30 research outputs found
Perceptual Pluralism
Perceptual systems respond to proximal stimuli by forming mental representations of distal stimuli. A central goal for the philosophy of perception is to characterize the representations delivered by perceptual systems. It may be that all perceptual representations are in some way proprietarily perceptual and differ from the representational format of thought (Dretske 1981; Carey 2009; Burge 2010; Block ms.). Or it may instead be that perception and cognition always trade in the same code (Prinz 2002; Pylyshyn 2003). This paper rejects both approaches in favor of perceptual pluralism, the thesis that perception delivers a multiplicity of representational formats, some proprietary and some shared with cognition. The argument for perceptual pluralism marshals a wide array of empirical evidence in favor of iconic (i.e., image-like, analog) representations in perception as well as discursive (i.e., language-like, digital) perceptual object representations
The reference frame for encoding and retention of motion depends on stimulus set size
YesThe goal of this study was to investigate the reference
frames used in perceptual encoding and storage of visual
motion information. In our experiments, observers viewed
multiple moving objects and reported the direction of motion
of a randomly selected item. Using a vector-decomposition
technique, we computed performance during smooth pursuit
with respect to a spatiotopic (nonretinotopic) and to a
retinotopic component and compared them with performance
during fixation, which served as the baseline. For the stimulus
encoding stage, which precedes memory, we found that the
reference frame depends on the stimulus set size. For a single
moving target, the spatiotopic reference frame had the most
significant contribution with some additional contribution
from the retinotopic reference frame. When the number of
items increased (Set Sizes 3 to 7), the spatiotopic reference
frame was able to account for the performance. Finally, when
the number of items became larger than 7, the distinction
between reference frames vanished. We interpret this finding
as a switch to a more abstract nonmetric encoding of motion
direction. We found that the retinotopic reference frame was
not used in memory. Taken together with other studies, our
results suggest that, whereas a retinotopic reference frame
may be employed for controlling eye movements, perception
and memory use primarily nonretinotopic reference frames.
Furthermore, the use of nonretinotopic reference frames appears
to be capacity limited. In the case of complex stimuli, the
visual system may use perceptual grouping in order to simplify
the complexity of stimuli or resort to a nonmetric abstract
coding of motion information
The empirical analysis of non-problematic video gaming and cognitive skills: a systematic review
Videogames have become one of the most popular leisure activities worldwide, including multiple game genres with different characteristics and levels of involvement required. Although a small minority of excessive players suffer detrimental consequences including impairment of several cognitive skills (e.g., inhibition, decision-making), it has also been demonstrated that playing videogames can improve different cognitive skills. Therefore, the current paper systematically reviewed the empirical studies experimentally investigating the positive impact of videogames on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 32 papers were identified as empirically investigating three specific skills: taskswitching (eight studies), attentional control (22 studies), and sub-second time perception (two studies). Results demonstrated that compared to control groups, non-problematic use of videogames can lead to improved task-switching, more effective top-down attentional control and processing speed and increased sub-second time perception. Two studies highlighted the impact of gaming on cognitive skills differs depends upon game genre. The studies reviewed suggest that videogame play can have a positive impact on cognitive processes for players