We propose an approach that allows a rigorous understanding of the visual categorization and recognition process without asking direct questions about unobservable memory representations. Our approach builds on the selective use of visual information in recognition and a new method (Bubbles) to depict and measure what this information is. We examine three face-recognition tasks (identity, gender, expressive or not) and establish the componential and holistic information responsible for recognition performance. On the basis of this information, we derive task-specific gradients of probability for the allocation of attention to the different regions of the face.
IntroductionActive play is a novel approach to addressing low physical activity levels and fundamental movement skills (FMS) in childhood and new interventions must be developed and evaluated.AimThis study aimed to determine the feasibility of a 10-week school-based ‘active play’ intervention, and present preliminary findings on four outcomes: physical activity levels, FMS, inhibition, and maths fluency.MethodsThis was a feasibility cluster RCT in which eight schools (one primary three class per school) were paired and randomly allocated to either the 10-week intervention (n = 4) or waiting-list control (n = 4). The active play intervention consisted of a 1-h outdoor physical activity session per week, incorporating 30 min of facilitated games and 30 min of free play. Feasibility measures were gathered using appropriate methods and physical activity was measured using an ActiGraph GT3X accelerometer, FMS were assessed using the Test of Gross Motor Development-2 (TGMD-2), inhibition was measured using a Flanker Test and maths fluency was assessed using the One Minute Basic Number Facts Test.ResultsSixty-six percent of eligible children (n = 137) agreed to participate in the research. No schools withdrew from the study and three participants were lost to follow-up. Compliance to the intervention was high—none of the participants missed more than two of the ten scheduled active play sessions. Data lost to follow-up were minimal; most were lost (14%) for school day physical activity. Active play sessions were shorter than planned on average by 10 min, and participants spent a mean of 39.4% (14.2) of the session time in moderate-to-vigorous intensity physical activity (MVPA). There was preliminary evidence of a small intervention effect on MVPA (d = 0.3), FMS score (d = 0.4), inhibition (fish trial: d = 0.1, arrow trial d = 0.1) and maths fluency (addition: d = 0.3, subtraction: d = 0.1).ConclusionThe active play intervention was feasible and benefitted from a relatively high MVPA content; however, preliminary findings suggest the intervention had a small effect on the outcomes. Having more active play sessions per week and/or extending the duration of the intervention may increase the effects and these should be tested before a future definitive cluster RCT is undertaken.Trial registrationThis trial was registered on the International Standardised Randomised Controlled Trials Number register (ISRCTN) in August 2017 (ISRCTN11607781).
A generic problem in vision is to know which information drives the perception of a stimulus. We address this problem in a case study that involves the perceptual reversal of an ambiguous image (here, Dali's painting the Slave Market with the Disappearing Bust of Voltaire 1940). In experiment 1, we use 'bubbles' (Gosselin and Schyns, 2001 Vision Research 41 2261-2271) to disambiguate the image and to determine the specific visual information that drives each possible perception (here, the nuns versus the bust of Voltaire). Experiment 2 validates that this information does determine the selective perception of the ambiguous image. We adapted the spatial-frequency channels of observers selectively to the information that mediates one of the two perceptions, to induce the opposite perception of the ambiguous image in a transfer phase. Together, the results suggest a method of revealing the visual information that drives perception.
Abstract-Problems with joint attention (JA) are core features of Autism Spectrum Disorders (ASD). Here, we investigate how typically developing (TD) children and children with ASD respond to joint attention (RJA) and initiate joint attention (IJA) with a gaze contingent avatar. Thirty-one participants with ASD and 33 TD matched controls followed and directed the avatar's gaze to a series of referent images. Viewing times and recognition memory for the referent images were measured and compared between RJA and IJA conditions. Analysis of correctly identified target images suggests comparable target recognition between IJA and RJA conditions for both groups, but poorer overall recognition memory in the ASD group. Eye tracking data suggests different viewing strategies between the ASD and TD groups. These findings demonstrate the importance of considering processing time and saliency of referent objects when creating interactive social technology for children with ASD and further highlights the potential of interactive, gaze contingent social characters for enhancing our knowledge of joint attention.
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