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1.
Sci Rep ; 13(1): 18852, 2023 11 01.
Artigo em Inglês | MEDLINE | ID: mdl-37914809

RESUMO

We examined theories of cross-cultural differences in cognitive style on a sample of 242 participants representing five cultural groups (Czechia, Ghana, eastern and western Turkey, and Taiwan). The experiment involved immersive virtual environments consisting of two salient focal objects and a complex background as stimuli, which were presented using virtual reality headsets with integrated eye-tracking devices. The oculomotor patterns confirmed previous general conclusions that Eastern cultures have a more holistic cognitive style, while Western cultures predominantly have an analytic cognitive style. The differences were particularly noticeable between Taiwan and the other samples. However, we found that the broader cultural background of each group was perhaps just as important as geographical location or national boundaries. For example, observed differences between Eastern (more holistic style) and Western Turkey (more analytic style), suggest the possible influence of varying historical and cultural characteristics on the cognitive processing of complex visual stimuli.


Assuntos
Comparação Transcultural , Realidade Virtual , Humanos , Movimentos Oculares , Cultura , Características Culturais
2.
PLoS One ; 18(8): e0289079, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37540668

RESUMO

The article introduces an original VR-based experiment which explores context-dependent memory recall in humans. It specifically examines the recall of correct and falsely induced semantic memories. With the aid of VR head-mounted displays, 92 students of psychology were placed in a computer-generated indoor virtual environment and asked to memorize the presented lists of words. Afterwards, the participants were placed in the same indoor virtual environment or an alternative outdoor virtual environment and asked to recall the words. The number of correct and falsely induced words was then measured. On average, women recalled significantly more correct words from the list than men, regardless of the environmental context. Despite the assumptions, we did not observe a separate effect of exposure to different environments during learning and recall of material on memory performance. Likewise, we did not detect any effects of the learning context or biological sex in the case of the production of false memories. These results provide a novel insight into previous knowledge regarding the memory processes that occur in virtual environments. Although we failed to confirm the role of context in recalling learned material in general, we found a hint that this context might interact with specific memory processes of biological sexes. However, the design of this study only captured the effect of changing the environment during memory recall and did not address the role of specific context in remembering learning material. Further research is therefore needed to better investigate these phenomena and examine the role of biological sex in context-dependent memory processes.


Assuntos
Aprendizagem , Memória , Masculino , Humanos , Feminino , Rememoração Mental , Cognição , Repressão Psicológica
3.
PLoS One ; 18(6): e0287057, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37310969

RESUMO

Cognitive styles are commonly studied constructs in cognitive psychology. The theory of field dependence-independence was one of the most important cognitive styles. Yet in the past, its measurement had significant shortcomings in validity and reliability. The theory of analytic and holistic cognitive styles attempted to extend this theory and overcome its shortcomings. Unfortunately, the psychometric properties of its measurement methods were not properly verified. Furthermore, new statistical approaches, such as analysis of reaction times, have been overlooked by current research. The aim of this pre-registered study was to verify the psychometric properties (i.e., factor structure, split-half reliability, test-retest reliability, discriminant validity with intelligence and personality, and divergent, concurrent and predictive validity) of several methods routinely applied in the field. We developed/adapted six methods based on self-report questionnaires, rod-and-frame principles, embedded figures, and hierarchical figures. The analysis was conducted on 392 Czech participants, with two data collection waves. The results indicate that the use of methods based on the rod-and-frame principle may be unreliable, demonstrating no absence of association with intelligence. The use of embedded and hierarchical figures is recommended. The self-report questionnaire used in this study showed an unsatisfactory factor structure and also cannot be recommended without futher validation on independent samples. The findings also did not correspond with the original two-dimensional theory.


Assuntos
Personalidade , Pensamento , Humanos , Reprodutibilidade dos Testes , Inteligência , Cognição
4.
PLoS One ; 16(4): e0250164, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33882074

RESUMO

The aim of this study was to compare the performance of two bivariate visualizations by measuring response correctness (error rate) and response time, and to identify the differences in cognitive processes involved in map-reading tasks by using eye-tracking methods. The present study is based on our previous research and the hypothesis that the use of different visualization methods may lead to significant cognitive-processing differences. We applied extrinsic and intrinsic visualizations in the study. Participants in the experiment were presented maps which depicted two variables (soil moisture and soil depth) and asked to identify the areas which displayed either a single condition (e.g., "find an area with low soil depth") or both conditions (e.g., "find an area with high soil moisture and low soil depth"). The research sample was composed of 31 social sciences and humanities university students. The experiment was performed under laboratory conditions, and Hypothesis software was used for data collection. Eye-tracking data were collected for 23 of the participants. An SMI RED-m eye-tracker was used to determine whether either of the two visualization methods was more efficient for solving the given map-reading tasks. Our results showed that with the intrinsic visualization method, the participants spent significantly more time with the map legend. This result suggests that extrinsic and intrinsic visualizations induce different cognitive processes. The intrinsic method was observed to generally require more time and led to higher error rates. In summary, the extrinsic method was found to be more efficient than the intrinsic method, although the difference was less pronounced in the tasks which contained two variables, which proved to be better suited to intrinsic visualization.


Assuntos
Cognição/fisiologia , Tempo de Reação/fisiologia , Adulto , Feminino , Ciências Humanas/psicologia , Humanos , Masculino , Leitura , Adulto Jovem
5.
Behav Res Methods ; 53(4): 1581-1591, 2021 08.
Artigo em Inglês | MEDLINE | ID: mdl-33409983

RESUMO

This article presents and offers Toggle Toolkit, which is an original collection of Unity scripts designed to control various aspects of interactive 3D experiments. The toolkit enables researchers in different fields to design, conduct and evaluate experiments and include interactive elements in immersive virtual environments. This was achieved by using the internal functionalities of the Unity engine and solutions of our own design. The structure of Toggle Toolkit allows triggers and toggles to be allocated to existing virtual objects and throughout the Unity scene. Once a trigger is executed (with a pre-described action, such as colliding with a virtual object, pressing a key, gazing at an object, etc.), the toggles associated with the trigger are activated and then change the attributes or behaviors of linked objects. All interactive behavior is logged and made available for further statistical analysis. Examples of applications in research are presented and discussed. The Toggle Toolkit's utility lies in its simplicity and modularity. The Toolkit was especially produced for experimenters with few coding skills and high customization requirements in their experiments. The tool is freely available for use in research and can be enhanced with custom scripts. A video tutorial is provided to facilitate use of the tool. The paper aims to not only introduce beginners to experimentation with VR but also offers more experienced researchers who are potentially interested in using and adjusting the features the Toolkit a deeper insight into its structure.


Assuntos
Realidade Virtual , Humanos , Interface Usuário-Computador
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