741 research outputs found

    Fractal Dimensions in Perceptual Color Space: A Comparison Study Using Jackson Pollock's Art

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    The fractal dimensions of color-specific paint patterns in various Jackson Pollock paintings are calculated using a filtering process which models perceptual response to color differences (\Lab color space). The advantage of the \Lab space filtering method over traditional RGB spaces is that the former is a perceptually-uniform (metric) space, leading to a more consistent definition of ``perceptually different'' colors. It is determined that the RGB filtering method underestimates the perceived fractal dimension of lighter colored patterns but not of darker ones, if the same selection criteria is applied to each. Implications of the findings to Fechner's 'Principle of the Aesthetic Middle' and Berlyne's work on perception of complexity are discussed.Comment: 21 pp LaTeX; two postscript figure

    On the perceptual aesthetics of interactive objects

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    In this paper we measured the aesthetics of interactive objects (IOs), which are three-dimensional physical artefacts that exhibit autonomous behaviour when ‎handled. The aim of the research was threefold: firstly, to investigate whether aesthetic preference for distinctive objects' structures emerges in compound stimulation; secondly, to explore whether there exists aesthetic preference for distinctive objects’ behaviours; and lastly, to test whether there exists aesthetic preference for specific combinations of objects' structures and behaviours. The following variables were systematically manipulated: 1) IOs’ contour (rounded vs. angular); 2) IOs’ size (small vs. large); 3) IOs’ surface texture (rough vs. smooth); and 4) IOs’ behaviour (Lighting, Sounding, Vibrating, and Quiescent). Results show that behaviour was the dominant factor: it influenced aesthetics more than any other characteristic; Vibrating IOs were preferred over Lighting and Sounding IOs, supporting the importance of haptic processing in aesthetics. Results did not confirm the size and smoothness effects previously reported in vision and touch respectively, which suggests that for the aesthetics preference that emerges in isolated conditions may be different in compound stimulation. Finally, results corroborate the smooth curvature effect

    ACUTE ANURIC GLOMERULONEPHETTIS *

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    Information dynamics: patterns of expectation and surprise in the perception of music

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    This is a postprint of an article submitted for consideration in Connection Science © 2009 [copyright Taylor & Francis]; Connection Science is available online at:http://www.tandfonline.com/openurl?genre=article&issn=0954-0091&volume=21&issue=2-3&spage=8

    Curiosity Killed the Cat, but Makes Crowdwork Better

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    Crowdsourcing systems are designed to elicit help from humans to accomplish tasks that are still difficult for computers. How to motivate workers to stay longer and/or perform better in crowdsourcing systems is a critical question for designers. Previous work have explored different motivational frameworks, both extrinsic and intrinsic. In this work, we examine the potential for curiosity as a new type of intrinsic motivational driver to incentivize crowd workers. We design crowdsourcing task interfaces that explicitly incorporate mechanisms to induce curiosity and conduct a set of experiments on Amazon’s Mechanical Turk. Our experiment results show that curiosity interventions improve worker retention without degrading performance, and the magnitude of the effects are influenced by both the personal characteristics of the worker and the nature of the task.Engineering and Applied Science

    Revisiting the exercise heart rate-music tempo preference relationship

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    In the present study, we investigated a hypothesized quartic relationship (meaning three inflection points) between exercise heart rate (HR) and preferred music tempo. Initial theoretical predictions suggested a positive linear relationship (Iwanaga, 1995a, 1995b); however, recent experimental work has shown that as exercise HR increases, step changes and plateaus that punctuate the profile of music tempo preference may occur (Karageorghis, Jones, & Stuart, 2008). Tempi bands consisted of slow (95–100 bpm), medium (115–120 bpm), fast (135–140 bpm), and very fast (155–160 bpm) music. Twenty-eight active undergraduate students cycled at exercise intensities representing 40, 50, 60, 70, 80, and 90% of their maximal HR reserve while their music preference was assessed using a 10-point scale. The Exercise Intensity x Music Tempo interaction was significant, F(6.16, 160.05) = 7.08, p < .001, ηp 2 =.21, as was the test for both cubic and quartic trajectories in the exercise HR–preferred-music-tempo relationship (p < .001). Whereas slow tempo music was not preferred at any exercise intensity, preference for fast tempo increased, relative to medium and very fast tempo music, as exercise intensity increased. The implications for the prescription of music in exercise and physical activity contexts are discussed

    Music listening in everyday life: Devices, selection methods, and digital technology

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    Two studies considered whether psychological variables could predict everyday music listening practices more than those demographic and technology-related variables studied predominantly hitherto. Study 1 focused on music-listening devices, while Study 2 focused on music selection strategies (e.g. playlists). Study 1 indicated the existence of a one-dimensional identity based on music technology. Further, psychological variables (such as innovativeness and self-efficacy) predicted whether individuals possess such an identity. Moreover, while psychological variables predicted whether individuals preferred ‘familiarized’ advantages inherent to listening devices, a preference for ‘progressive’ advantages was predicted by technological behaviors. Study 2 supported the first study in terms of identity, and demonstrated that a different pattern of variables predicted playlist listening from listening to music via shuffle. More generally, the findings suggest the utility of applying constructs from consumer psychology to everyday music-listening behaviors

    Developing autonomous learning in first year university students using perspectives from positive psychology

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    Autonomous learning is a commonly occurring learning outcome from university study, and it is argued that students require confidence in their own abilities to achieve this. Using approaches from positive psychology, this study aimed to develop confidence in first‐year university students to facilitate autonomous learning. Psychological character strengths were assessed in 214 students on day one at university. Two weeks later their top three strengths were given to them in study skills modules as part of a psycho‐educational intervention designed to increase their self‐efficacy and self‐esteem. The impact of the intervention was assessed against a control group of 40 students who had not received the intervention. The results suggested that students were more confident after the intervention, and that levels of autonomous learning increased significantly compared to the controls. Character strengths were found to be associated with self‐efficacy, self‐esteem and autonomous learning in ways that were theoretically meaningful

    Pleasure, arousal, dominance, and judgments about music in everyday life

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    The aim of the present research was to consider what particular features are significant predictors of whether music is present in a given situation, as well as what factors influence a person’s judgments about the music. Applying Mehrabian and Russell’s (1974) Pleasure-Arousal-Dominance model to everyday experiences of music, 569 people reported on their activity for the previous day via the Day Reconstruction Method (Kahneman, Krueger, Schkade, Schwarz, & Stone, 2004). Data concerning each event included the activity and location, and characterization of the experience using the Pleasure–Arousal–Dominance measure. Moreover, for those events where music was present, participants also indicated how they heard the music and made four judgments about the music. Results indicated that the location, activity, and the person’s perception of dominance were significant predictors of the presence of music during everyday activities and that person’s judgments about the music. Contrary to prior research that has considered predominantly situational pleasure and arousal variables, the present results demonstrate that dominance is arguably the important variable in contextualized music listening

    The Mere Exposure Effect in the Domain of Haptics

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    Background: Zajonc showed that the attitude towards stimuli that one had been previously exposed to is more positive than towards novel stimuli. This mere exposure effect (MEE) has been tested extensively using various visual stimuli. Research on the MEE is sparse, however, for other sensory modalities. Methodology/Principal Findings: We used objects of two material categories (stone and wood) and two complexity levels (simple and complex) to test the influence of exposure frequency (F0 = novel stimuli, F2 = stimuli exposed twice, F10 = stimuli exposed ten times) under two sensory modalities (haptics only and haptics &amp; vision). Effects of exposure frequency were found for high complex stimuli with significantly increasing liking from F0 to F2 and F10, but only for the stone category. Analysis of ‘‘Need for Touch’ ’ data showed the MEE in participants with high need for touch, which suggests different sensitivity or saturation levels of MEE. Conclusions/Significance: This different sensitivity or saturation levels might also reflect the effects of expertise on the haptic evaluation of objects. It seems that haptic and cross-modal MEEs are influenced by factors similar to those in the visual domain indicating a common cognitive basis
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