26 research outputs found

    Collecting memories: the impact of active object handling on recall and search times

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    Collecting memories: the impact of active object handling on recall and search times

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    Multiple spatial frames for immersive working memory

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    Flipping the world upside down: Using eye tracking in virtual reality to study visual search in inverted scenes

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    Image inversion is a powerful tool for investigating cognitive mechanisms of visual perception. However, studies have mainly used inversion in paradigms presented on two-dimensional computer screens. It remains open whether disruptive effects of inversion also hold true in more naturalistic scenarios. In our study, we used scene inversion in virtual reality in combination with eye tracking to investigate the mechanisms of repeated visual search through three-dimensional immersive indoor scenes. Scene inversion affected all gaze and head measures except fixation durations and saccade amplitudes. Our behavioral results, surprisingly, did not entirely follow as hypothesized: While search efficiency dropped significantly in inverted scenes, participants did not utilize more memory as measured by search time slopes. This indicates that despite the disruption, participants did not try to compensate the increased difficulty by using more memory. Our study highlights the importance of investigating classical experimental paradigms in more naturalistic scenarios to advance research on daily human behavior

    Seek and you shall remember: Scene semantics interact with visual search to build better memories

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    Memorizing critical objects and their locations is an essential part of everyday life. In the present study, incidental encoding of objects in naturalistic scenes during search was compared to explicit memorization of those scenes. To investigate if prior knowledge of scene structure influences these two types of encoding differently, we used meaningless arrays of objects as well as objects in real-world, semantically meaningful images. Surprisingly, when participants were asked to recall scenes, their memory performance was markedly better for searched objects than for objects they had explicitly tried to memorize, even though participants in the search condition were not explicitly asked to memorize objects. This finding held true even when objects were observed for an equal amount of time in both conditions. Critically, the recall benefit for searched over memorized objects in scenes was eliminated when objects were presented on uniform, non-scene backgrounds rather than in a full scene context. Thus, scene semantics not only help us search for objects in naturalistic scenes, but appear to produce a representation that supports our memory for those objects beyond intentional memorization

    Using XR (extended reality) for behavioral, clinical, and learning sciences requires updates in infrastructure and funding

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    Extended reality (XR, including Augmented and Virtual Reality) creates a powerful intersection between information technology and cognitive, clinical, and education sciences. XR technology has long captured the public imagination, and its development is the focus of major technology companies. This article demonstrates the potential of XR to (1) deliver behavioral insights, (2) transform clinical treatments, and (3) improve learning and education. However, without appropriate policy, funding, and infrastructural investment, many research institutions will struggle to keep pace with the advances and opportunities of XR. To realize the full potential of XR for basic and translational research, funding should incentivize (1) appropriate training, (2) open software solutions, and (3) collaborations between complementary academic and industry partners. Bolstering the XR research infrastructure with the right investments and incentives is vital for delivering on the potential for transformative discoveries, innovations, and applications

    The past, present, and future of the Brain Imaging Data Structure (BIDS)

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    The Brain Imaging Data Structure (BIDS) is a community-driven standard for the organization of data and metadata from a growing range of neuroscience modalities. This paper is meant as a history of how the standard has developed and grown over time. We outline the principles behind the project, the mechanisms by which it has been extended, and some of the challenges being addressed as it evolves. We also discuss the lessons learned through the project, with the aim of enabling researchers in other domains to learn from the success of BIDS

    Keeping it real : Looking beyond capacity limits in visual cognition

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    Funding Information: ?K was supported by grants from the Icelandic Research Fund (IRF). ?K and DD were supported by a grant from the Research Fund of the University of Iceland. DD is based at the Wellcome Centre for Integrative Neuroimaging which is supported by core funding from the Wellcome Trust (203139/Z/16/Z). We would like to thank ?rni Gunnar ?sgeirsson, Gianluca Campana, Mike Dodd, and Michael Hout for very helpful comments on the manuscript. Funding Information: ÁK was supported by grants from the Icelandic Research Fund (IRF). ÁK and DD were supported by a grant from the Research Fund of the University of Iceland. DD is based at the Wellcome Centre for Integrative Neuroimaging which is supported by core funding from the Wellcome Trust (203139/Z/16/Z). We would like to thank Árni Gunnar Ásgeirsson, Gianluca Campana, Mike Dodd, and Michael Hout for very helpful comments on the manuscript. Publisher Copyright: © 2021, The Author(s).Research within visual cognition has made tremendous strides in uncovering the basic operating characteristics of the visual system by reducing the complexity of natural vision to artificial but well-controlled experimental tasks and stimuli. This reductionist approach has for example been used to assess the basic limitations of visual attention, visual working memory (VWM) capacity, and the fidelity of visual long-term memory (VLTM). The assessment of these limits is usually made in a pure sense, irrespective of goals, actions, and priors. While it is important to map out the bottlenecks our visual system faces, we focus here on selected examples of how such limitations can be overcome. Recent findings suggest that during more natural tasks, capacity may be higher than reductionist research suggests and that separable systems subserve different actions, such as reaching and looking, which might provide important insights about how pure attentional or memory limitations could be circumvented. We also review evidence suggesting that the closer we get to naturalistic behavior, the more we encounter implicit learning mechanisms that operate “for free” and “on the fly.” These mechanisms provide a surprisingly rich visual experience, which can support capacity-limited systems. We speculate whether natural tasks may yield different estimates of the limitations of VWM, VLTM, and attention, and propose that capacity measurements should also pass the real-world test within naturalistic frameworks. Our review highlights various approaches for this and suggests that our understanding of visual cognition will benefit from incorporating the complexities of real-world cognition in experimental approaches.Peer reviewe

    Building, Hosting and Recruiting: A Brief Introduction to Running Behavioral Experiments Online

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    Researchers have ample reasons to take their experimental studies out of the lab and into the online wilderness. For some, it is out of necessity, due to an unforeseen laboratory closure or difficulties in recruiting on-site participants. Others want to benefit from the large and diverse online population. However, the transition from in-lab to online data acquisition is not trivial and might seem overwhelming at first. To facilitate this transition, we present an overview of actively maintained solutions for the critical components of successful online data acquisition: creating, hosting and recruiting. Our aim is to provide a brief introductory resource and discuss important considerations for researchers who are taking their first steps towards online experimentation

    Scene grammar shapes the way we interact with objects, strengthens memories, and speeds search

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    Abstract Predictions of environmental rules (here referred to as “scene grammar”) can come in different forms: seeing a toilet in a living room would violate semantic predictions, while finding a toilet brush next to the toothpaste would violate syntactic predictions. The existence of such predictions has usually been investigated by showing observers images containing such grammatical violations. Conversely, the generative process of creating an environment according to one’s scene grammar and its effects on behavior and memory has received little attention. In a virtual reality paradigm, we either instructed participants to arrange objects according to their scene grammar or against it. Subsequently, participants’ memory for the arrangements was probed using a surprise recall (Exp1), or repeated search (Exp2) task. As a result, participants’ construction behavior showed strategic use of larger, static objects to anchor the location of smaller objects which are generally the goals of everyday actions. Further analysis of this scene construction data revealed possible commonalities between the rules governing word usage in language and object usage in naturalistic environments. Taken together, we revealed some of the building blocks of scene grammar necessary for efficient behavior, which differentially influence how we interact with objects and what we remember about scenes
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