26 research outputs found

    Evaluating models of working memory: FMRI and behavioral evidence on the effects of concurrent irrelevant information

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    FMRI and behavioral methods were used to examine working memory impairments resulting from articulatory suppression, irrelevant speech, and irrelevant nonspeech. While the deleterious effects of these three irrelevant information types are well established in the behavioral literature, theoretical models provide conflicting accounts of the origins of these effects. To adjudicate between these accounts, two experiments were conducted. Experiment 1 examined fMRI signal changes in a delayed probed recall task with articulatory suppression, irrelevant speech, or irrelevant nonspeech imposed during the encoding and delay periods. Within the principally frontal and left-lateralized network of brain regions engaged by the task, articulatory suppression caused a relative increase in activity early in the trial, while both irrelevant speech and nonspeech conditions caused relative reductions in regional activity later in the trial. In a subsequent behavioral experiment (Experiment 2), the specific timing of interference was manipulated to further explore apparent differences in the temporal specificity of the effects. Subjects performed a delayed serial recall task while irrelevant information was imposed during specific trial stages: encoding, delay, or recall. Articulatory suppression was found to be most effectual when it coincided with item encoding, while both irrelevant speech and irrelevant nonspeech were most effectual when presented during the post-presentation delay. Taken together, these experiments provide convergent evidence for a dissociation of articulatory suppression from the two irrelevant sound conditions, but suggest that the effects of irrelevant speech and irrelevant nonspeech are functionally equivalent. This pattern of dissociation is predicted by the Embedded-Processes model (Cowan, 1995), but proves challenging to explain in the context of alternative theories

    Puberty Predicts Approach But Not Avoidance on the Iowa Gambling Task in a Multinational Sample

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    According to the dual systems model of adolescent risk taking, sensation seeking and impulse control follow different developmental trajectories across adolescence and are governed by two different brain systems. The authors tested whether different underlying processes also drive age differences in reward approach and cost avoidance. Using a modified Iowa Gambling Task in a multinational, cross‐sectional sample of 3,234 adolescents (ages 9–17; M = 12.87, SD = 2.36), pubertal maturation, but not age, predicted reward approach, mediated through higher sensation seeking. In contrast, age, but not pubertal maturation, predicted increased cost avoidance, mediated through greater impulse control. These findings add to evidence that adolescent behavior is best understood as the product of two interacting, but independently developing, brain systems

    Age Patterns in Risk Taking Across the World

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    Epidemiological data indicate that risk behaviors are among the leading causes of adolescent morbidity and mortality worldwide. Consistent with this, laboratory-based studies of age differences in risk behavior allude to a peak in adolescence, suggesting that adolescents demonstrate a heightened propensity, or inherent inclination, to take risks. Unlike epidemiological reports, studies of risk taking propensity have been limited to Western samples, leaving questions about the extent to which heightened risk taking propensity is an inherent or culturally constructed aspect of adolescence. In the present study, age patterns in risk-taking propensity (using two laboratory tasks: the Stoplight and the BART) and real-world risk taking (using self-reports of health and antisocial risk taking) were examined in a sample of 5227 individuals (50.7% female) ages 10–30 (M = 17.05 years, SD = 5.91) from 11 Western and non-Western countries (China, Colombia, Cyprus, India, Italy, Jordan, Kenya, the Philippines, Sweden, Thailand, and the US). Two hypotheses were tested: (1) risk taking follows an inverted-U pattern across age groups, peaking earlier on measures of risk taking propensity than on measures of real-world risk taking, and (2) age patterns in risk taking propensity are more consistent across countries than age patterns in real-world risk taking. Overall, risk taking followed the hypothesized inverted-U pattern across age groups, with health risk taking evincing the latest peak. Age patterns in risk taking propensity were more consistent across countries than age patterns in real-world risk taking. Results suggest that although the association between age and risk taking is sensitive to measurement and culture, around the world, risk taking is generally highest among late adolescents

    Controlled & automatic processing: behavior, theory, and biological mechanisms

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    This paper provides an overview of developments in a dual processing theory of automatic and controlled processing that began with the empirical and theoretical work described by Schneider and Shiffrin (1977) and Shiffrin and Schneider (1977) over a quarter century ago. A review of relevant empirical findings suggests that there is a set of core behavioral phenomena reflecting differences between controlled and automatic processing that must be addressed by a successful theory. These phenomena relate to: consistency in training, serial versus parallel processing, level of effort, robustness to stressors, degree of control, effects on long-term memory, and priority encoding. We detail a computational model of controlled processing, CAP2, that accounts for these phenomena as emergent properties of an underlying hybrid computational architecture. The model employs a large network of distributed data modules that can categorize, buffer, associate, and prioritize information. Each module is a connectionist network with input and output layers, and each module communicates with a central Control System by outputting priority and activity report signals, and by receiving control signals. The Control System is composed of five processors including a Goal Processor, an Attention Controller, an Activity Monitor, an Episodic Store, and a Gating & Report Relay. The transition from controlled to automatic processin

    Overlap of phonetic features as a determinant of the between-stream phonological similarity effect

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    Serial recall from working memory is known to be impaired by the presence of irrelevant background speech, but several prior studies have concluded that the magnitude of the impairment is independent of the phonological relationship between to-be-remembered (TBR) and to-be-ignored (TBI) sources of information. In the present study, we examined the influence of between-stream phonological similarity in serial recall while attending to a heretofore uncontrolled variable, the phonetic feature. We found that TBI items sharing many phonetic features with TBR items produced significantly stronger working-memory impairments than TBI items with minimal phonetic feature overlap. In addition, participants were more likely to report remembering incorrect items that incorporated phonological characteristics of the TBI stream in the high-overlap condition. These findings provide evidence for subphonemic between-stream interactions and suggest that multiple parallel processes contribute to the irrelevant speech effect. We propose that a 2-component model, which combines the assumptions of process- and content-based accounts for the irrelevant speech effect, offers the best explanation for these findings. © 2011 American Psychological Association

    Smartphones and Cognition: A Review of Research Exploring the Links between Mobile Technology Habits and Cognitive Functioning

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    While smartphones and related mobile technologies are recognized as flexible and powerful tools that, when used prudently, can augment human cognition, there is also a growing perception that habitual involvement with these devices may have a negative and lasting impact on users’ ability to think, remember, pay attention, and regulate emotion. The present review considers an intensifying, though still limited, area of research exploring the potential cognitive impacts of smartphone-related habits, and seeks to determine in which domains of functioning there is accruing evidence of a significant relationship between smartphone technology and cognitive performance, and in which domains the scientific literature is not yet mature enough to endorse any firm conclusions. We focus our review primarily on three facets of cognition that are clearly implicated in public discourse regarding the impacts of mobile technology – attention, memory, and delay of gratification – and then consider evidence regarding the broader relationships between smartphone habits and everyday cognitive functioning. Along the way, we highlight compelling findings, discuss limitations with respect to empirical methodology and interpretation, and offer suggestions for how the field might progress toward a more coherent and robust area of scientific inquiry

    Effects of action video game training on visual working memory

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    The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work suggest that action video game play may influence VWM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity, as measured by a change detection task, is increased after action video game training, as compared with training on a control game, and that some improvement to VWM precision occurs with action game training as well. However, these findings do not appear to extend to a complex span measure of VWM, which is often thought to tap into higher-order executive skills. The VWM improvements seen in individuals trained on an action video game cannot be accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared with the control group used. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VWM system might be enhanced.13 page(s
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