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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
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Description
Incidental learning of sequential information occurs in visual, auditory and tactile domains. It occurs throughout our lifetime and even in nonhuman species. It is likely to be one of the most important foundations for the development of normal learning. To date, there is no agreement as to how incidental learning

Incidental learning of sequential information occurs in visual, auditory and tactile domains. It occurs throughout our lifetime and even in nonhuman species. It is likely to be one of the most important foundations for the development of normal learning. To date, there is no agreement as to how incidental learning occurs. The goal of the present set of experiments is to determine if visual sequential information is learned in terms of abstract rules or stimulus-specific details. Two experiments test the extent to which interaction with the stimuli can influence the information that is encoded by the learner. The results of both experiments support the claim that stimulus and domain specific details directly shape what is learned, through a process of tuning the neuromuscular systems involved in the interaction between the learner and the materials.
ContributorsMarsh, Elizabeth R (Author) / Glenberg, Arthur M. (Thesis advisor) / Amazeen, Eric (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Theories of interval timing have largely focused on accounting for the aggregate properties of behavior engendered by periodic reinforcement, such as sigmoidal psychophysical functions and their scalar property. Many theories of timing also stipulate that timing and motivation are inseparable processes. Such a claim is challenged by fluctuations in and

Theories of interval timing have largely focused on accounting for the aggregate properties of behavior engendered by periodic reinforcement, such as sigmoidal psychophysical functions and their scalar property. Many theories of timing also stipulate that timing and motivation are inseparable processes. Such a claim is challenged by fluctuations in and out of states of schedule control, making it unclear whether motivation directly affects states related to timing. The present paper seeks to advance our understanding of timing performance by analyzing and comparing the distribution of latencies and inter-response times (IRTs) of rats in two fixed-interval (FI) schedules of food reinforcement (FI 30-s and FI 90-s), and in two levels of food deprivation. Computational modeling revealed that each component was well described by mixture probability distributions embodying two-state Markov chains. Analysis of these models revealed that only a subset of latencies are sensitive to the periodicity of reinforcement, and pre-feeding only reduces the size of this subset. The distribution of IRTs suggests that behavior in FI schedules is organized in bouts that lengthen and ramp up in frequency with proximity to reinforcement. Pre-feeding slowed down the lengthening of bouts and increased the time between bouts. When concatenated, these models adequately reproduced sigmoidal FI response functions. These findings suggest that behavior in FI fluctuates in and out of schedule control; an account of such fluctuation suggests that timing and motivation are dissociable components of FI performance. These mixture-distribution models also provide novel insights on the motivational, associative, and timing processes expressed in FI performance, which need to be accounted for by causal theories of interval timing.
ContributorsDaniels, Carter W (Author) / Sanabria, Federico (Thesis advisor) / Brewer, Gene (Committee member) / Wynne, Clive (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The human body is a complex system comprised of many parts that can coordinate in a variety of ways to produce controlled action. This creates a challenge for researchers and clinicians in the treatment of variability in motor control. The current study aims at testing the utility of a

The human body is a complex system comprised of many parts that can coordinate in a variety of ways to produce controlled action. This creates a challenge for researchers and clinicians in the treatment of variability in motor control. The current study aims at testing the utility of a nonlinear analysis measure – the Largest Lyapunov exponent (1) – in a whole body movement. Experiment 1 examined this measure, in comparison to traditional linear measure (standard deviation), by having participants perform a sit-to-stand (STS) task on platforms that were either stable or unstable. Results supported the notion that the Lyapunov measure characterized controlled/stable movement across the body more accurately than the traditional standard deviation (SD) measure. Experiment 2 tested this analysis further by presenting participants with an auditory perturbation during performance of the same STS task. Results showed that both the Lyapunov and SD measures failed to detect the perturbation. However, the auditory perturbation may not have been an appropriate perturbation. Limitations of Experiment 2 are discussed, as well as directions for future study.
ContributorsGibbons, Cameron T (Author) / Amazeen, Polemnia G (Thesis advisor) / Amazeen, Eric (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Self-control has been shown to predict both health risk and health protective outcomes. Although top-down or “good” self-control is typically examined as a unidimensional construct, research on “poor” self-control suggests that multiple dimensions may be necessary to capture aspects of self-control. The current study sought to create a new brief

Self-control has been shown to predict both health risk and health protective outcomes. Although top-down or “good” self-control is typically examined as a unidimensional construct, research on “poor” self-control suggests that multiple dimensions may be necessary to capture aspects of self-control. The current study sought to create a new brief survey measure of top-down self-control that differentiates between self-control capacity, internal motivation, and external motivation. Items were adapted from the Brief Self-Control Scale (BSCS; Tangney, Baumeister, & Boone, 2004) and were administered through two online surveys to 347 undergraduate students enrolled in introductory psychology courses at Arizona State University. The Self-Control Motivation and Capacity Survey (SCMCS) showed strong evidence of validity and reliability. Exploratory and confirmatory factor analyses supported a 3-factor structure of the scale consistent with the underlying theoretical model. The final 15-item measure demonstrated excellent model fit, chi-square = 89.722 p=.077, CFI = .989, RMSEA = .032, SRMR = .045. Despite several limitations including the cross-sectional nature of most analyses, self-control capacity, internal motivation, and external motivation uniquely related to various self-reported behavioral outcomes, and accounted for additional variance beyond that accounted for by the BSCS. Future studies are needed to establish the stability of multiple dimensions of self-control, and to develop state-like and domain-specific measures of self-control. While more research in this area is needed, the current study demonstrates the importance of studying multiple aspects of top-down self-control, and may ultimately facilitate the tailoring of interventions to the needs of individuals based on unique profiles of self-control capacity and motivation.
ContributorsPapova, Anna (Author) / Corbin, William R. (Thesis advisor) / Karoly, Paul (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2016
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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
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
It has been suggested that directed forgetting (DF) in the item-method paradigm results from selective rehearsal of R items and passive decay of F items. However, recent evidence suggested that the passive decay explanation is insufficient. The current experiments examined two theories of DF that assume an active forgetting process:

It has been suggested that directed forgetting (DF) in the item-method paradigm results from selective rehearsal of R items and passive decay of F items. However, recent evidence suggested that the passive decay explanation is insufficient. The current experiments examined two theories of DF that assume an active forgetting process: (1) attentional inhibition and (2) tagging and selective search (TSS). Across three experiments, the central tenets of these theories were evaluated. Experiment 1 included encoding manipulations in an attempt to distinguish between these competing theories, but the results were inconclusive. Experiments 2 and 3 examined the theories separately. The results from Experiment 2 supported a representation suppression account of attentional inhibition, while the evidence from Experiment 3 suggested that TSS was not a viable mechanism for DF. Overall, the results provide additional evidence that forgetting is due to an active process, and suggest this process may act to suppress the representations of F items.
ContributorsHansen, Whitney Anne (Author) / Goldinger, Stephen D. (Thesis advisor) / Azuma, Tamiko (Committee member) / Brewer, Gene (Committee member) / Homa, Donald (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Behavioral, electrophysiological, and neuroimaging evidence has demonstrated that multiple object tracking (MOT) tasks draw upon visual perception, attention, and working memory cognitive processes. Functional neuroimaging studies identified the middle temporal visual area (MT+/V5) as one of several brain regions associated with MOT in humans. MT+/V5 is thought to be responsible

Behavioral, electrophysiological, and neuroimaging evidence has demonstrated that multiple object tracking (MOT) tasks draw upon visual perception, attention, and working memory cognitive processes. Functional neuroimaging studies identified the middle temporal visual area (MT+/V5) as one of several brain regions associated with MOT in humans. MT+/V5 is thought to be responsible for processing motion from visual information, regulating smooth pursuit eye movements, and encoding memory for motion. However, it is unclear how MT+/V5 interacts with attention and working memory performance processes during MOT. To investigate this question, the right MT+/V5 region was identified in 14 neurotypical subjects using structural magnetic resonance imaging (sMRI). The right MT+/V5 was stimulated using intermittent theta-burst stimulation (iTBS), continuous theta-burst stimulation (cTBS), and sham transcranial magnetic stimulation (TMS) using a within-subjects design. Average MOT performance was measured before and 5-min, 30-min, and 60-min after each stimulation protocol. There was no significant difference in average MOT performance across time, regardless of the stimulation condition.
ContributorsAlucard, Myles (Author) / Duran, Nicholas (Thesis advisor, Committee member) / Brewer, Gene (Thesis advisor, Committee member) / Burleson, Mary (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Working memory capacity and fluid intelligence are important predictors of performance in educational settings. Thus, understanding the processes underlying the relation between working memory capacity and fluid intelligence is important. Three large scale individual differences experiments were conducted to determine the mechanisms underlying the relation between working memory capacity and

Working memory capacity and fluid intelligence are important predictors of performance in educational settings. Thus, understanding the processes underlying the relation between working memory capacity and fluid intelligence is important. Three large scale individual differences experiments were conducted to determine the mechanisms underlying the relation between working memory capacity and fluid intelligence. Experiments 1 and 2 were designed to assess whether individual differences in strategic behavior contribute to the variance shared between working memory capacity and fluid intelligence. In Experiment 3, competing theories for describing the underlying processes (cognitive vs. strategy) were evaluated in a comprehensive examination of potential underlying mechanisms. These data help inform existing theories about the mechanisms underlying the relation between WMC and gF. However, these data also indicate that the current theoretical model of the shared variance between WMC and gF would need to be revised to account for the data in Experiment 3. Possible sources of misfit are considered in the discussion along with a consideration of the theoretical implications of observing those relations in the Experiment 3 data.
ContributorsWingert, Kimberly Marie (Author) / Brewer, Gene A. (Thesis advisor) / McNamara, Danielle (Thesis advisor) / McClure, Samuel (Committee member) / Redick, Thomas (Committee member) / Arizona State University (Publisher)
Created2018