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1.
Front Psychol ; 14: 1196209, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37621945

RESUMEN

When people see political advertisements on a polarized issue they take a stance on, what factors influence how they respond to and remember the adverts contents? Across three studies, we tested competing hypotheses about how individual differences in social vigilantism (i.e., attitude superiority) and need for cognition relate to intentions to resist attitude change and memory for political advertisements concerning abortion. In Experiments 1 and 2, we examined participants' intentions to use resistance strategies to preserve their pre-existing attitudes about abortion, by either engaging against opposing opinions or disengaging from them. In Experiment 3, we examined participants' memory for information about both sides of the controversy presented in political advertisements. Our results suggest higher levels of social vigilantism are related to greater intentions to counterargue and better memory for attitude-incongruent information. These findings extend our understanding of individual differences in how people process and respond to controversial social and political discourse.

2.
Cogn Sci ; 46(5): e13131, 2022 05.
Artículo en Inglés | MEDLINE | ID: mdl-35579883

RESUMEN

Viewers' attentional selection while looking at scenes is affected by both top-down and bottom-up factors. However, when watching film, viewers typically attend to the movie similarly irrespective of top-down factors-a phenomenon we call the tyranny of film. A key difference between still pictures and film is that film contains motion, which is a strong attractor of attention and highly predictive of gaze during film viewing. The goal of the present study was to test if the tyranny of film is driven by motion. To do this, we created a slideshow presentation of the opening scene of Touch of Evil. Context condition participants watched the full slideshow. No-context condition participants did not see the opening portion of the scene, which showed someone placing a time bomb into the trunk of a car. In prior research, we showed that despite producing very different understandings of the clip, this manipulation did not affect viewers' attention (i.e., the tyranny of film), as both context and no-context participants were equally likely to fixate on the car with the bomb when the scene was presented as a film. The current study found that when the scene was shown as a slideshow, the context manipulation produced differences in attentional selection (i.e., it attenuated attentional synchrony). We discuss these results in the context of the Scene Perception and Event Comprehension Theory, which specifies the relationship between event comprehension and attentional selection in the context of visual narratives.


Asunto(s)
Comprensión , Movimientos Oculares , Atención , Humanos , Películas Cinematográficas , Motivación , Percepción Visual
3.
Cogn Sci ; 42(8): 2999-3033, 2018 11.
Artículo en Inglés | MEDLINE | ID: mdl-30447018

RESUMEN

What role do moment-to-moment comprehension processes play in visual attentional selection in picture stories? The current work uniquely tested the role of bridging inference generation processes on eye movements while participants viewed picture stories. Specific components of the Scene Perception and Event Comprehension Theory (SPECT) were tested. Bridging inference generation was induced by manipulating the presence of highly inferable actions embedded in picture stories. When inferable actions are missing, participants have increased viewing times for the immediately following critical image (Magliano, Larson, Higgs, & Loschky, ). This study used eye-tracking to test competing hypotheses about the increased viewing time: (a) Computational Load: inference generation processes increase overall computational load, producing longer fixation durations; (b) Visual Search: inference generation processes guide eye-movements to pick up inference-relevant information, producing more fixations. Participants had similar fixation durations, but they made more fixations while generating inferences, with that process starting from the fifth fixation. A follow-up hypothesis predicted that when generating inferences, participants fixate scene regions important for generating the inference. A separate group of participants rated the inferential-relevance of regions in the critical images, and results showed that these inferentially relevant regions predicted differences in other viewers' eye movements. Thus, viewers' event models in working memory affect visual attentional selection while viewing visual narratives.


Asunto(s)
Atención/fisiología , Lenguaje , Memoria a Corto Plazo/fisiología , Percepción Visual/fisiología , Adulto , Movimientos Oculares/fisiología , Femenino , Humanos , Masculino , Estimulación Luminosa
4.
Cogn Res Princ Implic ; 2(1): 46, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-29214207

RESUMEN

Film is ubiquitous, but the processes that guide viewers' attention while viewing film narratives are poorly understood. In fact, many film theorists and practitioners disagree on whether the film stimulus (bottom-up) or the viewer (top-down) is more important in determining how we watch movies. Reading research has shown a strong connection between eye movements and comprehension, and scene perception studies have shown strong effects of viewing tasks on eye movements, but such idiosyncratic top-down control of gaze in film would be anathema to the universal control mainstream filmmakers typically aim for. Thus, in two experiments we tested whether the eye movements and comprehension relationship similarly held in a classic film example, the famous opening scene of Orson Welles' Touch of Evil (Welles & Zugsmith, Touch of Evil, 1958). Comprehension differences were compared with more volitionally controlled task-based effects on eye movements. To investigate the effects of comprehension on eye movements during film viewing, we manipulated viewers' comprehension by starting participants at different points in a film, and then tracked their eyes. Overall, the manipulation created large differences in comprehension, but only produced modest differences in eye movements. To amplify top-down effects on eye movements, a task manipulation was designed to prioritize peripheral scene features: a map task. This task manipulation created large differences in eye movements when compared to participants freely viewing the clip for comprehension. Thus, to allow for strong, volitional top-down control of eye movements in film, task manipulations need to make features that are important to narrative comprehension irrelevant to the viewing task. The evidence provided by this experimental case study suggests that filmmakers' belief in their ability to create systematic gaze behavior across viewers is confirmed, but that this does not indicate universally similar comprehension of the film narrative.

5.
Appl Ergon ; 59(Pt A): 209-214, 2017 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-27890130

RESUMEN

High temperatures have been documented to affect behavior in a variety of ways depending on the nature of the task. We extended this prior research by examining the effects of dynamically changing temperature on various aspects of performance in a video game task. In the span of approximately an hour, temperature was gradually increased, stayed constant for a period of time, and gradually decreased to baseline. The gaming task was a variation on one used to assess impulsivity in participants thus allowing the possibility of assessing the effects of temperature on impulsive choice. Rather than heat increasing impulsivity and thus decreasing wait times, participants showed increases in wait times as temperature increased which either suggests that participants were becoming more self-controlled under heat or that the documented negative impact of heat on motor functioning was dominating their performance. Importantly, the participant's sensitivity to the changing task requirements was not affected by changes in temperature.


Asunto(s)
Conducta de Elección , Calor , Conducta Impulsiva , Juegos de Video , Adulto , Humanos , Masculino , Análisis y Desempeño de Tareas , Factores de Tiempo , Adulto Joven
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