ABSTRACT-We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition. After only 10 hr of training with an action video game, subjects realized substantial gains in both spatial attention and mental rotation, with women benefiting more than men. Control subjects who played a nonaction game showed no improvement. Given that superior spatial skills are important in the mathematical and engineering sciences, these findings have practical implications for attracting men and women to these fields.
SUMMARY1. Intracellular recordings have been made from neurones lying in the myenteric plexus of guinea-pig duodenum; some aspects of their membrane properties have been studied by passing current through the intracellular electrode while recording changes in membrane potential.2. The current-voltage relationship was linear for small changes in membrane potential, input resistances ranging from 125 to 250 MQ. Larger hyperpolarizing currents (causing changes of 20-40 mV) caused the input resistance to fall.3. Depolarizing currents of 1 to 10 x 10-10 A initiated action potentials with amplitudes of up to 95 mV. 4. Two types of cell were distinguished when an action potential was initiated. In one group the action potential and undershoot had a form similar to that recorded from other mammalian ganglia. In the second group an action potential was followed by both an undershoot and a prolonged afterhyperpolarization which was associated with a decrease in cell resistance.5. The two groups of cells were further distinguished by their responses to transmural stimulation. Only those cells which did not show an afterhyperpolarization could be shown to receive a synaptic input. 6. The mechanism by which each cell type generates an action potential was different. The action potentials recorded from cells which had a detectable synaptic input were abolished by tetrodotoxin. In contrast, those recorded from the other type of cells persisted in the presence of tetrodotoxin. Preliminary experiments suggest that during an action potential these cells become permeable to both sodium and calcium ions.
The accuracy with which graphical elements are judged was assessed in a psychophysical task that parallels the real-life use of graphs. The task is a variant of the Metfessel-Comrey constant-sum method, and an associated model based on Stevens's law is proposed. The stimuli were horizontal and vertical lines, bars, pie and disk slices, cylinders, boxes, and table entries (numbers). Stevens's law exponents were near unity for numbers and 1-dimensional elements but were also close to 1 for elements possessing 2 or 3 apparent dimensions--subjects accommodate extraneous dimensions that do not carry variation, changing the effective dimensionality of the stimulus. Judgment errors were small, with numbers yielding the best performance; elements such as bars and pie slices were judged almost as accurately; disk elements were judged least accurately, but the magnitude of the errors was not large.
Video game enthusiasts spend many hours at play, and this intense activity has the potential to alter both brain and behavior. We review studies that investigate the ability of video games to modify processes in spatial cognition. We outline the initial stages of research into the underlying mechanisms of learning, and we also consider possible applications of this new knowledge. Several experiments have shown that playing action games induces changes in a number of sensory, perceptual, and attentional abilities that are important for many tasks in spatial cognition. These basic capacities include contrast sensitivity, spatial resolution, the attentional visual field, enumeration, multiple object tracking, and visuomotor coordination and speed. In addition to altering performance on basic tasks, playing action video games has a beneficial effect on more complex spatial tasks such as mental rotation, thus demonstrating that learning generalizes far beyond the training activities in the game. Far transfer of this sort is generally elusive in learning, and we discuss some early attempts to elucidate the brain functions that are responsible. Finally, we suggest that studying video games may contribute not only to an improved understanding of the mechanisms of learning but may also offer new approaches to teaching spatial skills.
Pie and bar charts are commonly used to display percentage or proportional data, but professional data analysts have frowned on the use of the pie chart on the grounds that judgements of area are less accurate than judgements of length. Thus the bar chart has been favoured. When the amount of data to be communicated is small, some authorities have advocated the use of properly constructed tables, as another option. The series of experiments reported here suggests that there is little to choose between the pie and the bar chart, with the former enjoying a slight advantage if the required judgement is a complicated one, but that both forms of chart are superior to the table. Thus our results do not support the commonly expressed opinion that pie charts are inferior. An analysis of the nature of the task and a review of the psychophysical literature suggest that the traditional prejudice against the pie chart is misguided.The display of proportions and percentages is a common activity: opinion polls and market surveys appear almost daily in the popular press; scientific articles and technical reports frequently exhibit results expressed in percentage form; and proportional data are the very stuff of handbooks, almanacs, and compendia of every kind. Despite the ubiquity of these data, and their widespread presentation in tables and graphs, comparative evaluations of the relative merits of these displays have been largely based on intuition rather than experimental data.Some modern commentators recommend the use of tables to display small data sets. Ehrenberg (1975), for example, prefers properly constructed tables to graphical displays, and Tufte (1983), in one of the most influential recent books on the visual display of data, suggests that tables are more appropriate than graphs for data sets containing fewer than 20 observations. However, contrasting views, advocating graphical displays over tables for most purposes (e.g. Mahon, 1977;Wainer and Thissen, 1988), are perhaps more common, and many authorities lean towards the bar chart as the most appropriate graph for the display of proportional data; evidence from early studies on graphical displays, and a large body of psychophysical work, has been interpreted to favour the bar chart over the pie chart (see MacDonald-Ross,
Playing a first-person shooter (FPS) video game alters the neural processes that support spatial selective attention. Our experiment establishes a causal relationship between playing an FPS game and neuroplastic change. Twenty-five participants completed an attentional visual field task while we measured ERPs before and after playing an FPS video game for a cumulative total of 10 hr. Early visual ERPs sensitive to bottom-up attentional processes were little affected by video game playing for only 10 hr. However, participants who played the FPS video game and also showed the greatest improvement on the attentional visual field task displayed increased amplitudes in the later visual ERPs. These potentials are thought to index top-down enhancement of spatial selective attention via increased inhibition of distractors. Individual variations in learning were observed, and these differences show that not all video game players benefit equally, either behaviorally or in terms of neural change.
Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.
Task has been recognized as an influential factor in information seeking behavior.An increasing number of studies are concentrating on the specific characteristics of the task as independent variables to explain associated information-seeking activities. This paper examines the relationships between operational measures of information search behavior, subjectively perceived post-task difficulty and objective task complexity in the context of factual information-seeking tasks on the web. A question-driven, web-based information-finding study was conducted in a controlled experimental setting. The study participants performed nine search tasks of varying complexity. Subjective task difficulty was found to be correlated with many measures that characterize the searcher's activities. Four of those measures, the number of the unique web pages visited, the time spent on each page, the degree of deviation from the optimal path and the degree of the navigation path's linearity, were found to be good predictors of subjective task difficulty. Objective task complexity was found to affect the relative importance of those predictors and to affect subjective assessment of task difficulty.
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