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1.
Cognition ; 155: 113-124, 2016 10.
Article in English | MEDLINE | ID: mdl-27376662

ABSTRACT

Classical explanations for the modality effect-superior short-term serial recall of auditory compared to visual sequences-typically recur to privileged processing of information derived from auditory sources. Here we critically appraise such accounts, and re-evaluate the nature of the canonical empirical phenomena that have motivated them. Three experiments show that the standard account of modality in memory is untenable, since auditory superiority in recency is often accompanied by visual superiority in mid-list serial positions. We explain this simultaneous auditory and visual superiority by reference to the way in which perceptual objects are formed in the two modalities and how those objects are mapped to speech motor forms to support sequence maintenance and reproduction. Specifically, stronger obligatory object formation operating in the standard auditory form of sequence presentation compared to that for visual sequences leads both to enhanced addressability of information at the object boundaries and reduced addressability for that in the interior. Because standard visual presentation does not lead to such object formation, such sequences do not show the boundary advantage observed for auditory presentation, but neither do they suffer loss of addressability associated with object information, thereby affording more ready mapping of that information into a rehearsal cohort to support recall. We show that a range of factors that impede this perceptual-motor mapping eliminate visual superiority while leaving auditory superiority unaffected. We make a general case for viewing short-term memory as an embodied, perceptual-motor process.


Subject(s)
Auditory Perception , Memory, Short-Term , Mental Recall , Visual Perception , Acoustic Stimulation , Adolescent , Adult , Female , Humans , Male , Photic Stimulation , Speech Perception , Young Adult
2.
Q J Exp Psychol (Hove) ; 65(3): 501-13, 2012.
Article in English | MEDLINE | ID: mdl-22150606

ABSTRACT

Several studies have suggested that short-term memory is generally improved by chewing gum. However, we report the first studies to show that chewing gum impairs short-term memory for both item order and item identity. Experiment 1 showed that chewing gum reduces serial recall of letter lists. Experiment 2 indicated that chewing does not simply disrupt vocal-articulatory planning required for order retention: Chewing equally impairs a matched task that required retention of list item identity. Experiment 3 demonstrated that manual tapping produces a similar pattern of impairment to that of chewing gum. These results clearly qualify the assertion that chewing gum improves short-term memory. They also pose a problem for short-term memory theories asserting that forgetting is based on domain-specific interference given that chewing does not interfere with verbal memory any more than tapping. It is suggested that tapping and chewing reduce the general capacity to process sequences.


Subject(s)
Association Learning/physiology , Chewing Gum/adverse effects , Memory Disorders/etiology , Memory, Short-Term/physiology , Mental Recall/physiology , Adolescent , Adult , Analysis of Variance , Case-Control Studies , Female , Humans , Male , Photic Stimulation , Psychomotor Performance , Reaction Time , Retention, Psychology/physiology , Young Adult
3.
Cyberpsychol Behav Soc Netw ; 13(6): 711-4, 2010 Dec.
Article in English | MEDLINE | ID: mdl-21142998

ABSTRACT

The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the presence/absence of a small number of bystanders did not significantly moderate helping. The second experiment increased the number of virtual bystanders, and participants were instructed to imagine that these were real people. Participants helped significantly less in rooms with large numbers of bystanders compared to rooms with no bystanders, thus demonstrating a bystander effect. These results indicate that even sophisticated high-level social behaviors can be observed and experimentally manipulated in simple VEs, thus implying the broad usefulness of this paradigm in psychological research as a good compromise between experimental control and ecological validity.


Subject(s)
Behavior , Environment , User-Computer Interface , Video Games , Analysis of Variance , Computer Simulation , Female , Humans , Male , Orientation , Young Adult
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