People often remember relatively novel environments from the first perspective encountered or the first direction of travel. This initial perspective can determine a preferred orientation that facilitates the efficiency of spatial judgements at multiple recalled locations. The present study examined this "first-perspective alignment effect" (FPA effect). In three experiments, university students explored three-path routes through computer-simulated spaces presented on a desktop computer screen. Spatial memory was then tested employing a "judgement of relative direction" task. Contrary to the predictions of a previous account, Experiment 1 found a reliable FPA effect in barren and complex environments. Experiment 2 strongly implicated the importance of complete novelty of the space surrounding the route in producing the effect. Experiment 3 found that, while familiarity with the surrounding space greatly attenuated the FPA effect with immediate testing, the effect reemerged following a 7-day delay to testing. The implications for the encoding and retrieval of spatial reference frames are discussed.
It has been proposed that exposure to violent video games (VVGs) resulted in alterations of social behaviors such as increased aggression. The most damaging reported effect of playing VVGs is neural desensitization to violent stimuli and this is a major concern given the reported number of players and time spent playing major video game titles. The aim of this study was to investigate the existence of neural desensitization that was reported at the P300 component of event-related potentials (ERPs) in response to violent stimuli. Eighty-seven participants were recruited and placed into one of two conditions based on their video gaming behavior (violent games players and nonplayers). ERPs were recorded from participants who passively viewed violent and neutral images selected from the International Affective Picture System (IAPS). The participants then played a VVG, postplaying ERPs were recorded while viewing the neutral and violent IAPS images. The mean amplitudes of the P300 were analyzed with respect to condition, time, and content. There was a significant effect of image but not of VVG player and nonplayer. The results were interpreted as evidence against the neural desensitization hypothesis. The findings of this study are consistent with imaging research and the implications for the reported negative effects of playing VVGs are discussed.
This paper looks at the profiles of those who engaged in Islamophobic language/extremist behaviour on Twitter during the COVID-19 pandemic. This two part analysis takes into account factors such as anonymity, membership length and postage frequency on language use, and the differences in sentiment expressed between pro-social and anti-social tweets. Analysis includes comparisons between low, moderate and high levels of anonymity, postage frequency, and membership length, allowing for differences in keyword use to be explored. Our findings suggest that increased anonymity is not associated with an increase in Islamophobic language and misinformation. The sentiment analysis indicated that emotions such as anger, disgust, fear, sadness and trust were significantly more associated with prosocial Twitter users whereas sentiments such as anticipation, joy and surprise were significantly more associated with anti-social Twitter users. In some cases evidence for joy in the suffering of others as a result of the pandemic was expressed.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.