Matching Items (12)
Filtering by

Clear all filters

152061-Thumbnail Image.png
Description
Most people are experts in some area of information; however, they may not be knowledgeable about other closely related areas. How knowledge is generalized to hierarchically related categories was explored. Past work has found little to no generalization to categories closely related to learned categories. These results do not fit

Most people are experts in some area of information; however, they may not be knowledgeable about other closely related areas. How knowledge is generalized to hierarchically related categories was explored. Past work has found little to no generalization to categories closely related to learned categories. These results do not fit well with other work focusing on attention during and after category learning. The current work attempted to merge these two areas of by creating a category structure with the best chance to detect generalization. Participants learned order level bird categories and family level wading bird categories. Then participants completed multiple measures to test generalization to old wading bird categories, new wading bird categories, owl and raptor categories, and lizard categories. As expected, the generalization measures converged on a single overall pattern of generalization. No generalization was found, except for already learned categories. This pattern fits well with past work on generalization within a hierarchy, but do not fit well with theories of dimensional attention. Reasons why these findings do not match are discussed, as well as directions for future research.
ContributorsLancaster, Matthew E (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / Chi, Michelene (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2013
152006-Thumbnail Image.png
Description
When people look for things in their environment they use a target template - a mental representation of the object they are attempting to locate - to guide their attention around a scene and to assess incoming visual input to determine if they have found that for which they are

When people look for things in their environment they use a target template - a mental representation of the object they are attempting to locate - to guide their attention around a scene and to assess incoming visual input to determine if they have found that for which they are searching. However, unlike laboratory experiments, searchers in the real-world rarely have perfect knowledge regarding the appearance of their target. In five experiments (with nearly 1,000 participants), we examined how the precision of the observer's template affects their ability to conduct visual search. Specifically, we simulated template imprecision in two ways: First, by contaminating our searchers' templates with inaccurate features, and second, by introducing extraneous features to the template that were unhelpful. In those experiments we recorded the eye movements of our searchers in order to make inferences regarding the extent to which attentional guidance and decision-making are hindered by template imprecision. We also examined a third way in which templates may become imprecise; namely, that they may deteriorate over time. Overall, our findings support a dual-function theory of the target template, and highlight the importance of examining template precision in future research.
ContributorsHout, Michael C (Author) / Goldinger, Stephen D (Thesis advisor) / Azuma, Tamiko (Committee member) / Homa, Donald (Committee member) / Reichle, Erik (Committee member) / Arizona State University (Publisher)
Created2013
152920-Thumbnail Image.png
Description
Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we

Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we may define these complex categories such as chairs, tables, or stairs by understanding the simpler rules defined by potential interactions with these objects. This concept, called grounding, allows for the learning and transfer of complex categorization rules if said rules are capable of being expressed in a more simple fashion by virtue of meaningful physical interactions. The present experiment tested this hypothesis by having participants engage in either a Rule Based (RB) or Information Integration (II) categorization task with instructions to engage with the stimuli in either a non-interactive or interactive fashion. If participants were capable of grounding the categories, which were defined in the II task with a complex visual rule, to a simpler interactive rule, then participants with interactive instructions should outperform participants with non-interactive instructions. Results indicated that physical interaction with stimuli had a marginally beneficial effect on category learning, but this effect seemed most prevalent in participants were engaged in an II task.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / McBeath, Michael (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2014
152859-Thumbnail Image.png
Description
Previous research has shown that people can implicitly learn repeated visual contexts and use this information when locating relevant items. For example, when people are presented with repeated spatial configurations of distractor items or distractor identities in visual search, they become faster to find target stimuli in these repeated contexts

Previous research has shown that people can implicitly learn repeated visual contexts and use this information when locating relevant items. For example, when people are presented with repeated spatial configurations of distractor items or distractor identities in visual search, they become faster to find target stimuli in these repeated contexts over time (Chun and Jiang, 1998; 1999). Given that people learn these repeated distractor configurations and identities, might they also implicitly encode semantic information about distractors, if this information is predictive of the target location? We investigated this question with a series of visual search experiments using real-world stimuli within a contextual cueing paradigm (Chun and Jiang, 1998). Specifically, we tested whether participants could learn, through experience, that the target images they are searching for are always located near specific categories of distractors, such as food items or animals. We also varied the spatial consistency of target locations, in order to rule out implicit learning of repeated target locations. Results suggest that participants implicitly learned the target-predictive categories of distractors and used this information during search, although these results failed to reach significance. This lack of significance may have been due the relative simplicity of the search task, however, and several new experiments are proposed to further investigate whether repeated category information can benefit search.
ContributorsWalenchok, Stephen C (Author) / Goldinger, Stephen D (Thesis advisor) / Azuma, Tamiko (Committee member) / Homa, Donald (Committee member) / Hout, Michael C (Committee member) / Arizona State University (Publisher)
Created2014
150044-Thumbnail Image.png
Description
The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays

The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays in category definition was explained. It was hypothesized that the effects of partial experience are not explained by a shifting of attention between dimensions (Taylor & Ross, 2009) but rather by an increased reliance on prototypical values used to fill in missing information during incomplete experiences. Results indicated that participants (1) do not fill in missing information with prototypical values, (2) integrate information less efficiently between different modalities than within a single modality, and (3) have difficulty learning only when partial experience prevents access to diagnostic information.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Mcbeath, Micheal (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2011
137004-Thumbnail Image.png
Description
Brain-computer interface technology establishes communication between the brain and a computer, allowing users to control devices, machines, or virtual objects using their thoughts. This study investigates optimal conditions to facilitate learning to operate this interface. It compares two biofeedback methods, which dictate the relationship between brain activity and the movement

Brain-computer interface technology establishes communication between the brain and a computer, allowing users to control devices, machines, or virtual objects using their thoughts. This study investigates optimal conditions to facilitate learning to operate this interface. It compares two biofeedback methods, which dictate the relationship between brain activity and the movement of a virtual ball in a target-hitting task. Preliminary results indicate that a method in which the position of the virtual object directly relates to the amplitude of brain signals is most conducive to success. In addition, this research explores learning in the context of neural signals during training with a BCI task. Specifically, it investigates whether subjects can adapt to parameters of the interface without guidance. This experiment prompts subjects to modulate brain signals spectrally, spatially, and temporally, as well differentially to discriminate between two different targets. However, subjects are not given knowledge regarding these desired changes, nor are they given instruction on how to move the virtual ball. Preliminary analysis of signal trends suggests that some successful participants are able to adapt brain wave activity in certain pre-specified locations and frequency bands over time in order to achieve control. Future studies will further explore these phenomena, and future BCI projects will be advised by these methods, which will give insight into the creation of more intuitive and reliable BCI technology.
ContributorsLancaster, Jenessa Mae (Co-author) / Appavu, Brian (Co-author) / Wahnoun, Remy (Co-author, Committee member) / Helms Tillery, Stephen (Thesis director) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
134052-Thumbnail Image.png
Description
It is a well-established finding in memory research that spacing or distributing information, as opposed to blocking all the information together, results in an enhanced memory of the learned material. Recently, researchers have decided to investigate if this spacing effect is also beneficial in category learning. In a set of

It is a well-established finding in memory research that spacing or distributing information, as opposed to blocking all the information together, results in an enhanced memory of the learned material. Recently, researchers have decided to investigate if this spacing effect is also beneficial in category learning. In a set of experiments, Carvalho & Goldstone (2013), demonstrated that a blocked presentation showed an advantage during learning, but that ultimately, the distributed presentation yielded better performance during a post-learning transfer test. However, we have identified a major methodological issue in this study that we believe contaminates the results in a way that leads to an inflation and misrepresentation of learning levels. The present study aimed to correct this issue and re-examine whether a blocked or distributed presentation enhances the learning and subsequent generalization of categories. We also introduced two shaping variables, category size and distortion level at transfer, in addition to the mode of presentation (blocked versus distributed). Results showed no significant differences of mode of presentation at either the learning or transfer phases, thus supporting our concern about the previous study. Additional findings showed benefits in learning categories with a greater category size, as well as higher classification accuracy of novel stimuli at lower-distortion levels.
ContributorsJacoby, Victoria Leigh (Author) / Homa, Donald (Thesis director) / Brewer, Gene (Committee member) / Davis, Mary (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
155745-Thumbnail Image.png
Description
In this study, the oppositional processes theory was proposed to suggest that reliance on semantic and episodic memory systems hinder originality during idea generation for divergent thinking tasks that are generally used to assess creative potential. In order to investigate the proposed oppositional processes theory, three experiments that manipulated the

In this study, the oppositional processes theory was proposed to suggest that reliance on semantic and episodic memory systems hinder originality during idea generation for divergent thinking tasks that are generally used to assess creative potential. In order to investigate the proposed oppositional processes theory, three experiments that manipulated the memory accessibility in participants during the alternative uses tasks were conducted. Experiment 1 directly instructed participants to either generate usages based on memory or not from memory; Experiment 2 provided participants with object cues that were either very common or very rare in daily life (i.e., bottle vs. canteen); Experiment 3 replicated the same manipulation from Experiment 2 with much longer generation time (10 minutes in Experiment 2 vs. 30 minutes in Experiment 3). The oppositional processes theory predicted that participants who had less access to direct and unaltered usages (i.e., told to not use memory, were given rare cues, or were outputting items later in the generation period) during the task would be more creative. Results generally supported the predictions in Experiments 1 and 2 where participants from conditions which limited their access to memory generated more novel usages that were considered more creative by independent coders. Such effects were less prominent in Experiment 3 with extended generation time but the trends remained the same.
ContributorsXu, Dongchen (Author) / Brewer, Gene (Thesis advisor) / Glenberg, Arthur (Committee member) / Homa, Donald (Committee member) / Goldinger, Stephen (Committee member) / Arizona State University (Publisher)
Created2017
155315-Thumbnail Image.png
Description
In baseball, the difference between a win and loss can come down to a single call, such as when an umpire judges force outs at first base by typically comparing competing auditory and visual inputs of the ball-mitt sound and the foot-on-base sight. Yet, because the speed of sound in

In baseball, the difference between a win and loss can come down to a single call, such as when an umpire judges force outs at first base by typically comparing competing auditory and visual inputs of the ball-mitt sound and the foot-on-base sight. Yet, because the speed of sound in air only travels about 1100 feet per second, fans observing from several hundred feet away will receive auditory cues that are delayed a significant portion of a second, and thus conceivably could systematically differ in judgments compared to the nearby umpire. The current research examines two questions. 1. How reliably and with what biases do observers judge the order of visual versus auditory events? 2. Do observers making such order judgments from far away systematically compensate for delays due to the slow speed of sound? It is hypothesized that if any temporal bias occurs it is in the direction consistent with observers not accounting for the sound delay, such that increasing viewing distance will increase the bias to assume the sound occurred later. It was found that nearby observers are relatively accurate at judging if a sound occurred before or after a simple visual event (a flash), but exhibit a systematic bias to favor visual stimuli occurring first (by about 30 msec). In contrast, distant observers did not compensate for the delay of the speed of sound such that they systematically favored the visual cue occurring earlier as a function of viewing distance. When observers judged simple visual stimuli in motion relative to the same sound burst, the distance effect occurred as a function of the visual clarity of the ball arriving. In the baseball setting, using a large screen projection of baserunner, a diminished distance effect occurred due to the additional visual cues. In summary, observers generally do not account for the delay of sound due to distance.
ContributorsKrynen, R. Chandler (Author) / McBeath, Michael (Thesis advisor) / Homa, Donald (Committee member) / Gray, Robert (Committee member) / Arizona State University (Publisher)
Created2017
149644-Thumbnail Image.png
Description
Intuitive decision making refers to decision making based on situational pattern recognition, which happens without deliberation. It is a fast and effortless process that occurs without complete awareness. Moreover, it is believed that implicit learning is one means by which a foundation for intuitive decision making is developed. Accordingly, the

Intuitive decision making refers to decision making based on situational pattern recognition, which happens without deliberation. It is a fast and effortless process that occurs without complete awareness. Moreover, it is believed that implicit learning is one means by which a foundation for intuitive decision making is developed. Accordingly, the present study investigated several factors that affect implicit learning and the development of intuitive decision making in a simulated real-world environment: (1) simple versus complex situational patterns; (2) the diversity of the patterns to which an individual is exposed; (3) the underlying mechanisms. The results showed that simple patterns led to higher levels of implicit learning and intuitive decision-making accuracy than complex patterns; increased diversity enhanced implicit learning and intuitive decision-making accuracy; and an embodied mechanism, labeling, contributes to the development of intuitive decision making in a simulated real-world environment. The results suggest that simulated real-world environments can provide the basis for training intuitive decision making, that diversity is influential in the process of training intuitive decision making, and that labeling contributes to the development of intuitive decision making. These results are interpreted in the context of applied situations such as military applications involving remotely piloted aircraft.
ContributorsCovas-Smith, Christine Marie (Author) / Cooke, Nancy J. (Thesis advisor) / Patterson, Robert (Committee member) / Glenberg, Arthur (Committee member) / Homa, Donald (Committee member) / Arizona State University (Publisher)
Created2011