Recent proliferation of available virtual reality (VR) tools has seen increased use in psychological research. This is due to a number of advantages afforded over traditional experimental apparatus such as tighter control of the environment and the possibility of creating more ecologically valid stimulus presentation and response protocols. At the same time, higher levels of immersion and visual fidelity afforded by VR do not necessarily evoke presence or elicit a “realistic” psychological response. The current paper reviews some current uses for VR environments in psychological research and discusses some ongoing questions for researchers. Finally, we focus on the area of visual perception, where both the advantages and challenges of VR are particularly salient.
In this paper, we present MLP, a MATLAB toolbox enabling auditory thresholds estimation via the adaptive Maximum Likelihood procedure proposed by David Green (1990Green ( , 1993. This adaptive procedure is particularly appealing for those psychologists that need to estimate thresholds with a good degree of accuracy and in a short time. Together with a description of the toolbox, the current text provides an introduction to the threshold estimation theory and a theoretical explanation of the maximum likelihood adaptive procedure. MLP comes with a graphical interface and it is provided with several built-in, classic psychoacoustics experiments ready to use at a mouse click.
PSYCHOACOUSTICS is a new MATLAB toolbox which implements three classic adaptive procedures for auditory threshold estimation. The first includes those of the Staircase family (method of limits, simple up-down and transformed up-down); the second is the Parameter Estimation by Sequential Testing (PEST); and the third is the Maximum Likelihood Procedure (MLP). The toolbox comes with more than twenty built-in experiments each provided with the recommended (default) parameters. However, if desired, these parameters can be modified through an intuitive and user friendly graphical interface and stored for future use (no programming skills are required). Finally, PSYCHOACOUSTICS is very flexible as it comes with several signal generators and can be easily extended for any experiment.
Spatial cueing of attention occurs when attention is oriented by the onset of a stimulus or by other information that creates a bias towards a particular location. The presence of a cue that orients attention can also interfere with participants' reporting of what they see. It has been suggested that this type of interference is stronger in the presence of socially-relevant cues, such as human faces or avatars, and is therefore indicative of a specialised role for perspective calculation within the social domain. However, there is also evidence that the effect is a domain-general form of processing that is elicited equally with non-social directional cues. The current paper comprises four experiments that systematically manipulated the social factors believed necessary to elicit the effect. The results show that interference persists when all social components are removed, and that visual processes are sufficient to explain this type of interference, thus supporting a domain-general perceptual interpretation of interference.
This study examined 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: first, to investigate whether aesthetic preference for distinctive objects' structures emerges in compound stimulation; second, to explore whether there exists aesthetic preference for distinctive objects' behaviours; and, finally, to test whether there exists aesthetic preference for specific combinations of objects' structures and behaviours. The following variables were systematically manipulated: (a) IOs' contour (rounded vs angular), (b) IOs' size (small vs large), (c) IOs' surface texture (rough vs smooth), and (d) 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 the aesthetic preference that emerges in isolated conditions may be different in compound stimulation. Results corroborate the smooth curvature effect. We suggest that behavior may be an aesthetic primitive.
A portrait of uncertain origin recently came to light which, after extensive research and examination, was shown to be that rarest of things: a newly discovered Leonardo da Vinci painting entitled La Bella Principessa. This research presents a new illusion which is similar to that identified in the Mona Lisa; La Bella Principessa's mouth appears to change slant depending on both the Viewing Distance and the Level of Blur applied to a digital version of the portrait. Through a series of psychophysics experiments, it was found that a perceived change in the slant of the La Bella Principessa's mouth influences her expression of contentment thus generating an illusion that we have coined the "uncatchable smile". The elusive quality of the Mona Lisa's smile has been previously reported (Science, 290 (2000) 1299) and so the existence of a similar illusion in a portrait painted prior to the Mona Lisa becomes more interesting. The question remains whether Leonardo da Vinci intended this illusion. In any case, it can be argued that the ambiguity created adds to the portrait's allure.
Technological advances are increasing the range of applications for artificial intelligence, especially through its embodiment within humanoid robotics platforms. This promotes the development of novel systems for automated screening of neurological conditions to assist the clinical practitioners in the detection of early signs of mild cognitive impairments. This article presents the implementation and the experimental validation of the first robotic system for cognitive assessment, based on one of the most popular platforms for social robotics, Softbank "Pepper", which administers and records a set of multi-modal interactive tasks to engage the user cognitive abilities. The robot intelligence is programmed using the state-of-the-art IBM Watson AI Cloud services, which provide the necessary capabilities for improving the social interaction and scoring the tests. The system has been tested by healthy adults (N = 35) and we found a significant correlation between the automated scoring and the MoCA, one of the most widely used paper-and-pencil tests. We conclude that the system can be considered as a screening instrument for cognitive assessment.
The present research was aimed at testing these hypotheses. An experiment on an IT system equipped with goggles for stereo vision was run. Observers were asked to evaluate the lightness of a grey target, and two variables were systematically manipulated: (i) Inducers' apparent distance; and (ii) Inducers' intensity. In all the conditions, the retinal stimulation was kept constant, thus, the peripheral processes remained the same along the experiment.Results show that the lightness of the target depends on both the experimental variables. As the retinal stimulation was kept constant, we conclude that central mechanisms are involved in both the phenomena.
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