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1

Cetnarski, Ryszard, Alberto Betella, Hielke Prins, Sid Kouider, and Paul F. M. J. Verschure. "Subliminal Response Priming in Mixed Reality: The Ecological Validity of a Classic Paradigm of Perception." Presence: Teleoperators and Virtual Environments 23, no. 1 (February 1, 2014): 1–17. http://dx.doi.org/10.1162/pres_a_00171.

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Subliminal stimuli can affect perception, decision-making, and action without being accessible to conscious awareness. Most evidence supporting this notion has been obtained in highly controlled laboratory conditions. Hence, its generalization to more realistic and ecologically valid contexts is unclear. Here, we investigate the impact of subliminal cues in an immersive navigation task using the so-called eXperience Induction Machine (XIM), a human accessible mixed-reality system. Subjects were asked to navigate through a maze at high speed. At irregular intervals, one group of subjects was exposed to subliminal aversive stimuli using the masking paradigm. We hypothesized that these stimuli would bias decision-making. Indeed, our results confirm this hypothesis and indicate that a subliminal channel of interaction exists between the user and the XIM. These results are relevant in our understanding of the bandwidth of communication that can be established between humans and their physical and social environment, thus opening up to new and powerful methods to interface humans and artefacts.
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Olk, Bettina, Alina Dinu, David J. Zielinski, and Regis Kopper. "Measuring visual search and distraction in immersive virtual reality." Royal Society Open Science 5, no. 5 (May 2018): 172331. http://dx.doi.org/10.1098/rsos.172331.

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An important issue of psychological research is how experiments conducted in the laboratory or theories based on such experiments relate to human performance in daily life. Immersive virtual reality (VR) allows control over stimuli and conditions at increased ecological validity. The goal of the present study was to accomplish a transfer of traditional paradigms that assess attention and distraction to immersive VR. To further increase ecological validity we explored attentional effects with daily objects as stimuli instead of simple letters. Participants searched for a target among distractors on the countertop of a virtual kitchen. Target–distractor discriminability was varied and the displays were accompanied by a peripheral flanker that was congruent or incongruent to the target. Reaction time was slower when target–distractor discriminability was low and when flankers were incongruent. The results were replicated in a second experiment in which stimuli were presented on a computer screen in two dimensions. The study demonstrates the successful translation of traditional paradigms and manipulations into immersive VR and lays a foundation for future research on attention and distraction in VR. Further, we provide an outline for future studies that should use features of VR that are not available in traditional laboratory research.
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Xu, Chunyang, Tin Oberman, Francesco Aletta, Huan Tong, and Jian Kang. "Ecological Validity of Immersive Virtual Reality (IVR) Techniques for the Perception of Urban Sound Environments." Acoustics 3, no. 1 (December 25, 2020): 11–24. http://dx.doi.org/10.3390/acoustics3010003.

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Immersive Virtual Reality (IVR) is a simulated technology used to deliver multisensory information to people under different environmental conditions. When IVR is generally applied in urban planning and soundscape research, it reveals attractive possibilities for the assessment of urban sound environments with higher immersion for human participation. In virtual sound environments, various topics and measures are designed to collect subjective responses from participants under simulated laboratory conditions. Soundscape or noise assessment studies during virtual experiences adopt an evaluation approach similar to in situ methods. This paper aims to review the approaches that are utilized to assess the ecological validity of IVR for the perception of urban sound environments and the necessary technologies during audio–visual reproduction to establish a dynamic IVR experience that ensures ecological validity. The review shows that, through the use of laboratory tests including subjective response surveys, cognitive performance tests and physiological responses, the ecological validity of IVR can be assessed for the perception of urban sound environments. The reproduction system with head-tracking functions synchronizing spatial audio and visual stimuli (e.g., head-mounted displays (HMDs) with first-order Ambisonics (FOA)-tracked binaural playback) represents the prevailing trend to achieve high ecological validity. These studies potentially contribute to the outcomes of a normalized evaluation framework for subjective soundscape and noise assessments in virtual environments.
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Figueredo, Aurelio José. "A stochastic optimality theory of preparedness and plasticity." Behavioral and Brain Sciences 18, no. 2 (June 1995): 300–301. http://dx.doi.org/10.1017/s0140525x0003853x.

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AbstractMany now consider “instinct” and “learning” opposite poles of a unidimensional continuum. An alternative model with two independently varying parameters predicts different selective pressures. Behavioral adaptation matches the organism's utilizations of stimuli and responses to their ecological validities: the mean validity over evolutionary time specifies the optimal initial potency of the prepared association; the variance specifies the optimal prepared plasticity.
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Wei, Wen, Qi Wang, Ruyi Ding, Rui Dong, and Shiguang Ni. "Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder." Behavioral Sciences 13, no. 5 (May 14, 2023): 408. http://dx.doi.org/10.3390/bs13050408.

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Playing online games is gradually becoming mainstream entertainment, but some people may develop Internet gaming disorder (IGD). Like other behavioral addictive diseases, one of the main characteristics of IGD is a craving for games, which also makes people tend to approach game-related clues. Recently, a few researchers have started to use the approach–avoidance task (AAT) paradigm to study the approach bias of IGD, and they also think it is an essential characteristic of IGD. However, the traditional AAT cannot provide realistic approach–avoidance behavior to stimuli, and virtual reality has been proven to provide a highly ecological environment to measure approach bias. Therefore, this study innovatively integrates virtual reality and the AAT paradigm to measure the approach bias of IGD. We found that compared with neutral stimuli, IGD spent less time approaching game-related stimuli, which indicates that it is difficult for IGD to avoid game-related situations in the virtual environment. This study also revealed that game-related content stimuli in virtual reality alone did not increase the IGD group’s craving for games. These results proved that AAT in VR could cause the approach bias of IGD and provide high ecological validity and an effective tool for the intervention of IGD in the future.
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Tarlao, Cynthia, Daniel Steele, and Catherine Guastavino. "Assessing the ecological validity of soundscape reproduction in different laboratory settings." PLOS ONE 17, no. 6 (June 27, 2022): e0270401. http://dx.doi.org/10.1371/journal.pone.0270401.

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The ever-growing body of soundscape research includes studies conducted both in everyday life environments and in laboratory settings. Yet, laboratory settings differ from in-situ and therefore may elicit different perceptions. The present study explores the ecological validity of soundscape reproduction in the laboratory using first-order Ambisonics and of different modes of questionnaire administration. Furthermore, it investigates the influence of the contextual factors of time of day, day of the week, and location on site on soundscape evaluations in situ and in the laboratory, based on the Swedish Soundscape Quality Protocol. We first tested measurement invariance between the computer-based and pen-and-paper administration of the soundscape questionnaire. We then investigated the influence of the above-mentioned contextual factors on soundscape evaluations, as well as the effect of stimuli selection in the laboratory. The analyses confirmed the underlying dimensions of proposed soundscape assessment questionnaires, confirmed metric invariance between computer and pen-and-paper, and revealed significant influences of time, day, and location on soundscape scales. This research represents a critical step in rigorously assessing soundscape evaluations in the laboratory and establishes solid evidence for the use of both in situ and laboratory soundscape studies.
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Dear, Blake F., Louise Sharpe, Michael K. Nicholas, and Kathryn Refshauge. "Pain-Related Attentional Biases: The Importance of the Personal Relevance and Ecological Validity of Stimuli." Journal of Pain 12, no. 6 (June 2011): 625–32. http://dx.doi.org/10.1016/j.jpain.2010.11.010.

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Peira, Nathalie, Armita Golkar, Maria Larsson, and Stefan Wiens. "What You Fear Will Appear." Experimental Psychology 57, no. 6 (January 1, 2010): 470–75. http://dx.doi.org/10.1027/1618-3169/a000058.

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Various experimental tasks suggest that fear guides attention. However, because these tasks often lack ecological validity, it is unclear to what extent results from these tasks can be generalized to real-life situations. In change detection tasks, a brief interruption of the visual input (i.e., a blank interval or a scene cut) often results in undetected changes in the scene. This setup resembles real-life viewing behavior and is used here to increase ecological validity of the attentional task without compromising control over the stimuli presented. Spider-fearful and nonfearful women detected schematic spiders and flowers that were added to one of two identical background pictures that alternated with a brief blank in between them (i.e., flicker paradigm). Results showed that spider-fearful women detected spiders (but not flowers) faster than did nonfearful women. Because spiders and flowers had similar low-level features, these findings suggest that fear guides attention on the basis of object features rather than simple low-level features.
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9

Broderick, Victor. "Incidence of verbal comparisons in beginners' books and in metaphor comprehension research: a search for ecological validity." Journal of Child Language 19, no. 1 (February 1992): 183–93. http://dx.doi.org/10.1017/s0305000900013696.

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ABSTRACTExplicit verbal comparisons in 53 popular children's books were syntactically and semantically classified. Comparison types found in these books were contrasted with comparisons used as comprehension stimuli in extant developmental research. Although noun-phrase metaphor has been a popular syntactic form in research, it is a rare form in children's literature. Implications for the design of future stimulus sets are discussed.
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Cabbage, Kathryn, Thomas Carrell, Melannee Ipsen, and Elaine R. Hitchcock. "The perception of synthetic speech versus natural speech stimuli in adult listeners." Journal of the Acoustical Society of America 151, no. 4 (April 2022): A263. http://dx.doi.org/10.1121/10.0011279.

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The majority of speech perception research investigates interpersonal perception through presentation of two types of stimuli: synthetic speech and/or natural speech. Synthetically created speech stimuli allows for precisely controlled manipulation of individual acoustic variables, but can sound unnatural calling into questions its ecological validity. Alternatively, natural speech preserves the full complement of redundant acoustic cues yet limits control of specific acoustic parameters. In this study, we investigate speech discrimination comparing perception of specified acoustic parameters (formant transition duration, F3 onset frequency, F3-F2 distance) across three types of speech stimuli: synthetic speech stimuli, natural speech of a standard adult speaker, and each participant’s own voice. We use the Wide Range Acoustic Accuracy Scale (WRAAS), a computer-based perceptual assessment that uses a parameter estimation by sequential testing (PEST) adaptive-tracking algorithm to rapidly identify a listener’s ability to discriminate sounds. Most trials are presented near the Just-Noticeable-Difference (JND) of a stimulus continuum; thus, few trials are “wasted” with obviously same or different sounds. This study of typical adult listeners (n = 20, enrollment is ongoing) will provide baseline data for future work investigating perception of these same stimuli in children.
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11

Smith, Samantha L., Graham K. Edgar, Paul N. Russell, and William S. Helton. "Real Life Does Not Always Get in the Way: Verbal Memory and the Sustained Attention to Response Task." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 234–38. http://dx.doi.org/10.1177/1071181320641056.

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The Sustained Attention to Response Task (SART) is a go/no-go task where participants must respond frequently to target stimuli and withhold responses from infrequent neutral stimuli. Researchers have shown that the fast and frequent responding characteristic of SART is typically associated with difficulty withholding responses to no-go stimuli. Imposing additional cognitive demands has been shown to further impair task performance. In the present research, participants completed a modified SART task, a narrative memory task, and a dual-task condition where both were done simultaneously. No significant performance impairments were found in the dual- compared to single-task conditions. The tasks’ non-overlapping resource demands, alongside a potential arousing benefit of the memory task, may explain the lack of notable dual-task interference. Future research is needed to better understand the effects of arousal and other factors that may help to uncouple errors of commission from response time, particularly in tasks with high ecological validity.
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Chevalier, Pauline, Kyveli Kompatsiari, Francesca Ciardo, and Agnieszka Wykowska. "Examining joint attention with the use of humanoid robots-A new approach to study fundamental mechanisms of social cognition." Psychonomic Bulletin & Review 27, no. 2 (December 17, 2019): 217–36. http://dx.doi.org/10.3758/s13423-019-01689-4.

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AbstractThis article reviews methods to investigate joint attention and highlights the benefits of new methodological approaches that make use of the most recent technological developments, such as humanoid robots for studying social cognition. After reviewing classical approaches that address joint attention mechanisms with the use of controlled screen-based stimuli, we describe recent accounts that have proposed the need for more natural and interactive experimental protocols. Although the recent approaches allow for more ecological validity, they often face the challenges of experimental control in more natural social interaction protocols. In this context, we propose that the use of humanoid robots in interactive protocols is a particularly promising avenue for targeting the mechanisms of joint attention. Using humanoid robots to interact with humans in naturalistic experimental setups has the advantage of both excellent experimental control and ecological validity. In clinical applications, it offers new techniques for both diagnosis and therapy, especially for children with autism spectrum disorder. The review concludes with indications for future research, in the domains of healthcare applications and human–robot interaction in general.
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Parsons, Thomas D., Andrea Gaggioli, and Giuseppe Riva. "Extended Reality for the Clinical, Affective, and Social Neurosciences." Brain Sciences 10, no. 12 (November 30, 2020): 922. http://dx.doi.org/10.3390/brainsci10120922.

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Brain science research often involves the use of low-dimensional tools and stimuli that lack several of the potentially valuable features of everyday activities and interactions. Although this research has provided important information about cognitive, affective, and social processes for both clinical and nonclinical populations, there is growing interest in high-dimensional simulations that extend reality. These high-dimensional simulations involve dynamic stimuli presented serially or concurrently to permit the assessment and training of perceivers’ integrative processes over time. Moreover, high-dimensional simulation platforms can contextually restrain interpretations of cues about a target’s internal states. Extended reality environments extend assessment and training platforms that balance experimental control with emotionally engaging background narratives aimed at extending the affective experience and social interactions. Herein, we highlight the promise of extended reality platforms for greater ecological validity in the clinical, affective, and social neurosciences.
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Lorig, Tyler S., and Gary E. Schwartz. "EEG Activity during Relaxation and Food Imagery." Imagination, Cognition and Personality 8, no. 3 (March 1989): 201–8. http://dx.doi.org/10.2190/v87x-bpb3-hm1g-fe4r.

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EEG activity was recorded in nine volunteer subjects while they engaged in eight cognitive tasks. The tasks involved mental arithmetic, relaxation imagery, food imagery and imagery related to “neutral” stimuli (bicycle and automobile). Period analysis of the EEG indicated significant differences in EEG factor activity related to tension and anxiety for the subtraction, relaxation and food imagery trials. Imagery of heaviness and the subject's favorite dessert produced EEG factor activity most characteristic of relaxation. Results of this study are discussed in terms of the relation of odor to food imagery and the ecological validity of the use of food imagery in relaxation training.
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Prentice, Kailee, Jeanne M. Dube, Brandee A. McKinney, Yenifer L. Morales, Danielle R. Hardesty, Logan A. Guillory, Thomas D. Parsons, and Michael D. Barnett. "A-192 A Virtual Reality-Based Stroop as a Predictor of Neurocognitive Disorder among Older Adults." Archives of Clinical Neuropsychology 37, no. 6 (August 17, 2022): 1347. http://dx.doi.org/10.1093/arclin/acac060.192.

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Abstract Objective: Virtual reality-based neuropsychological tests allow for immersive stimuli, which may increase ecological validity, and allows for the inclusion of standardized distractors. The Virtual Apartment Stroop test has demonstrated evidence of construct validity among healthy older adults, but no extant research has investigated its use among clinical populations. The purpose of this preliminary study was to investigate the Virtual Apartment Stroop test as a predictor of neurocognitive disorder among older adults. Method: The Virtual Apartment Stroop test was administered to older adults (n = 34; aged 61-90, M = 72.15, SD = 7.15; 44.1% men, 55.9% women) with (n = 7) or without (n = 27) a neurocognitive disorder as determined by a comprehensive neuropsychological evaluation. In the Virtual Apartment, the participant is situated in a home environment and Stroop test stimuli occur in single-item presentation on the television screen. Participants were administered the Virtual Apartment Stroop test both with and without distractors, with the order counterbalanced. In the distractor condition, distracting stimuli appear in various locations in the participant’s field of view. Results: A total score was created by summing the total correct in the distractors and no distractors conditions. Binary logistic regression found that this score explained 17.5-27.5% of the variance in neurocognitive diagnosis, (Χ2 = 6.56, df = 1, p = .01, odds ratio: 0.97) and the model was able to correctly classify 85.3% of cases. Conclusion(s): These results provide preliminary evidence that the Virtual Apartment Stroop task is sensitive to neurocognitive diagnosis among older adults.
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Osborne-Crowley, Katherine. "Social Cognition in the Real World: Reconnecting the Study of Social Cognition With Social Reality." Review of General Psychology 24, no. 2 (February 23, 2020): 144–58. http://dx.doi.org/10.1177/1089268020906483.

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The scientific study of social cognition is a growing field which promises to deliver valuable insights into how the brain underpins human’s social success. However, the poor ecological validity of many popular paradigms constrains the progress of social cognitive scientists. Highly simplistic and contrived stimuli are commonplace, despite the complexity and unpredictability of real-world social experiences. A shift toward a cognitive ethology approach would allow us to determine if, when, and how specific cognitive processes contribute to real-world functioning. This shift would enable us to break new ground in our understanding of the cognitions which underpin so much of the human experience. To address these questions, we must innovate and test social cognitions in dynamic, multimodal, context-embedded, and interactive environments. Furthermore, measuring responses dynamically and in terms of accuracy (rather than based on arbitrary criteria defined by the experimenter), would improve ecological validity. Finally, researchers should take into account sample diversity and participants’ motivation to ensure the generalizability of findings to everyday interactions. This article considers these issues in turn and outlines recent research which demonstrates how they might be overcome.
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Choudhuri, Swagata, and Jayanti Basu. "Traditional Stories as Possible Vignettes in the Research of Moral Judgement: A Preliminary Report Using Stories from Mahabharata." Psychology and Developing Societies 31, no. 1 (March 2019): 187–219. http://dx.doi.org/10.1177/0971333618825072.

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The most prevalent stimuli for exploring moral judgement in laboratory settings are small vignettes in the form of moral dilemmas. These dilemmas, mostly borrowed from the field of philosophy, are often criticised for lacking ecological validity due to their confined outcomes, hypothetical physical harms, focus on one character and overlooking cultural aspects. These criticisms are especially implicative for Indian culture which may have a different perspective on morality due to cultural prerogatives, encouraging collectivism as opposed to individualism of the West. Moreover, Indian culture often incorporates hints of ancient traditions and tales in a subtle but extensive way. We wished to probe this complex paradigm of moral judgement in the Indian context empirically by qualitatively analysing the responses and exploring the corresponding ratings of 60 participants, employing 10 selected stories from the Mahabharata. A preliminary report of the analysis is presented here. While the ratings varied considerably for similar judgements, the qualitative results indicated a complex amalgamation of emotions, reasons, intuitions and cultural influences. The scope for using epic stories to understand moral judgement, in the context of contemporary society, is discussed. The findings further encourage questioning the relevance of culture and issues of the ecological validity of vignettes.
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Chen, Xuemei, and Jean-Marc Dewaele. "The relationship between English proficiency and humour appreciation among English L1 users and Chinese L2 users of English." Applied Linguistics Review 10, no. 4 (November 26, 2019): 653–76. http://dx.doi.org/10.1515/applirev-2018-0002.

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AbstractHumour appreciation involves split second detection and resolution of cultural and pragmatic incongruities. Second language (L2) users may need more time and effort to understand and appreciate L2 humour. Previous studies have mostly used decontextualized verbal jokes and reported a linear relationship between L2 proficiency and humour appreciation. The present study strives for more ecological validity by using audiovisual-based, multimodal humorous stimuli. A total of 272 Chinese L2 users of English and 94 English L1 users rated the funniness and the ease of understanding of two short video extracts and then completed an English vocabulary size test, LexTALE. The findings suggest that L2 users need to reach a certain threshold in L2 linguistic, pragmatic and sociocultural knowledge before a positive linear relationship emerges between proficiency and appreciation of multimodal humorous stimuli. Also, advanced L2 users demonstrated similarities with English L1 users in humour processing.
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Eitan, Zohar, and Lawrence E. Marks. "Garner’s paradigm and audiovisual correspondence in dynamic stimuli: Pitch and vertical direction." Seeing and Perceiving 25 (2012): 70. http://dx.doi.org/10.1163/187847612x646910.

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Garner’s speeded discrimination paradigm is a central tool in studying crossmodal interaction, revealing automatic perceptual correspondences between dimensions in different modalities. To date, however, the paradigm has been used solely with static, unchanging stimuli, limiting its ecological validity. Here, we use Garner’s paradigm to examine interactions between dynamic (time-varying) audiovisual dimensions — pitch direction and vertical visual motion. In Experiment 1, 32 participants rapidly discriminated ascending vs. descending pitch glides, ignoring concurrent visual motion (auditory task), and ascending vs. descending visual motion, ignoring pitch change (visual task). Results in both tasks revealed strong congruence effects, but no Garner interference, an unusual pattern inconsistent with some interpretations of Garner interference. To examine whether this pattern of results is specific to dynamic stimuli, Experiment 2 (testing another 64 participants) used a modified Garner design with two baseline conditions: The irrelevant stimuli were dynamic in one baseline and static in the other, the test stimuli always being dynamic. The results showed significant Garner interference relative to the static baseline (for both the auditory and visual tasks), but not relative to the dynamic baseline. Congruence effects were evident throughout. We suggest that dynamic stimuli reduce attention to and memory of between-trial variation, thereby reducing Garner interference. Because congruence effects depend primarily on within-trial relations, however, congruence effects are unaffected. Results indicate how a classic tool such as Garner’s paradigm, used productively to examine dimensional interactions between static stimuli, may be readily adapted to probe the radically different behavior of dynamic, time-varying multisensory stimuli.
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Massironi, Manfredo, and Ugo Savardi. "The Ceiling of the Church of St Ignatius and the Perception of Concave Surfaces." Perception 20, no. 6 (December 1991): 771–87. http://dx.doi.org/10.1068/p200771.

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This research describes two hitherto unobserved phenomena in the frescoes of the seventeenth century architect and painter, Andrea Pozzo, painted on the vaulted ceiling of the central nave of the Church of St Ignatius in Rome. The present research also reports the results of two experimental studies on the problem of the perception of shapes projected on concave surfaces. A quantitative evaluation of the phenomena perceived from various points of observation is made by means of stimuli projected at various angles on a semicylindrical surface. The validity of the assumption of invariance, and in particular of the projective invariant called the cross-ratio, is discussed within the framework of ecological theories on perception.
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Rogachev, A. O., and O. V. Sysoeva. "The Temporal Response Function — a New Method for Investigating Neurophysiological Mechanisms of Speech Perception under Ecologically Valid Conditions." Современная зарубежная психология 13, no. 1 (April 27, 2024): 92–100. http://dx.doi.org/10.17759/jmfp.2024130108.

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<p style="text-align: justify;">The temporal response function is a new method that allows to investigate the brain mechanisms of perception of natural, naturalistic speech stimuli. In contrast to other methods for studying brain activity (e.g., evoked potentials), the temporal response function does not require the presentation of a large number of uniform stimuli to produce a robust brain response - recordings of narrative speech lasting 10 minutes or more can be used in experimental paradigms, increasing their ecological validity. The temporal response function can be used to study brain mechanisms of online processing of different components of natural speech: acoustic (physical properties of the audio signal such as envelope and spectrogram), phonological (individual phonemes and their combinations), lexical (contextual characteristics of individual words) and semantic (semantic meaning of words), as well as the interaction between these components processing mechanisms. The article presents the history of the method, its advantages in comparison with other methods and limitations, mathematical basis, features of natural speech components extraction, and a brief review of the main studies using this method.</p>
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Krebs, Julia, Evie Malaia, Ronnie B. Wilbur, and Dietmar Roehm. "EEG analysis based on dynamic visual stimuli." Hrvatska revija za rehabilitacijska istraživanja 58, Special Issue (October 12, 2022): 245–66. http://dx.doi.org/10.31299/hrri.58.si.13.

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This paper reviews best practices for experimental design and analysis for sign language research using neurophysiological methods, such as electroencephalography (EEG) and other methods with high temporal resolution, as well as identifies methodological challenges in neurophysiological research on natural sign language processing. In particular, we outline the considerations for generating linguistically and physically well-controlled stimuli accounting for 1) the layering of manual and non-manual information at different timescales, 2) possible unknown linguistic and non-linguistic visual cues that can affect processing, 3) variability across linguistic stimuli, and 4) predictive processing. Two specific concerns with regard to the analysis and interpretation of observed event related potential (ERP) effects for dynamic stimuli are discussed in detail. First, we discuss the “trigger/effect assignment problem”, which describes the difficulty of determining the time point for calculating ERPs. This issue is related to the problem of determining the onset of a critical sign (i.e., stimulus onset time), and the lack of clarity as to how the border between lexical (sign) and transitional movement (motion trajectory between individual signs) should be defined. Second, we discuss possible differences in the dynamics within signing that might influence ERP patterns and should be controlled for when creating natural sign language material for ERP studies. In addition, we outline alternative approaches to EEG data analyses for natural signing stimuli, such as the timestamping of continuous EEG with trigger markers for each potentially relevant cue in dynamic stimuli. Throughout the discussion, we present empirical evidence for the need to account for dynamic, multi-channel, and multi-timescale visual signal that characterizes sign languages in order to ensure the ecological validity of neurophysiological research in sign languages.
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Antoine-Santoni, Frédéric, Arielle Syssau, Claude Devichi, Jean-Louis Rossi, Thierry Marcelli, François-Joseph Chatelon, Adil Yakhloufi, et al. "Emotional Induction Among Firefighters Using Audiovisual Stimuli: An Experimental Study." Fire 8, no. 3 (March 14, 2025): 111. https://doi.org/10.3390/fire8030111.

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This study investigates the effectiveness of immersive audiovisual simulations in eliciting emotional responses and replicating the psychological and cognitive demands of high-risk operational environments, particularly in firefighting scenarios. Conducted in two successive phases, the research first employed a pilot study involving 90 participants (45 firefighters and 45 students) who were exposed to a controlled audiovisual simulation. Emotional responses were assessed using the Differential Emotion Scale (DES), the Emotion Regulation Questionnaire (ERQ), and the Perceived Stress Scale (PSS). The second phase involved an immersive room experiment with 36 firefighters, where the same audiovisual stimulus was presented in a fully immersive environment, integrating interactive decision-making tasks to enhance ecological validity. The findings indicate that both methods effectively elicited the targeted emotional responses, including stress, fear, anger, and serenity, with firefighters exhibiting greater emotional regulation and adaptive coping strategies compared to students. The immersive room environment significantly amplified emotional engagement, resulting in stronger emotional responses from the first scene onward. These results underscore the potential of immersive training tools in preparing emergency responders for high-stress situations by strengthening psychological resilience, improving emotional regulation, and optimizing decision-making under pressure. The study contributes to advancing evidence-based training methodologies in emergency response, public safety, and crisis management, emphasizing the importance of integrating immersive technologies into professional training programs.
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Liu, Siyun, Yichen Liu, Daniel J. Kersten, Robert A. Shakespeare, William B. Thompson, and Gordon E. Legge. "Validating a model of architectural hazard visibility with low-vision observers." PLOS ONE 16, no. 11 (November 22, 2021): e0260267. http://dx.doi.org/10.1371/journal.pone.0260267.

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Pedestrians with low vision are at risk of injury when hazards, such as steps and posts, have low visibility. This study aims at validating the software implementation of a computational model that estimates hazard visibility. The model takes as input a photorealistic 3D rendering of an architectural space, and the acuity and contrast sensitivity of a low-vision observer, and outputs estimates of the visibility of hazards in the space. Our experiments explored whether the model could predict the likelihood of observers correctly identifying hazards. In Experiment 1, we tested fourteen normally sighted subjects with blur goggles that simulated moderate or severe acuity reduction. In Experiment 2, we tested ten low-vision subjects with moderate to severe acuity reduction. Subjects viewed computer-generated images of a walkway containing five possible targets ahead—big step-up, big step-down, small step-up, small step-down, or a flat continuation. Each subject saw these stimuli with variations of lighting and viewpoint in 250 trials and indicated which of the five targets was present. The model generated a score on each trial that estimated the visibility of the target. If the model is valid, the scores should be predictive of how accurately the subjects identified the targets. We used logistic regression to examine the correlation between the scores and the participants’ responses. For twelve of the fourteen normally sighted subjects with artificial acuity reduction and all ten low-vision subjects, there was a significant relationship between the scores and the participant’s probability of correct identification. These experiments provide evidence for the validity of a computational model that predicts the visibility of architectural hazards. It lays the foundation for future validation of this hazard evaluation tool, which may be useful for architects to assess the visibility of hazards in their designs, thereby enhancing the accessibility of spaces for people with low vision.
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Горбунова, Елена С. "Механизмы построения репрезентации в категориальном поиске: роль внимания и рабочей памяти." Российский психологический журнал 20, no. 3 (November 13, 2023): 116–30. https://doi.org/10.21702/rpj.2023.3.6.

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Introduction. The task of visual search involves locating target stimuli among distractors. This task is one of the most popular in attention research. Both the methodology and theoretical understanding of attention mechanisms in this task have undergone significant changes with the development of cognitive psychology. Modern studies focus more on the ecological validity of the stimulus material used and the participant's response methods, while contemporary theoretical models attempt to consider different variations of target stimulus presentation. Theoretical Justification. We examine categorical search, a type of visual search in which target stimuli are specified by category name. We propose a theoretical model for constructing a representation of the target stimulus in categorical search. This type of search is viewed as a two-stage process: the first stage involves selecting a set of objects in the visual field through attentional guidance, and the second stage involves checking these objects for compliance with the attentional template. The verification process entails verbally naming stimuli based on motor program activation. Within this representation of categorical search mechanisms, we also consider empirical data obtained from various task modifications. Special attention is given to the methodology of hybrid search, where participants need to locate several pre-memorized target stimuli. Discussion. It is suggested that hybrid search is guided by one of the representations (likely the first memorized one), followed by sequential comparison of objects to the attentional template representation of the target stimulus. Each of the non-matching objects is sequentially compared with the other representations.
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Živković, Aleksandar, Srdjan Marković, Ivan Cuk, Olivera M. Knežević, and Dragan M. Mirkov. "Reliability and Validity of Key Performance Metrics of Modified 505 Test." Life 15, no. 2 (January 28, 2025): 198. https://doi.org/10.3390/life15020198.

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This study aims to explore the reliability and validity of essential performance metrics derived from a modified 505 Change of Direction (CoD) test. Twenty-seven physically active male participants (age: 18.77 ± 1.73 years) who engaged in three to five training sessions per week were assessed using both standard and modified sprint and CoD protocols. The evaluation focused on sprint time, CoD time, total time, and the Limb Symmetry Index (LSI). The modified protocols demonstrated good reliability for sprint and CoD times (ICC > 0.8, CV < 3%) and high validity, with strong correlations between standard and modified tests for sprint (r = 0.59–0.80) and CoD times (r = 0.58–0.80). The total time metric showed excellent reliability (ICC > 0.9), supporting its utility as a comprehensive measure. Reaction-time inclusion increased variability (CV > 7%) but enhanced ecological validity by reflecting real-world conditions. However, the LSI exhibited lower reliability (ICC < 0.6), indicating the need for further refinement. Combining multiple performance measures, the modified protocols streamlined assessments, reducing fatigue and redundancy without compromising precision. These findings highlight the potential of integrating multidimensional agility metrics in athletic evaluations, bridging the gap between controlled testing and competitive demands. Future research should explore broader populations and sport-specific stimuli to enhance applicability.
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Versluys, Thomas M. M., and William J. Skylark. "The effect of leg-to-body ratio on male attractiveness depends on the ecological validity of the figures." Royal Society Open Science 4, no. 10 (October 2017): 170399. http://dx.doi.org/10.1098/rsos.170399.

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Leg-to-body ratio (LBR) predicts evolutionary fitness, and is therefore expected to influence bodily attractiveness. Previous investigations of LBR attractiveness have used a wide variety of stimuli, including line drawings, silhouettes, and computer-generated images based on anthropometric data. In two studies, community samples of heterosexual women from the USA rated the attractiveness of male figures presented as silhouettes and as detailed computer-generated images with three different skin tones (white, black, and an artificial grey). The effects of LBR depended on the image format. In particular, a curve-fitting analysis indicated that the optimally-attractive LBR for silhouettes was fractionally below the baseline, whereas the optima for more detailed computer-generated images was approximately 0.5 s.d. above the baseline and was similar for all three skin-tones. In addition, the participants' sensitivity to changes in the LBR was lowest for the silhouettes and highest for the grey figures. Our results add to evidence that the most attractive LBR is close to, but slightly above, the population mean, and caution that the effects of limb proportions on attractiveness depend on the ecological validity of the figures.
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Prashad, Shikha, Yue Du, and Jane E. Clark. "Sequence Structure Has a Differential Effect on Underlying Motor Learning Processes." Journal of Motor Learning and Development 9, no. 1 (April 1, 2021): 38–57. http://dx.doi.org/10.1123/jmld.2020-0031.

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Current methods to understand implicit motor sequence learning inadequately assess motor skill acquisition in daily life. Using fixed sequences in the serial reaction time task is not ideal as participants may become aware of the sequence, thereby changing the learning from implicit to explicit. Probabilistic sequences, in which stimuli are linked by statistical, rather than deterministic, associations can ensure that learning remains implicit. Additionally, the processes underlying the learning of motor sequences may differ based on sequence structure. Here, the authors compared the learning of fixed and probabilistic sequences to randomly ordered stimuli using a modified serial reaction time task. Both the fixed and probabilistic sequence groups exhibited learning as indicated by decreased response time and variability. In the initial stage of learning, fixed sequences exhibited both online and offline gains in response time; however, only the offline gain was observed during the learning of probabilistic sequences. These results indicated that probabilistic structures may be learned differently from fixed structures and have important implications for our current understanding of motor learning. Probabilistic sequences more accurately reflect motor skill acquisition in daily life, offer ecological validity to the serial reaction time framework, and advance our understanding of motor learning.
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Rusch, Kristin Marie. "Combining fMRI and Eye-tracking for the Study of Social Cognition." Neuroscience Insights 16 (January 2021): 263310552110654. http://dx.doi.org/10.1177/26331055211065497.

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The study of social cognition with functional magnetic resonance imaging (fMRI) affords the use of complex stimulus material. Visual attention to distinct aspects of these stimuli can result in the involvement of remarkably different neural systems. Usually, the influence of gaze on neural signal is either disregarded or dealt with by controlling gaze of participants through instructions or tasks. However, behavioral restrictions like this limit the study’s ecological validity. Thus, it would be preferable if participants freely look at the stimuli while their gaze traces are measured. Yet several impediments hamper a combination of fMRI and eye-tracking. In our recent work on neural Theory of Mind processes in alexithymia, we propose a simple way of integrating dwell time on specific stimulus features into general linear models of fMRI data. By parametrically modeling fixations, we were able to distinguish neural processes asssociated with specific stimulus features looked at. Here, I discuss opportunities and obstacles of this approach in more detail. My goal is to motivate a wider use of parametric models — usually implemented in common fMRI software packages — to combine fMRI and eye-tracking data.
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Feldstein, Ilja T., Felix M. Kölsch, and Robert Konrad. "Egocentric Distance Perception: A Comparative Study Investigating Differences Between Real and Virtual Environments." Perception 49, no. 9 (September 2020): 940–67. http://dx.doi.org/10.1177/0301006620951997.

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Virtual reality systems are a popular tool in behavioral sciences. The participants’ behavior is, however, a response to cognitively processed stimuli. Consequently, researchers must ensure that virtually perceived stimuli resemble those present in the real world to ensure the ecological validity of collected findings. Our article provides a literature review relating to distance perception in virtual reality. Furthermore, we present a new study that compares verbal distance estimates within real and virtual environments. The virtual space—a replica of a real outdoor area—was displayed using a state-of-the-art head-mounted display. Investigated distances ranged from 8 to 13 m. Overall, the results show no significant difference between egocentric distance estimates in real and virtual environments. However, a more in-depth analysis suggests that the order in which participants were exposed to the two environments may affect the outcome. Furthermore, the study suggests that a rising experience of immersion leads to an alignment of the estimated virtual distances with the real ones. The results also show that the discrepancy between estimates of real and virtual distances increases with the incongruity between virtual and actual eye heights, demonstrating the importance of an accurately set virtual eye height.
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Benito, G., C. Luzón, J. Arillaga, A. Fernández-Liria, and G. Lahera. "Developing a test to assess social cognition based on a real interaction." European Psychiatry 41, S1 (April 2017): S355—S356. http://dx.doi.org/10.1016/j.eurpsy.2017.02.341.

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IntroductionSocial cognition enables the processing of social information and is needed to adapt one's behaviour to the perceived social scene. Its assessment is a very controversial issue, tests currently available often use unhelpful stimuli from the ecological point of view.AimsTo develop a test based on genuine social stimuli–not on their representations–and to do so, a controlled social situation is created in which participants can be evaluated on their abilities to perceive and process such information.MethodA script was prepared, consisting of several interactions which are staged before the participants by two members of the research team. The sample comprises 50 subjects, being on average 22 years old (56% women), who took this test, the MSCEIT and the MASC.ResultsThe application showed no incidence, no one detected that it was a previously prepared situation and they were not upset when this fact was revealed. A final selection of 18 items obtained a reliability of 0.701. Multidimensional scaling, partly showed the subdomains taken into account. The correlation matrix confirms the validity of the instrument. (r = 0,465 alpha < 0,001 with MASC. r = 0,106 alpha > 0,05 with MSCEIT).ConclusionsThe instrument is applicable and tolerated by participants being evaluated with it. It is feasible to use it as a test to assess social cognition It is mid-high reliability allows its use for research purposes. The correlation matrix confirmed validity, showing a significant and moderate connection with MASC and no association with any of the scales of MSCEIT.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Alcañiz Raya, Mariano, Javier Marín-Morales, Maria Eleonora Minissi, Gonzalo Teruel Garcia, Luis Abad, and Irene Alice Chicchi Giglioli. "Machine Learning and Virtual Reality on Body Movements’ Behaviors to Classify Children with Autism Spectrum Disorder." Journal of Clinical Medicine 9, no. 5 (April 26, 2020): 1260. http://dx.doi.org/10.3390/jcm9051260.

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Autism spectrum disorder (ASD) is mostly diagnosed according to behavioral symptoms in sensory, social, and motor domains. Improper motor functioning, during diagnosis, involves the qualitative evaluation of stereotyped and repetitive behaviors, while quantitative methods that classify body movements’ frequencies of children with ASD are less addressed. Recent advances in neuroscience, technology, and data analysis techniques are improving the quantitative and ecological validity methods to measure specific functioning in ASD children. On one side, cutting-edge technologies, such as cameras, sensors, and virtual reality can accurately detect and classify behavioral biomarkers, as body movements in real-life simulations. On the other, machine-learning techniques are showing the potential for identifying and classifying patients’ subgroups. Starting from these premises, three real-simulated imitation tasks have been implemented in a virtual reality system whose aim is to investigate if machine-learning methods on movement features and frequency could be useful in discriminating ASD children from children with typical neurodevelopment. In this experiment, 24 children with ASD and 25 children with typical neurodevelopment participated in a multimodal virtual reality experience, and changes in their body movements were tracked by a depth sensor camera during the presentation of visual, auditive, and olfactive stimuli. The main results showed that ASD children presented larger body movements than TD children, and that head, trunk, and feet represent the maximum classification with an accuracy of 82.98%. Regarding stimuli, visual condition showed the highest accuracy (89.36%), followed by the visual-auditive stimuli (74.47%), and visual-auditive-olfactory stimuli (70.21%). Finally, the head showed the most consistent performance along with the stimuli, from 80.85% in visual to 89.36% in visual-auditive-olfactory condition. The findings showed the feasibility of applying machine learning and virtual reality to identify body movements’ biomarkers that could contribute to improving ASD diagnosis.
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Treves, Alessandro, Stefano Panzeri, Edmund T. Rolls, Michael Booth, and Edward A. Wakeman. "Firing Rate Distributions and Efficiency of Information Transmission of Inferior Temporal Cortex Neurons to Natural Visual Stimuli." Neural Computation 11, no. 3 (April 1, 1999): 601–31. http://dx.doi.org/10.1162/089976699300016593.

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The distribution of responses of sensory neurons to ecological stimulation has been proposed to be designed to maximize information transmission, which according to a simple model would imply an exponential distribution of spike counts in a given time window. We have used recordings from inferior temporal cortex neurons responding to quasi-natural visual stimulation (presented using a video of everyday lab scenes and a large number of static images of faces and natural scenes) to assess the validity of this exponential model and to develop an alternative simple model of spike count distributions. We find that the exponential model has to be rejected in 84% of cases (at the p < 0.01 level). A new model, which accounts for the firing rate distribution found in terms of slow and fast variability in the inputs that produce neuronal activation, is rejected statistically in only 16% of cases. Finally, we show that the neurons are moderately efficient at transmitting information but not optimally efficient.
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Grasso-Cladera, Aitana, John Madrid-Carvajal, Sven Walter, and Peter König. "Approach–Avoidance Bias in Virtual and Real-World Simulations: Insights from a Systematic Review of Experimental Setups." Brain Sciences 15, no. 2 (January 22, 2025): 103. https://doi.org/10.3390/brainsci15020103.

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Background: Approach and avoidance bias (AAB) describes automatic behavioral tendencies to react toward environmental stimuli regarding their emotional valence. Traditional setups have provided evidence but often lack ecological validity. The study of the AAB in naturalistic contexts has recently increased, revealing significant methodological challenges. This systematic review evaluates the use of virtual reality (VR) and real-world setups to study the AAB, summarizing methodological innovations and challenges. Methods: We systematically reviewed peer-reviewed articles employing VR and real-world setups to investigate the AAB. We analyzed experimental designs, stimuli, response metrics, and technical aspects to assess their alignment with research objectives and identify limitations. Results: This review included 14 studies revealing diverse methodologies, stimulus types, and novel behavioral responses, highlighting significant variability in design strategies and methodological coherence. Several studies used traditional reaction time measures yet varied in their application of VR technology and participant interaction paradigms. Some studies showed discrepancies between simulated and natural bodily actions, while others showcased more integrated approaches that preserved their integrity. Only a minority of studies included control conditions or acquired (neuro)physiological data. Conclusions: VR offers a potential ecological setup for studying the AAB, enabling dynamic and immersive interactions. Our results underscore the importance of establishing a coherent framework for investigating the AAB tendencies using VR. Addressing the foundational challenges of developing baseline principles that guide VR-based designs to study the AAB within naturalistic contexts is essential for advancing the AAB research and application. This will ultimately contribute to more reliable and reproducible experimental paradigms and develop effective interventions that help individuals recognize and change their biases, fostering more balanced behaviors.
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Gao, Zi, and Andrew J. Oxenham. "Adaptation to sentences and melodies when making judgments along a voice/non-voice continuum." Journal of the Acoustical Society of America 154, no. 4_supplement (October 1, 2023): A237. http://dx.doi.org/10.1121/10.0023398.

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Perceptual contrastive adaptation effects can be used to identify important perceptual features or categories. Our previous work revealed contrastive adaptation effects between voice and non-voice categories when adapting with repeated single vowels or musical tones. The current study investigated whether the effect generalizes to adaptors with higher ecological validity—sentences and melodies. Ten-step continua between a “voice” (female /a/, /o/, or /u/ vowels) and an “instrument” (bassoon, horn, or viola) were generated for each possible pair. A sentence spoken by a female voice, or a melody played on bassoon or horn, was presented, followed by a test stimulus from along the continuum. Contrastive adaptation effects were observed, with the test stimulus more likely to be identified as a voice following a musical melody and vice versa. Pilot data showed similar trends when the female voice adaptors were replaced with their male counterparts, suggesting that the effects may generalize across speaker gender and fundamental frequency. The results show that contrastive adaptation to voice and non-voice stimuli is a robust effect that does not rely on the repetition of simple adaptors or on a shared frequency range between the adaptors and test stimuli. [Work supported by NIH grant R01DC005216.]
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Carbonaro, Michael. "Making a Connection between Computational Modeling and Educational Research." Journal of Educational Computing Research 28, no. 1 (January 2003): 63–81. http://dx.doi.org/10.2190/l1th-3v6m-2w5q-8ltj.

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Bruner, Goodnow, and Austin's (1956) research on concept development is re-examined from a connectionist perspective. A neural network was constructed which associates positive and negative instances of a concept with their corresponding attribute values. Two methods were used to help preserve the ecological validity of the input: 1) closely mapping the input to the actual visual stimuli; and 2) structuring the output layer based on Gagne's (1962, 1985) work on human concept learning. This resulted in the addition of output units referred to as attribute context constraints. These units required the network to demonstrate the identification of attributes both relevant and irrelevant to the task of classification. Results suggest that the simultaneous learning of attributes guided the network in constructing a faster and more generalizable representation than when attribute constraints were absent. Results are discussed with respect to the advantages of computational approaches to studying learning.
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Braem, Senne, Stephanie Supply, Sanne P. Roels, and Wim Notebaert. "Irrelevant Location Information Influences Accuracy in Bowling." Motor Control 19, no. 1 (January 2015): 25–33. http://dx.doi.org/10.1123/mc.2012-0104.

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Most cognitive control effects, although numerously reported in computer task studies, have rarely been tested outside the laboratory. The purpose of this study was twofold. First, we aimed to improve the ecological validity of a well-studied congruency effect. The Simon effect (Simon, 1969) is the observation that an irrelevant stimulus location can facilitate or impede task performance when it is congruent or incongruent with the response location. Secondly, we wanted to investigate the role of action experience on the Simon effect. In this study, experienced bowlers were asked to hit either the left- or rightmost pin, depending on the pitch of a tone. Irrelevant to the task, this tone could be presented in the congruent or incongruent ear. Our results demonstrate that the Simon effect can be observed outside the laboratory and that weekly training at bowling may help in shielding against irrelevant location stimuli.
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Секисов, А. Н., Н. А. Шипилова, В. П. Данько, and А. А. Хорошев. "Перспективы развития инновационного предпринимательства." Russian Economic Bulletin 7, no. 6 (December 23, 2024): 419–29. https://doi.org/10.58224/2658-5286-2024-7-6-419-429.

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в данной статье проанализированы перспективы развития инновационного предпринимательства через призму организационно-экономических, технико-технологических, социально-экологических и инфраструктурных аспектов. Особое внимание уделяется инновационному использованию техники и оборудования, импульсной структурной перестройке производственных систем, а также роли гибридных стимулов и государственной поддержки в активизации инновационных процессов. Предлагается расширенная комплексная модель развития инновационного предпринимательства, включающая взаимодействие технологических инноваций, организационной структуры, рыночных условий, государственного регулирования, системы гибридных стимулов, инфраструктурной обеспеченности, кадрового потенциала, социально-экологической ответственности и уровня цифровизации. Модель описывается как словесно, так и математически, а ее валидность подтверждается экспериментальными данными, представленными в табличной форме. Анализ показывает необходимость комплексного подхода, учитывающего не только экономические, но и социальные, экологические и технологические факторы. in this article, the prospects for the development of innovative entrepreneurship were analyzed through the prism of organizational-economic, technical-technological, social-ecological, and infrastructural aspects. Special attention was paid to the innovative use of techniques and equipment, impulsive structural restructuring of production systems, as well as the role of hybrid stimuli and state support in activating innovative processes. An expanded comprehensive model of innovative entrepreneurship development is proposed, including the interaction of technological innovations, organizational structure, market conditions, state regulation, hybrid stimulus systems, infrastructure provision, human resources, social-ecological responsibility, and digitalization levels. The model is described both verbally and mathematically, and its validity is confirmed by experimental data presented in tabular form. The analysis shows the need for a comprehensive approach, taking into account not only economic factors, but also social, ecological, and technological factors.
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KonečNi, Vladimir J. "The Vase on the Mantelpiece: The Golden Section in Context." Empirical Studies of the Arts 15, no. 2 (July 1997): 177–207. http://dx.doi.org/10.2190/a64n-12ju-w8eg-503v.

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The golden section (GS) was investigated in three experiments ( N = 91, 87, and 73 psychology students, respectively), using both traditional methods (line bi-section, production of rectangles), and novel stimuli (contours and cutouts of vases constructed by the GS and non-GS principles) and tasks (the placement of “vases” on an imaginary and a laboratory, purpose-built, mantelpiece). In five different tasks, which varied considerably in technical details, there was absolutely no evidence for the significance of the GS, nor was there a general preference for the GS vases. Instead, the search for balance seemed to motivate the subjects' mantelpiece placement choices, guided by the area (“weight”), rather than the shape, of the vases. In addition, the results cast serious doubt on the generalizability of conclusions based on the research on rectangles to real-world aesthetic objects and choices. Other substantive and methodological issues, especially with regard to the future research on the GS, and to ecological validity, were discussed.
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Potter, Keith, Geraint A. Wiggins, and Marcus T. Pearce. "Towards Greater Objectivity in Music Theory: Information-Dynamic Analysis of Minimalist Music." Musicae Scientiae 11, no. 2 (July 2007): 295–324. http://dx.doi.org/10.1177/102986490701100207.

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We present evidence for a relationship between two objective measures of the information dynamics of music and points of structural importance in the music as analysed by an expert musicologist. Our approach is motivated by ecological validity: rather than taking musical stimuli and artificially simplifying them to make their study tractable, we have sought and found music which is appropriate to our study. We give a novel, detailed analysis of one piece, Glass' Gradus, and show how the analysis corresponds with the information dynamics of the piece as heard. To show that this correspondence generalises, at least to music in a similar style by the same composer, we go on to analyse Glass' Two Pages. We suggest that this research provides further evidence that information-dynamic modelling is a worthwhile approach to the study of music cognition and also has the potential, if automated, to be a powerful tool to increase objectivity in data-based music analysis.
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Albl-Mikasa, Michaela, Maureen Ehrensberger-Dow, Andrea Hunziker Heeb, Caroline Lehr, Michael Boos, Matthias Kobi, Lutz Jäncke, and Stefan Elmer. "Cognitive load in relation to non-standard language input." Translation, Cognition & Behavior 3, no. 2 (November 10, 2020): 263–86. http://dx.doi.org/10.1075/tcb.00044.alb.

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Abstract The linguistic, psycholinguistic, and neural processes underlying simultaneous interpreting and translation have attracted widespread interest in the research community. However, an understanding of the cognitive load associated with these bilingual activities is just starting to emerge, and the underlying behavioral and physiological mechanisms are still poorly understood. In this article, we describe a promising interdisciplinary approach to assess the behavioral and physiological indices of cognitive load during interpreting and translation in laboratory and simulated workplace settings. In this context, we emphasize the importance of ecological validity and explain how comparisons between authentic non-standard input and edited English versions of the same stimuli can be used to evaluate cognitive load while controlling for the general cognitive demands associated with interpreting and translation. The perspective we present in this article might pave the way for a clearer understanding of the multifaceted dimensions of cognitive load during simultaneous interpreting and translation as well as during the processing of English as Lingua Franca.
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Nicolas, Gandalf, Allison L. Skinner, and Cheryl L. Dickter. "Other Than the Sum: Hispanic and Middle Eastern Categorizations of Black–White Mixed-Race Faces." Social Psychological and Personality Science 10, no. 4 (June 29, 2018): 532–41. http://dx.doi.org/10.1177/1948550618769591.

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The racial categorization literature, reliant on forced-choice tasks, suggests that mixed-race targets are often categorized using the parent faces that created the racially mixed stimuli (e.g., Black or White) or their combination (e.g., Black–White multiracial). In the current studies, we introduce a free-response task that allows for spontaneous categorizations of higher ecological validity. Our results suggest that, when allowed, observers often classify Black–White faces into alternative categories (i.e., responses that are neither the parent races nor their combination), such as Hispanic and Middle Eastern. Furthermore, we find that the stereotypes of the various categories that are mapped to racially mixed faces are distinct, underscoring the importance of understanding how mixed-race targets are spontaneously categorized. Our findings speak to the challenges associated with racial categorization in an increasingly racially diverse population, including discrepancies between target racial identities and their racial categorizations by observers as well as variable stereotype application to mixed-race targets.
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Prinsen, Jellina, and Kaat Alaerts. "Eye contact enhances interpersonal motor resonance: comparing video stimuli to a live two-person action context." Social Cognitive and Affective Neuroscience 14, no. 9 (September 2019): 967–76. http://dx.doi.org/10.1093/scan/nsz064.

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Abstract Previous research has shown a link between eye contact and interpersonal motor resonance, indicating that the mirroring of observed movements is enhanced when accompanied with mutual eye contact between actor and observer. Here, we further explored the role of eye contact within a naturalistic two-person action context. Twenty-two participants observed simple hand movements combined with direct or averted gaze presented via a live model in a two-person setting or via video recordings, while transcranial magnetic stimulation was applied over the primary motor cortex (M1) to measure changes in M1 excitability. Skin conductance responses and gaze behavior were also measured to investigate the role of arousal and visual attention herein. Eye contact significantly enhanced excitability of the observer’s M1 during movement observation within a two-person setting. Notably, participants with higher social responsiveness (Social Communication subscale of the Social Responsiveness Scale) displayed a more pronounced modulation of M1 excitability by eye gaze. Gaze-related modulations in M1 excitability were, however, not associated with differences in visual attention or autonomic arousal. In summary, the current study highlights the effectiveness and feasibility of adopting paradigms with high ecological validity for studying the modulation of mirror system processes by subtle social cues, such as eye gaze.
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Cardoso, Caroline de Oliveira, Nicolle Zimmermann, Camila Borges Paraná, Gigiane Gindri, Ana Paula Almeida de Pereira, and Rochele Paz Fonseca. "Brazilian adaptation of the Hotel Task: a tool for the ecological assessment of executive functions." Dementia & Neuropsychologia 9, no. 2 (June 2015): 156–64. http://dx.doi.org/10.1590/1980-57642015dn92000010.

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Over recent years, neuropsychological research has been increasingly concerned with the need to develop more ecologically valid instruments for the assessment of executive functions. The Hotel Task is one of the most widely used ecological measures of executive functioning, and provides an assessment of planning, organization, self-monitoring and cognitive flexibility. OBJECTIVE: The goal of this study was to adapt the Hotel Task for use in the Brazilian population. METHODS: The sample comprised 27 participants (three translators, six expert judges, seven healthy adults, ten patients with traumatic brain injuries and one hotel manager). The adaptation process consisted of five steps, which were repeated until a satisfactory version of the task was produced. The steps were as follows: (1) Translation; (2) Development of new stimuli and brainstorming among the authors; (3) Analysis by expert judges; (4) Pilot studies; (5) Assessment by an expert in business administration and hotel management. RESULTS: The adapted version proved adequate and valid for the assessment of executive functions. However, further research must be conducted to obtain evidence of the reliability, as well as the construct and criterion validity, sensitivity and specificity, of the Hotel Task. CONCLUSION: Many neurological and/or psychiatric populations may benefit from the adapted task, since it may make significant contributions to the assessment of dysexecutive syndromes and their impact on patient functioning.
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Son, Changlae, and Jin-Hyuck Park. "Ecological Effects of VR-Based Cognitive Training on ADL and IADL in MCI and AD patients: A Systematic Review and Meta-Analysis." International Journal of Environmental Research and Public Health 19, no. 23 (November 29, 2022): 15875. http://dx.doi.org/10.3390/ijerph192315875.

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Declines in activities of daily living (ADL) and instrumental activities of daily living (IADL) performances due to cognitive impairments hinder mild cognitive impairment (MCI) and Alzheimer’s disease (AD) patients’ independent and safe daily lives. In order to prevent and treat this, several cognitive interventions have been implemented, but their ecological validity was not ensured due to that their contents are far from real life. Virtual reality (VR) can resemble real life with immersive stimuli, but there have been few studies confirming its ecological effects on ADL and IADL. Therefore, this study conducted a meta-analysis of VR-based cognitive training to investigate its ecological effects on ADL and IADL in MCI and AD patients. From February 2012 to February 2022, a search was conducted for articles published in PubMed, Cochrane, Science Direct, and Web of Science. Quality assessment was assessed by the PEDro scale, and the Cochrane Collaboration tool was used to assess risk of bias. Publication bias was assessed by Egger’s regression. Five studies that met inclusion criteria were included in this study. The VR-based cognitive training showed significant effects on ADL and IADL in both MCI and AD patients. When comparing effects in each group, both MCI and AD patients showed significant effects on ADL and IADL, but MCI patients showed lower effects on ADL and IADL than AD patients. The results indicated that VR-based cognitive training would be beneficial to improve ADL and IADL in MCI and AD patients, suggesting that VR-based cognitive training is ecologically valid.
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46

Bijak, Jakub, Ariana Modirrousta-Galian, Philip A. Higham, Toby Prike, Martin Hinsch, and Sarah Nurse. "Investigating immersion and migration decisions for agent-based modelling: A cautionary tale." Open Research Europe 3 (February 20, 2023): 34. http://dx.doi.org/10.12688/openreseurope.15581.1.

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Background: Agent-based modelling provides an appealing methodological choice for simulating human behaviour and decisions. The currently-dominant approaches based on static transition rates or unverified assumptions are restrictive, and could be enhanced with insights from cognitive experiments on actual decision making. Here, one common concern is that standard surveys or experiments may lack ecological validity, limiting the extent to which research findings can be generalised to real-life settings. For complex, highly emotive decision-making scenarios, such as those related to migration, the typically-used short, methodical survey questions may not appropriately map onto complex real-world decisions of interest. Immersive contexts may offer more accurate representations of reality, potentially enhancing the usefulness of experimental information in multi-disciplinary modelling endeavours. Methods: This pre-registered study of migration decisions, aimed at informing a multi-disciplinary construction of an agent-based model of migration, presents a choice-based interactive fiction game in which players make migration decisions to advance through a story. Participants (N = 1000 Prolific users) were randomly assigned to one of four experimental conditions, three involving different renditions of the game attempting to create immersion, with the last condition presenting the decisions in standard survey format. Results: Although addressing the lack of ecological validity in survey data is important for improving agent-based modelling methodology, the experimental design used to tackle this issue, while responding directly to modelling needs, proved too complex. The created experimental conditions ended up too distinct from each other, involving stimuli that differed in quantity and content. This introduced several unintended and uncontrolled confounds, making it impossible to meaningfully interpret the results of this experiment on its own. Our results act as a cautionary tale for agent-based modellers, highlighting that the modelling needs should not override the principles of experimental design, and provide motivation for more rigorous research on this topic.
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47

Bijak, Jakub, Ariana Modirrousta-Galian, Philip A. Higham, Toby Prike, Martin Hinsch, and Sarah Nurse. "Investigating immersion and migration decisions for agent-based modelling: A cautionary tale." Open Research Europe 3 (October 20, 2023): 34. http://dx.doi.org/10.12688/openreseurope.15581.2.

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Background Agent-based modelling provides an appealing methodological choice for simulating human behaviour and decisions. The currently dominant approaches based on static transition rates or unverified assumptions are restrictive, and could be enhanced with insights from cognitive experiments on actual decision making. Here, one common concern is that standard surveys or experiments may lack ecological validity, limiting the extent to which research findings can be generalised to real-life settings. For complex, highly emotive decision-making scenarios, such as those related to migration, the typically used short, methodical survey questions may not appropriately map onto complex real-world decisions of interest. Immersive contexts may offer more accurate representations of reality, potentially enhancing the usefulness of experimental information in multi-disciplinary modelling endeavours. Methods This pre-registered study of migration decisions, aimed at informing a multi-disciplinary construction of an agent-based model of migration, presents a choice-based interactive fiction game in which players make migration decisions to advance through a story. Participants (N = 1000 Prolific users) were randomly assigned to one of four experimental conditions, three involving different renditions of the game attempting to create immersion, with the last condition presenting the decisions in standard survey format. Results Although addressing the lack of ecological validity in survey data is important for improving agent-based modelling methodology, the experimental design used to tackle this issue, while responding directly to modelling needs, proved too complex. The created experimental conditions ended up too distinct from each other, involving stimuli that differed in quantity and content. This introduced several unintended and uncontrolled confounds, making it impossible to meaningfully interpret the results of this experiment on its own. Our results act as a cautionary tale for agent-based modellers, highlighting that the modelling needs should not override the principles of experimental design, and provide motivation for more rigorous research on this topic.
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48

Traxler, Juliane, Martien G. S. Schrooten, Pauline Dibbets, and Linda M. G. Vancleef. "Interpretation bias in the face of pain: a discriminatory fear conditioning approach." Scandinavian Journal of Pain 19, no. 2 (April 24, 2019): 383–95. http://dx.doi.org/10.1515/sjpain-2018-0112.

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Abstract Background and aims Interpreting pain- and illness-related stimuli as health-threatening is common among chronic pain patients but also occurs in the general population. As interpretation bias (IB) may affect pain perception and might even play part in the development and maintenance of chronic pain, it is important to improve our understanding of this concept. Several studies suggest an association between IB and pain-related anxiety. However, those studies often rely on verbal and pictorial IB tasks that do not entail a threat of actual pain, therefore lacking personal relevance for healthy participants. The current study investigated whether healthy individuals show an IB towards ambiguous health-related stimuli in a context of actual pain threat, and explored whether this bias is associated to pain anxiety constructs. Methods Thirty-six healthy participants were conditioned to expect painful electrocutaneous shocks (unconditioned stimulus – US) after health-threat words (CS+) but not after neutral (non-health-threat) words (CS−) in order to establish fear of pain. Subsequently, they completed a verbal interpretation task that contained new CS+ and CS− stimuli as well as ambiguous non-reinforced health-threat and non-health-threat words. IB was assessed through shock expectancy ratings and startle responses to ambiguous and evident health threatening or neutral word stimuli. Pain-related anxiety was measured with validated questionnaires. Results The results show a general IB towards ambiguous health-related words on pain expectancies but not on startle response. An exploratory analysis suggests that this effect exists irrespective of pain-related anxiety levels which however may be due to a lack of power. Conclusion We present a novel experimental paradigm employing actual health threat that captures IB towards health-related stimuli in healthy individuals. Taken together, results provide evidence for the further consideration of IB as a latent vulnerability factor in the onset and maintenance of pain chronicity. In contrast to previous studies employing a safe, pain-free context, we found that healthy participants show an IB towards ambiguous health-related stimuli, when confronted with pain threat. Implications Like chronic pain patients, healthy individuals display an IB towards health-threat stimuli when these stimuli become personally relevant by carrying information about pending health threat. Therefore, the presented paradigm could be valuable for pain-related cognitive bias research in healthy participants as it may have a higher ecological validity than previous study designs. Future studies will have to elucidate the influence of anxiety constructs on IB in larger samples.
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Hülsdünker, Thorben, Martin Ostermann, and Andreas Mierau. "Motion-Onset Visual Potentials Evoked in a Sport-Specific Visuomotor Reaction Task." Journal of Sport and Exercise Psychology 42, no. 4 (August 1, 2020): 280–91. http://dx.doi.org/10.1123/jsep.2019-0255.

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Although neural visual processes play a crucial role in sport, experiments have been restricted to laboratory conditions lacking ecological validity. Therefore, this study examined the feasibility of measuring visual evoked potentials in a sport-specific visuomotor task. A total of 18 international elite young table tennis athletes (mean age 12.5 years) performed a computer-based and a sport-specific visuomotor reaction task in response to radial motion-onset stimuli on a computer screen and table tennis balls played by a ball machine, respectively. A 64-channel electroencephalography system identified the N2 and N2-r motion-onset visual evoked potentials in the motion-sensitive midtemporal visual area. Visual evoked potential amplitudes were highly correlated between conditions (N2 r = .72, N2-r r = .74) although significantly lower in the sport-specific task than in the lab-based task (N2 p < .001, N2-r p < .001). The results suggest that sport-specific visual stimulation is feasible to evoke visual potentials. This emphasizes the investigation of visual processes under more ecologically valid conditions in sport and exercise science.
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50

Chen, Yi-Chuan, and Gert Westermann. "Twelve-month-old infants learn crossmodal associations between visual objects and natural sounds in ecologically valid situations." Seeing and Perceiving 25 (2012): 117. http://dx.doi.org/10.1163/187847612x647504.

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Infants are able to learn novel associations between visual objects and auditory linguistic labels (such as a dog and the sound /dɔg/) by the end of their first year of life. Surprisingly, at this age they seem to fail to learn the associations between visual objects and natural sounds (such as a dog and its barking sound). Researchers have therefore suggested that linguistic learning is special (Fulkerson and Waxman, 2007) or that unfamiliar sounds overshadow visual object processing (Robinson and Sloutsky, 2010). However, in previous studies visual stimuli were paired with arbitrary sounds in contexts lacking ecological validity. In the present study, we create animations of two novel animals and two realistic animal calls to construct two audiovisual stimuli. In the training phase, each animal was presented in motions that mimicked animal behaviour in real life: in a short movie, the animal ran (or jumped) from the periphery to the center of the monitor, and it made calls while raising its head. In the test phase, static images of both animals were presented side-by-side and the sound for one of the animals was played. Infant looking times to each stimulus were recorded with an eye tracker. We found that following the sound, 12-month-old infants preferentially looked at the animal corresponding to the sound. These results show that 12-month-old infants are able to learn novel associations between visual objects and natural sounds in an ecologically valid situation, thereby challenging our current understanding of the development of crossmodal association learning.
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