16 research outputs found
What is the role of the film viewer? The effects of narrative comprehension and viewing task on gaze control in film
Film is ubiquitous, but the processes that guide viewers' attention while viewing film narratives are poorly understood. In fact, many film theorists and practitioners disagree on whether the film stimulus (bottom-up) or the viewer (top-down) is more important in determining how we watch movies. Reading research has shown a strong connection between eye movements and comprehension, and scene perception studies have shown strong effects of viewing tasks on eye movements, but such idiosyncratic top-down control of gaze in film would be anathema to the universal control mainstream filmmakers typically aim for. Thus, in two experiments we tested whether the eye movements and comprehension relationship similarly held in a classic film example, the famous opening scene of Orson Welles' Touch of Evil (Welles & Zugsmith, Touch of Evil, 1958). Comprehension differences were compared with more volitionally controlled task-based effects on eye movements. To investigate the effects of comprehension on eye movements during film viewing, we manipulated viewers' comprehension by starting participants at different points in a film, and then tracked their eyes. Overall, the manipulation created large differences in comprehension, but only produced modest differences in eye movements. To amplify top-down effects on eye movements, a task manipulation was designed to prioritize peripheral scene features: a map task. This task manipulation created large differences in eye movements when compared to participants freely viewing the clip for comprehension. Thus, to allow for strong, volitional top-down control of eye movements in film, task manipulations need to make features that are important to narrative comprehension irrelevant to the viewing task. The evidence provided by this experimental case study suggests that filmmakers' belief in their ability to create systematic gaze behavior across viewers is confirmed, but that this does not indicate universally similar comprehension of the film narrative
Towards a framework for attention cueing in instructional animations: Guidelines for research and design
This paper examines the transferability of successful cueing approaches from text and static visualization research to animations. Theories of visual attention and learning as
well as empirical evidence for the instructional effectiveness of attention cueing are reviewed and, based on Mayer’s theory of multimedia learning, a framework was developed for classifying three functions for cueing: (1) selection—cues guide attention
to specific locations, (2) organization—cues emphasize structure, and (3) integration—cues explicate relations between and within elements. The framework was used to structure the
discussion of studies on cueing in animations. It is concluded that attentional cues may facilitate the selection of information in animations and sometimes improve learning, whereas organizational and relational cueing requires more consideration on how to enhance understanding. Consequently, it is suggested to develop cues that work in animations rather than borrowing effective cues from static representations. Guidelines for future research on attention cueing in animations are presented
DISCOURSE COMPREHENSION
The field of discourse processing has dissected many of the levels of representation that are constructed when individuals read or listen to connected discourse. These levels include the surface code, the propositional textbase, the referential situation model, the communication context, and the discourse genre. Discourse psychologists have developed models that specify how these levels are mentally represented and how they are dynamically built during comprehension. This chapter focuses on the meaning representations that are constructed when adults read written text, such as literary stories, technical expository text, and experimenter-generated "textoids." Recent psychological models have attempted to account for the identification of referents of referring expressions (e.g. which person in the text does she refer to), the connection of explicit text segments, the establishment of local and global coherence, and the encoding of knowledge-based inferences
The minho word pool: norms for imageability, concreteness, and subjective frequency for 3,800 portuguese words
Words are widely used as stimuli in cognitive research. Because of their complexity, using words requires a strict control of their objective (lexical and sublexical) and subjective properties. In this work we present the Minho Word Pool (MWP), a dataset that provides normative values of imageability, concreteness and subjective frequency for 3,800 (European) Portuguese words, three subjective measures, which in spite of being extensively used in research, were still scarce for Portuguese. Data were collected with 2,357 college students who were native speakers of European Portuguese. Participants rated 100 words drawn randomly from the full set in each of the three subjective indices using a web survey procedure (via a URL link). Analyses comparing the MWP ratings with those obtained for the same words from other national and international databases showed that the MWP norms are reliable and valid, thus providing researchers with a useful tool to support research in all neuroscientific areas using verbal stimuli. The MWP norms can be downloaded at http://brm.psychonomic-journals.org/content/supplemental or at http://p-pal.di.uminho.pt/about/databases.This work is part of the research project BProcura Palavras (P-Pal): A software program for deriving objective and subjective psycholinguistic indices for European Portuguese words^ (PTDC/PSI-PCO/104679/2008),funded by the Fundação para a Ciência e Tecnologia(FCT), and Fundo Europeu de Desenvolvimento Regional (FEDER), through the European programs Quadro de Referência Estratégico
Nacional (QREN) and Programa Operacional Factores deCompetitividade (COMPETE).info:eu-repo/semantics/publishedVersio