53 research outputs found

    Does alcohol catch the eye? Investigating young adults’ attention to alcohol consumption

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    Many studies on young adults' motivations for drinking overlook the symbolic aspects of alcohol use. However, research indicates that young adults' alcohol consumption is also driven by signaling motivations. Although the interest of a receiver is a necessary prerequisite of a signal, no previous studies have verified whether drinking behavior indeed attracts young adults' attention. Therefore, we conducted two studies. A two-part eye-tracking study ( N1 = 135, N2 = 140) showed that both young men and young women pay special visual attention to male and female drinking behavior. Additionally, a recall experiment ( N = 321) confirmed that observed male and female drinking is better remembered than observed nonsignaling, functional behavior. Moreover, alcoholic beverages also receive special attention, as they were recalled better than other functional products, and also nonalcoholic drinks similar in color and shape. In summary, the experiments clearly showed that male and female drinking behavior can be used as a signal, as both behaviors clearly function as an attention-attracting cue. Additionally, as alcoholic beverages draw more attention than nonalcoholic drinks, this attention is clearly linked to the alcohol element of the drinking behavior

    Virtual teleportation of a theatre audience onto the stage: VR as an assistive technology

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    For more than a decade, virtual reality (VR) has been employed to enrich and heighten media experiences. Despite the recognized potential and promise of VR, and ample investment, it has yet to fully transform or replace existing screen-based experiences (e.g. film or gaming). This research forms a part of a larger project to shift VR applications beyond otherwise apparent areas of screen-based media, in order to enhance audience access and propinquity to a live performance. This study is being conducted in the field of theatre, a dramatic medium in which audience are traditionally static and where an individual’s seating position determines their perceptual experience (distance, angle, lights, obstructed vs clear view). This paper introduces the broader project and its experimentation with VR as an assistive technology. The project seeks to utilize VR as a means of converting an otherwise static experience to provide collective moments of visual teleportation, onto stage, into props and on actors. VR offers a non-invasive means of introducing variance in viewer proximity or position relative to performance. This paper reports on the early development and use of a three-dimensional theatre prototyping in order to explore the technical requirements for application to a VR theatre experience

    Hedonism and the experience machine

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    Money isn’t everything, so what is? Many government leaders, social policy theorists, and members of the general public have a ready answer: happiness. This paper examines an opposing view due to Robert Nozick, which centres on his experience-machine thought experiment. Despite the example's influence among philosophers, the argument behind it is riddled with difficulties. Dropping the example allows us to re-version Nozick's argument in a way that makes it far more forceful - and less dependent on people's often divergent intutions about the experience machine

    Bibliotheque Geologique de la Russie

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    0|5|Содержание [c. 5]0|7|Предисловие [c. 7]0|11|Описательная геология [c. 11]0|56|Палеонтология [c. 56]0|73|Физическая геология [c. 73]0|93|Минералогия [c. 93]0|119|Петрография [c. 119]0|129|Почвоведение [c. 129]0|151|Прикладная геология [c. 151]0|186|Смесь [c. 186]0|202|Периодические издания [c. 202]0|210|Указатель предметов [c. 210]0|219|Указатель местностей [c. 219]0|224|Указатель новых имен [c. 224]0|227|Указатель авторов [c. 227

    Episodic future thinking and episodic counterfactual thinking: Intersections between memory and decisions

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    This article considers two recent lines of research concerned with the construction of imagined or simulated events that can provide insight into the relationship between memory and decision making. One line of research concerns episodic future thinking, which involves simulating episodes that might occur in one’s personal future, and the other concerns episodic counterfactual thinking, which involves simulating episodes that could have happened in one’s personal past. We first review neuroimaging studies that have examined the neural underpinnings of episodic future thinking and episodic counterfactual thinking. We argue that these studies have revealed that the two forms of episodic simulation engage a common core network including medial parietal, prefrontal, and temporal regions that also supports episodic memory. We also note that neuroimaging studies have documented neural differences between episodic future thinking and episodic counterfactual thinking, including differences in hippocampal responses. We next consider behavioral studies that have delineated both similarities and differences between the two kinds of episodic simulation. The evidence indicates that episodic future and counterfactual thinking are characterized by similarly reduced levels of specific detail compared with episodic memory, but that the effects of repeatedly imagining a possible experience have sharply contrasting effects on the perceived plausibility of those events during episodic future thinking versus episodic counterfactual thinking. Finally, we conclude by discussing the functional consequences of future and counterfactual simulations for decisions

    Tracking the emergence of memories: A category-learning paradigm to explore schema-driven recognition.

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    Previous research has shown that prior knowledge structures or schemas affect recognition memory. However, since the acquisition of schemas occurs over prolonged periods of time, few paradigms allow the direct manipulation of schema acquisition to study their effect on memory performance. Recently, a number of parallelisms in recognition memory between studies involving schemas and studies involving category learning have been identified. The current paper capitalizes on these findings and offers a novel experimental paradigm that allows manipulation of category learning between individuals to study the effects of schema acquisition on recognition. First, participants learn to categorize computer-generated items whose category-inclusion criteria differ between participants. Next, participants study items that belong to either the learned category, the non-learned category, both, or neither. Finally, participants receive a recognition test that includes old and new items, either from the learned, the non-learned, or neither category. Using variations on this paradigm, four experiments were conducted. The results from the first three studies suggest that learning a category increases hit rates for old category-consistent items and false alarm rates for new category-consistent lures. Absent the category learning, no such effects are evident, even when participants are exposed to the same learning trials as those who learned the categories. The results from the fourth experiment suggest that, at least for false alarm rates, the effects of category learning are not solely attributable to frequency of occurrence of category-consistent items during learning. Implications for recognition memory as well as advantages of the proposed paradigm are discussed
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