When controlling for cognitive and sensory variables, the association of age and education with STOFHLA scores was dramatically reduced. Thus, future interventions aimed at improving self-care for patients with low health literacy should aim to reduce demands on patients' cognitive abilities.
Models of spatial updating attempt to explain how representations of spatial relationships between the actor and objects in the environment change as the actor moves. In allocentric models, object locations are encoded in an external reference frame, and only the actor's position and orientation in that reference frame need to be updated. Thus, spatial updating should be independent of the number of objects in the environment (set size). In egocentric updating models, object locations are encoded relative to the actor, so the location of each object relative to the actor must be updated as the actor moves. Thus, spatial updating efficiency should depend on set size. We examined which model better accounts for human spatial updating by having people reconstruct the locations of varying numbers of virtual objects either from the original study position or from a changed viewing position. In consistency with the egocentric updating model, object localization following a viewpoint change was affected by the number of objects in the environment.
The visual system groups elements within the visual field that are physically separated yet similar to each other. Although grouping processes have been intensely studied for a century, the mechanisms of grouping remain elusive. We propose that a primary mechanism for grouping by common fate is attentional selection of a direction of motion. A unique prediction follows from this account: that the visual system must be limited to forming only a single common-fate group at a time, and that attempts to find a particular common-fate group among other groups, or among nongroups, should therefore be highly inefficient. We show that this is true in searches for vertically oriented groups of moving dots among horizontally oriented groups (Experiment 1) and in searches for motion-linked groups among nonlinked objects (Experiment 2). Feature selection may limit the visual system to the construction of only one common-fate group at a time, and thus the experience of simultaneous grouping may be an illusion.
The effortfulness hypothesis implies that difficulty in decoding the surface form, as in the case of age-related sensory limitations or background noise, consumes the attentional resources that are then unavailable for semantic integration in language comprehension. Because ageing is associated with sensory declines, degrading of the surface form by a noisy background can pose an extra challenge for older adults. In two experiments, this hypothesis was tested in a self-paced moving window paradigm in which younger and older readers’ online allocation of attentional resources to surface decoding and semantic integration was measured as they read sentences embedded in varying levels of visual noise. When visual noise was moderate (Experiment 1), resource allocation among young adults was unaffected but older adults allocated more resources to decode the surface form at the cost of resources that would otherwise be available for semantic processing; when visual noise was relatively intense (Experiment 2), both younger and older participants allocated more attention to the surface form and less attention to semantic processing. The decrease in attentional allocation to semantic integration resulted in reduced recall of core ideas in both experiments, suggesting that a less organized semantic representation was constructed in noise. The greater vulnerability of older adults at relatively low levels of noise is consistent with the effortfulness hypothesis.
Inhibition of return (IOR) has long been viewed as a foraging facilitator in visual search. We investigated the contribution of IOR in a task that approximates natural foraging more closely than typical visual search tasks. Participants in a fully immersive virtual reality environment manually searched an array of leaves for a hidden piece of fruit, using a wand to select and examine each leaf location. Search was slower than in typical IOR paradigms, taking seconds instead of a few hundred milliseconds. Participants also made a speeded response when they detected a flashing leaf that either was or was not in a previously searched location. Responses were slower when the flashing leaf was in a previously searched location than when it was in an unvisited location. These results generalize IOR to an approximation of a naturalistic visual search setting and support the hypothesis that IOR can facilitate foraging. The experiment also constitutes the first use of a fully immersive virtual reality display in the study of IOR.
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