78 research outputs found

    State and trait neural correlates of the balance between work and nonwork roles

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    © 2019 Difficulty managing the demands of work and nonwork roles (often referred to in terms of managing balance) can be detrimental to psychological wellbeing and contribute to occupational burnout. The current study investigated the neural correlates of perceived satisfaction with this balance using both trait and state EEG alpha measures. EEG was recorded from 14 participants in full time employment (12 females, aged 35.1 ± 10.1 years) during a resting state and performance of an auditory oddball task; e-mail and messaging alert sounds were used as target stimuli. It was predicted that dissatisfaction with the balance between work and nonwork roles would be associated with increased resting alpha power, consistent with studies of burnout, and diminished alpha response to oddball distractors, consistent with difficulty suppressing automatic responses to work-related stimuli. Significant correlations between self-reported measures of work/nonwork balance and both resting, and task-related alpha responses, supported our predictions. Furthermore, an exploratory partial correlation between work and nonwork balance and resting EEG, controlling for task-related alpha response, suggested that the three variables were interrelated. We propose that dissatisfaction with work/nonwork balance is associated with a state hypervigilance to work-related cues, and a trait neural marker of fatigue, both symptomatic of lowered cognitive capacity.Accepted versio

    Plasticity in second language (L2) learning : perception of L2 phonemes by native Greek speakers of English

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    Understanding the process of language acquisition is a challenge that many researchers spanning different disciplines (e.g. linguistics, psychology, neuroscience) have grappled with for centuries. One which has in recent years attracted a lot of attention has been in the area of non-native phoneme acquisition. Speech sounds that contain multiple phonetic cues are often difficult for foreign-language learners, especially if certain cues are weighted differently in the foreign and native languages. Greek adult and child speakers of English were studied to determine which cues (duration or spectral) they were using to make discrimination and identification judgments for an English vowel contrast pair. To this end, two forms of identification and discrimination tasks were used: natural (unedited) stimuli and another ‘modified’ vowel duration stimuli which were edited so that there were no duration differences between the vowels. Results show the Greek speakers were particularly impaired when they were unable to use the duration cue as compared to the native English speakers. Similar results were also obtained in control experiments where there was no orthographic representation or where the stimuli were cross-spliced to modify the phonetic neighborhood. Further experiments used high-variability training sessions to enhance vowel perception. Following training, performance improved for both Greek adult and child groups as revealed by post training tests. However the improvements were most pronounced for the child Greek speaker group. A further study examined the effect of different orthographic cues that might affect rhyme and homophony judgment. The results of that study showed that Greek speakers were in general more affected by orthography and regularity (particularly of the vowel) in making these judgments. This would suggest that Greek speakers were more sensitive to irrelevant orthographic cues, mirroring the results in the auditory modality where they focused on irrelevant acoustic cues. The results are discussed in terms of current theories of language acquisition, with particular reference to acquisition of non-native phonemes.EThOS - Electronic Theses Online ServiceSchool of Social Sciences, Brunel UniversityGBUnited Kingdo

    Digital vs. Hard Copy? A Preliminary Study of Reading Style in Children Using Touch Screen and Paper Books

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    © 2019, Springer Nature Switzerland AG. The use of touch screen storybooks for children allows reading to be transformed into an interactive multimedia experience, in which text is augmented by animations, sound effects, and games. The present study is a follow-up to an earlier study [1] which found that touch screen storybooks negatively affected child readers’ comprehension but resulted in more emotional engagement. Ross et al.’s earlier study used visual observations to determine the level of emotional engagement. The current study extends those findings to examine the acoustic and prosodic indices of speech whilst children are reading. It was hypothesized that if touch screens were more emotionally engaging, this may express itself in greater pitch variability in the read speech. Also, if reading were more task-focused, then this might express in more careful (and hence more disfluent) paper-based material. Very preliminary analysis on a small selection of speech samples from 5 participants aged 6–7 years in the Ross et al. [1] study show greater pitch range variability with paper-based storybooks as compared to touch-screen interactive versions. On the other hand, there appeared to be less variation in speech and articulation rate in the paper-based books compared to touch screen books. This was also coupled by a tendency for greater overall phonation rate and an increased speech and articulation rate in the paper-based condition, which may reflect a more fluid style for paper-based book reading. Discussion of these preliminary findings focuses on the future lines of enquiry and reflections on children’s reading style using different mediums.Published versio

    Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses

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    Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related ‘flow’ and specific ‘distraction and compulsion’ motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various ‘at risk’ cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes

    Which States Matter? An Application of an Intelligent Discretization Method to Solve a Continuous POMDP in Conservation Biology

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    When managing populations of threatened species, conservation managers seek to make the best conservation decisions to avoid extinction. Making the best decision is difficult because the true population size and the effects of management are uncertain. Managers must allocate limited resources between actively protecting the species and monitoring. Resources spent on monitoring reduce expenditure on management that could be used to directly improve species persistence. However monitoring may prevent sub-optimal management actions being taken as a result of observation error. Partially observable Markov decision processes (POMDPs) can optimize management for populations with partial detectability, but the solution methods can only be applied when there are few discrete states. We use the Continuous U-Tree (CU-Tree) algorithm to discretely represent a continuous state space by using only the states that are necessary to maintain an optimal management policy. We exploit the compact discretization created by CU-Tree to solve a POMDP on the original continuous state space. We apply our method to a population of sea otters and explore the trade-off between allocating resources to management and monitoring. We show that accurately discovering the population size is less important than management for the long term survival of our otter population

    The influence of affordances on user preferences for multimedia language learning applications.

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    This study investigates the influence of sensory and cognitive affordances on the user experience of mobile devices for multimedia language learning applications. A primarily audio-based language learning application – ‘Vowel Trainer’, was chosen against a comparison, text and picture-based language learning application – ‘Learn English for Taxi Drivers’. Impressions of the two applications were assessed on two different devices that have virtually the same interface and identical sound output (when headphones are used), but differ in physical size: the iPhone and the iPad. A mixed design was chosen, with native language as a group factor and device type (iPad vs. iPhone) and language application type (audio vs. video) as within groups factors. Assessments of sensory and cognitive affordances were made, along with measurement of learner preferences of each application. Data from 41 participants (21 native English speakers, 20 non-native English speakers) were analysed, revealing device differences in both audio and visual subjective quality ratings, despite only visual quality being affected by the device's physical limitations. We suggest that sensory affordances (indexed by subjective quality) are not simply a function of physical limitations, but are heavily influenced by context. The implications for developing design guidelines for language learning and other multimedia applications are discussed

    DiapixUK: task materials for the elicitation of multiple spontaneous speech dialogs

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    The renewed focus of attention on investigating spontaneous speech samples in speech and language research has increased the need for recordings of speech in interactive settings. The DiapixUK task is a new and extended set of picture materials based on the Diapix task by Van Engen et al. (2010) where two people are recorded while conversing to solve a ‘spot the difference’ task. The new task materials allow for multiple recordings of the same speaker pairs due to a larger set of picture pairs which have a number of tested features: equal difficulty across all twelve picture pairs, no learning effect of completing more than one picture task and balanced contributions from both speakers. The new materials also provide extra flexibility making them useful in a wide range of research projects; they are multi-layered electronic images that can be adapted to suit different research needs. This paper presents details of the development of the DiapixUK materials along with data taken from a large corpus of spontaneous speech which demonstrate its new features. Current and potential applications of the task are also discussed

    The influence of affordances on user preferences for multimedia language learning applications

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    This study investigates the influence of sensory and cognitive affordances on the user experience of mobile devices for multimedia language learning applications. A primarily audio-based language learning application – ‘Vowel Trainer’, was chosen against a comparison, text and picture-based language learning application – ‘Learn English for Taxi Drivers’. Impressions of the two applications were assessed on two different devices that have virtually the same interface and identical sound output (when headphones are used), but differ in physical size: the iPhone and the iPad. A mixed design was chosen, with native language as a group factor and device type (iPad vs. iPhone) and language application type (audio vs. video) as within groups factors. Assessments of sensory and cognitive affordances were made, along with measurement of learner preferences of each application. Data from 41 participants (21 native English speakers, 20 non-native English speakers) were analysed, revealing device differences in both audio and visual subjective quality ratings, despite only visual quality being affected by the device's physical limitations. We suggest that sensory affordances (indexed by subjective quality) are not simply a function of physical limitations, but are heavily influenced by context. The implications for developing design guidelines for language learning and other multimedia applications are discussed
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