together in time—the so-called temporal binding effect. Here we examined the developmental origins of temporal binding. Participants predicted when an event that was either caused by a button press, or preceded by a non-causal signal, would occur. We demonstrate for the first time that children as young as four years are susceptible to temporal binding. Binding occurred both when the button press was executed via intentional action, and when a machine caused it. These results suggest binding is a fundamental, early developing property of perception and grounded in causal knowledge

    Causality influences children’s and adults’ experience of temporal order

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    Although it has long been known that time is a cue to causation, recent work with adults has demonstrated that causality can also influence the experience of time. In causal reordering (Bechlivanidis & Lagnado, 2013, 2016) adults tend to report the causally consistent order of events rather than the correct temporal order. However, the effect has yet to be demonstrated in children. Across four preregistered experiments, 4- to 10-year-old children (N = 813) and adults (N = 178) watched a 3-object Michotte-style “pseudocollision.” While in the canonical version of the clip, object A collided with B, which then collided with object C (order: ABC), the pseudocollision involved the same spatial array of objects but featured object C moving before object B (order: ACB), with no collision between B and C. Participants were asked to judge the temporal order of events and whether object B collided with C. Across all age groups, participants were significantly more likely to judge that B collided with C in the 3-object pseudocollision than in a 2-object control clip (where clear causal direction was lacking), despite the spatiotemporal relations between B and C being identical in the two clips (Experiments 1-3). Collision judgments and temporal order judgments were not entirely consistent, with some participants—particularly in the younger age range—basing their temporal order judgments on spatial rather than temporal information (Experiment 4). We conclude that in both children and adults, rather than causal impressions being determined only by the basic spatial–temporal properties of object movement, schemata are used in a top-down manner when interpreting perceptual displays

    Exploring the effects of replicating shape, weight and recoil effects on VR shooting controllers

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    Commercial Virtual Reality (VR) controllers with realistic force feedback are becoming available, to increase the realism and immersion of first-person shooting (FPS) games in VR. These controllers attempt to mimic not only the shape and weight of real guns but also their recoil effects (linear force feedback parallel to the barrel, when the gun is shot). As these controllers become more popular and affordable, this paper investigates the actual effects that these properties (shape, weight, and especially directional force feedback) have on performance for general VR users (e.g. users with no marksmanship experience), drawing conclusions for both consumers and device manufacturers. We created a prototype replicating the properties exploited by commercial VR controllers (i.e. shape, weight and adjustable force feedback) and used it to assess the effect of these parameters in user performance, across a series of user studies. We first analysed the benefits on user performance of adding weight and shape vs a conventional controller (e.g. Vive controller). We then explore the implications of adding linear force feedback (LFF), as well as replicating the shape and weight. Our studies show negligible effects on the immediate shooting performance with some improvements in subjective appreciation, which are already present with low levels of LFF. While higher levels of LFF do not increase subjective appreciations any further, they lead users to reach their maximum distance skillset more quickly. This indicates that while adding low levels of LFF can be enough to influence user’s immersion/engagement for gaming contexts, controllers with higher levels of LFF might be better suited for training environments and/or when dealing with particularly demanding aiming tasks
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