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Call Me Maybe: Effects of Notification Modality on Visual Sustained Attention. 可能打电话给我:通知形式对视觉持续注意力的影响。
IF 1.8 4区 心理学 Q3 BIOPHYSICS Pub Date : 2025-04-29 DOI: 10.1163/22134808-bja10147
Kathryn Nason, Jonathan Wilbiks

Smartphone use has been examined in a variety of contexts, including their influence on sustained attention. Most importantly, notifications received while completing the Sustained Attention to Response Task (SART) have led to deficits in sustained attention performance. The present study re-examined this phenomenon by differentiating audio and visual notifications, to examine their individual influence. It was hypothesized that trials that notifications were received would result in slower reaction times across both notification types. Data were collected using the SART in both the fixed and random conditions. Visual pop-up notifications were sent for half the trials, while auditory cues were sent for the other half. Results were in accordance with previous findings, demonstrating an overall effect on sustained attention performance. Furthermore, visual notifications led to more errors than the auditory condition.

智能手机的使用已经在各种情况下进行了研究,包括它们对持续注意力的影响。最重要的是,在完成持续注意力反应任务(SART)时收到的通知导致了持续注意力表现的缺陷。本研究通过区分音频和视觉通知来重新检查这一现象,以检查它们的个人影响。据推测,在两种通知类型中,接收通知的试验会导致反应时间变慢。使用SART在固定和随机条件下收集数据。一半的实验发送视觉弹出通知,另一半则发送听觉提示。结果与之前的发现一致,证明了对持续注意力表现的总体影响。此外,视觉通知比听觉条件导致更多的错误。
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引用次数: 0
Grasping New Material Densities. 掌握新的材料密度。
IF 1.8 4区 心理学 Q3 BIOPHYSICS Pub Date : 2025-04-23 DOI: 10.1163/22134808-bja10146
Wendy J Adams, Sina Mehraeen, Marc O Ernst

When picking up objects, we prefer stable grips with minimal torque by seeking grasp points that straddle the object's centre of mass (CoM). For homogeneous objects, the CoM is at the geometric centre (GC), computable from shape cues. However, everyday objects often include components of different materials and densities. In this case, the CoM depends on the object's geometry and the components' densities. We asked how participants estimate the CoM of novel, two-part objects. Across four experiments, participants used a precision grip to lift cylindrical objects comprised of steel and PVC in varying proportions (steel three times denser than PVC). In all experiments, initial grasps were close to objects' GCs; neither every-day experience (metals are denser than PVC) nor pre-exposure to the stimulus materials in isolation moved first grasps away from the GC. Within a few trials, however, grasps shifted towards the CoM, reducing but not eliminating torque. Learning transferred across the stimulus set, that is, observers learnt the materials' densities (or their ratio) rather than learning each object's CoM. In addition, there was a stable 'under-reaching' bias towards the grasping hand. An 'inverted density' stimulus set (PVC 3 × denser than steel) induced similarly fast learning, confirming that prior knowledge of materials has little effect on grasp point selection. When stimulus sets were covertly switched during an experiment, the unexpected force feedback caused even faster grasp adaptation. Torque minimisation is a strong driver of grasp point adaptation, but there is a surprising lack of transfer following pre-exposure to relevant materials.

当拿起物体时,我们更喜欢用最小扭矩的稳定抓地力,通过寻找跨越物体质心(CoM)的抓地点。对于同质对象,CoM位于几何中心(GC),可从形状线索计算。然而,日常物品通常包含不同材料和密度的组件。在这种情况下,CoM取决于物体的几何形状和组件的密度。我们询问参与者如何估计新奇的、由两部分组成的物体的CoM。在四个实验中,参与者使用精确的握把举起由不同比例的钢和PVC组成的圆柱形物体(钢的密度是PVC的三倍)。在所有实验中,最初的抓取接近物体的gc;无论是每天的经历(金属比PVC密度大),还是预先孤立地接触刺激材料,都不能使我们首先远离GC。然而,在几次试验中,抓地力转向了重心,减少了扭矩,但没有消除扭矩。学习在整个刺激集中转移,也就是说,观察者学习材料的密度(或它们的比率),而不是学习每个物体的CoM。此外,对抓握的手有稳定的“欠伸”倾向。“反向密度”刺激集(PVC的密度是钢的3倍)诱导了类似的快速学习,证实了材料的先验知识对抓点选择的影响很小。当刺激组在实验过程中被秘密切换时,意想不到的力反馈会导致更快的抓取适应。扭矩最小化是抓地点适应的强大驱动力,但在预暴露于相关材料后,令人惊讶的是缺乏转移。
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引用次数: 0
Book Review. 书评。
IF 1.8 4区 心理学 Q3 BIOPHYSICS Pub Date : 2025-04-04 DOI: 10.1163/22134808-bja10145
Charles Spence
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引用次数: 0
The Role of Taste-Shape Correspondences and Semantic Congruence in Product Preference and Taste Expectations. 口味-形状对应和语义一致性在产品偏好和口味期望中的作用。
IF 1.8 4区 心理学 Q3 BIOPHYSICS Pub Date : 2025-03-24 DOI: 10.1163/22134808-bja10144
Erick G Chuquichambi, Nina Veflen, Enric Munar, Carlos Velasco

People infer the taste of products based on semantic knowledge (e.g., associations with the category and brand elements). They also link shape features with certain taste qualities through inherent associations commonly referred to as crossmodal correspondences. This research examined how shape features influence the evaluation of familiar and unfamiliar products, and thus varying levels of semantic knowledge. Participants evaluated the expected taste, familiarity, liking, and willingness to purchase products with curved and angular logos presented with sweet, bitter, and neutral characteristics, as well as unfamiliar products. The results of Experiment 1 indicated that the curved logos were preferred and associated with greater sweetness, while the angular logos were less preferred and associated with bitterness. However, in Experiment 2, these differences disappeared when the logos were presented with packages of familiar (sweet, bitter, and neutral) and unfamiliar products. In Experiment 3, the expected tastes for the logos were more pronounced when they were framed as representing new or unfamiliar products than sweet and bitter familiar products. The difference in expected sweetness between curved and angular logos was greater for new or unfamiliar products than for familiar sweet products, and the same pattern was found for expected bitterness. Together, these results suggest that feature-based expectations of taste are absent or less pronounced when semantic knowledge about the products is greater.

人们根据语义知识(例如与品类和品牌元素的关联)推断产品的味道。它们还通过通常被称为跨模态对应的内在关联将形状特征与某些味道品质联系起来。本研究考察了形状特征如何影响熟悉和不熟悉产品的评估,从而改变了语义知识的水平。参与者评估了预期的味道、熟悉程度、喜欢程度和购买带有甜、苦和中性特征的弯曲和有棱角标志的产品的意愿,以及不熟悉的产品。实验1的结果表明,弯曲的标志更受欢迎,与更大的甜味相关,而棱角的标志不受欢迎,与苦味相关。然而,在实验2中,当标识与熟悉的(甜的、苦的和中性的)和不熟悉的产品一起呈现时,这些差异消失了。在实验3中,当标识被设定为代表新的或不熟悉的产品时,预期的味道比甜味和苦味熟悉的产品更明显。对于新产品或不熟悉的甜产品,曲线和角度标识之间的预期甜度差异比熟悉的甜产品更大,对于预期苦味也发现了相同的模式。总之,这些结果表明,当关于产品的语义知识更多时,基于特征的口味期望就不存在或不那么明显。
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引用次数: 0
Historical Note on Multisensory and Motor Facilitation and its Dependence on Brain Excitability Deficit. 多感觉和运动促进及其对脑兴奋性缺陷的依赖性的历史记录。
IF 1.5 4区 心理学 Q3 BIOPHYSICS Pub Date : 2025-03-13 DOI: 10.1163/22134808-bja10143
Isabel Gonzalo-Fonrodona

In the context of the great boom in research on multisensory processes initiated with the publication of The Merging of the Senses by Stein and Meredith (1993), and the great achievements since then, we note here the recent posthumous publication of Justo Gonzalo, which is the first English translation of his original publications. He described multisensory phenomena at a functional and macroscopic physiological level in patients with unilateral parieto-occipital cortical lesions in an associative area equidistant from the visual, tactile and auditory areas. The disorder is a multisensory and bilateral alteration called 'central syndrome'. Here we focus on some aspects related to the facilitation effect, i.e., the improvement in the perception of a test stimulus with the help of another stimulus. The greater the lesion and the lower the intensity of the test stimulus, the greater the facilitation effect. One of the most effective facilitating stimuli in these patients was found to come from the motor system, such as muscular effort. The gradation observed between different cortical syndromes led Gonzalo to introduce the concept of functional cortical gradients, whose superposition would result in multisensory zones. The fact that functional behaviour in the central syndrome is considered similar to that of a normal individual, but on a reduced scale of excitability, allows scaling concepts to be applied and some generalisations to be made.

斯坦和梅雷迪思1993年出版的《感官的融合》(the merge of the Senses)引发了对多感官过程的研究热潮,此后取得了巨大成就。在这种背景下,我们在这里注意到最近胡斯托·冈萨洛(Justo Gonzalo)的遗作,这是他的原始出版物的第一本英文译本。他描述了在与视觉、触觉和听觉区域等距离的联合区域中,单侧顶枕皮质病变患者在功能和宏观生理水平上的多感觉现象。这种疾病是一种多感觉和双侧改变,称为“中枢综合征”。在这里,我们将重点讨论与促进效应相关的一些方面,即在另一个刺激的帮助下对测试刺激的感知的改善。损伤越大,测试刺激强度越低,促进作用越大。在这些患者中,最有效的促进刺激之一被发现来自运动系统,如肌肉的努力。由于观察到不同皮层综合征之间的梯度,Gonzalo引入了功能性皮层梯度的概念,这些梯度的叠加会导致多感觉区。事实上,中枢综合症的功能行为被认为与正常个体相似,但在兴奋性的程度上有所降低,这允许应用缩放概念并做出一些概括。
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引用次数: 0
Going Beyond the Ordinary - User Perceptions of the Impact of Multisensory Elements on Presence in Virtual Reality at the Royal Opera House. 超越平凡——在皇家歌剧院的虚拟现实中,用户感知多感官元素对存在感的影响。
IF 1.8 4区 心理学 Q3 BIOPHYSICS Pub Date : 2025-02-27 DOI: 10.1163/22134808-bja10141
Andy T Woods, Marusa Levstek, Jamie Moffatt, Mark Lycett, Laryssa Whittaker, Polly Dalton

This exploratory study investigates the relative impacts of incorporating additional sensory- and embodiment-enhancing elements into virtual reality (VR) experiences beyond standard headset features, including vibrating floors, blowing wind, accurately rendered hands, free-roam walking and seeing avatars of real people; the outcome is sometimes called a hyper-reality experience. After taking part in the Current Rising immersive experience at the Royal Opera House, 726 participants completed a survey examining the different perceived impacts the various additional elements were thought to have on presence. Blowing wind and free-roam walking were thought to be most impactful on presence, followed by floor vibration (contrary to expectations), along with seeing avatars. Conversely, virtual hands were thought to exhibit the least influence, despite being rendered with greater detail and precision than those commonly found in standard VR applications. Past VR experience only minimally affected these reported impacts, suggesting that hyper-reality experiences introduce novel elements even to experienced users. By looking at the perceived impact on presence over a rich, holistic range of factors (multisensory elements, virtual bodies, prior experience and enjoyment) in a real-world cultural experience, these findings offer practical guidance for immersive experience designers and researchers to optimise presence. Future research should explore more nuanced assessments of presence and consider non-correlational experimental designs that mitigate various highlighted potential biases and confounding factors.

本探索性研究探讨了在标准耳机功能之外,将额外的感官和体现增强元素融入虚拟现实(VR)体验的相对影响,包括振动地板、吹风、精确渲染的手、自由漫游行走和看到真人的化身;这种结果有时被称为超现实体验。726名参与者在参加了皇家歌剧院的“当前崛起”沉浸式体验后,完成了一项调查,调查了各种额外元素对存在感的不同感知影响。人们认为,刮风和自由漫步对存在感的影响最大,其次是地板振动(与预期相反),以及看到虚拟形象。相反,虚拟手被认为表现出最小的影响,尽管比标准VR应用程序中常见的渲染细节和精度更高。过去的VR体验对这些报告的影响很小,这表明即使对经验丰富的用户来说,超现实体验也会引入新颖的元素。通过观察现实世界文化体验中丰富、全面的因素(多感官元素、虚拟身体、先前体验和享受)对存在感的感知影响,这些发现为沉浸式体验设计师和研究人员优化存在感提供了实用指导。未来的研究应该探索更细致的存在评估,并考虑非相关的实验设计,以减轻各种突出的潜在偏见和混淆因素。
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引用次数: 0
Interpersonal Distance Preferences in Deaf Signers and Hearing Individuals. 聋人手语与正常人的人际距离偏好。
IF 1.8 4区 心理学 Q3 BIOPHYSICS Pub Date : 2025-02-27 DOI: 10.1163/22134808-bja10142
Maria Arioli, Francesco Ruotolo, Gennaro Ruggiero, Michela Candini, Tina Iachini, Zaira Cattaneo

Interpersonal distance plays a critical role in communication and social interactions. Here we investigated whether deaf individuals that use sign language differ from hearing (non-signer) individuals in their preferred interpersonal distance. Specifically, we asked a group of deaf participants (all signers) and control hearing participants to report their preferred social distance from a stranger using a computer-presented stop-distance paradigm. Results show that deaf participants prefer larger interpersonal distances than hearing individuals. We suggest that preference for a larger interpersonal distance in deaf participants may relate to different factors such as optimization of distance for sign language communication or the feelings of social exclusion that are often reported in individuals with hearing loss. Our experiment reports preliminary data that may pave the way for further research on proxemic behaviour in conditions of hearing loss.

人际距离在交际和社会交往中起着至关重要的作用。本研究调查了使用手语的聋人与不使用手语的聋人在偏好的人际距离上是否存在差异。具体来说,我们要求一组聋人参与者(所有手语者)和正常听力参与者使用计算机呈现的停止-距离范式报告他们与陌生人的首选社交距离。结果表明,聋人比正常人更喜欢更大的人际距离。我们认为,聋人对较大人际距离的偏好可能与不同的因素有关,如手语交流距离的优化或听力损失个体经常报告的社会排斥感。我们的实验报告的初步数据可能为进一步研究听力损失条件下的近距离行为铺平道路。
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引用次数: 0
Research Priorities for Autonomous Sensory Meridian Response: An Interdisciplinary Delphi Study. 自主感觉经络反应的研究重点:一项跨学科德尔菲研究。
IF 1.5 4区 心理学 Q3 BIOPHYSICS Pub Date : 2024-11-28 DOI: 10.1163/22134808-bja10136
Thomas J Hostler, Giulia L Poerio, Clau Nader, Safiyya Mank, Andrew C Lin, Mario Villena-González, Nate Plutzik, Nitin K Ahuja, Daniel H Baker, Scott Bannister, Emma L Barratt, Stacey A Bedwell, Pierre-Edouard Billot, Emma Blakey, Flavia Cardini, Daniella K Cash, Nick J Davis, Bleiz M Del Sette, Mercede Erfanian, Josephine R Flockton, Beverley Fredborg, Helge Gillmeister, Emma Gray, Sarah M Haigh, Laura L Heisick, Agnieszka Janik McErlean, Helle Breth Klausen, Hirohito M Kondo, Franzisca Maas, L Taylor Maurand, Lawrie S McKay, Marco Mozzoni, Gabriele Navyte, Jessica A Ortega-Balderas, Emma C Palmer-Cooper, Craig A H Richard, Natalie Roberts, Vincenzo Romei, Felix Schoeller, Steven D Shaw, Julia Simner, Stephen D Smith, Eva Specker, Angelica Succi, Niilo V Valtakari, Jennie Weinheimer, Jasper Zehetgrube

Autonomous Sensory Meridian Response (ASMR) is a multisensory experience most often associated with feelings of relaxation and altered consciousness, elicited by stimuli which include whispering, repetitive movements, and close personal attention. Since 2015, ASMR research has grown rapidly, spanning disciplines from neuroscience to media studies but lacking a collaborative or interdisciplinary approach. To build a cohesive and connected structure for ASMR research moving forwards, a modified Delphi study was conducted with ASMR experts, practitioners, community members, and researchers from various disciplines. Ninety-eight participants provided 451 suggestions for ASMR research priorities which were condensed into 13 key areas: (1) Definition, conceptual clarification, and measurement of ASMR; (2) Origins and development of ASMR; (3) Neurophysiology of ASMR; (4) Understanding ASMR triggers; (5) Factors affecting the likelihood of experiencing/eliciting ASMR; (6) ASMR and individual/cultural differences; (7) ASMR and the senses; (8) ASMR and social intimacy; (9) Positive and negative consequences of ASMR in the general population; (10) Therapeutic applications of ASMR in clinical contexts; (11) Effects of long-term ASMR use; (12) ASMR platforms and technology; (13) ASMR community, culture, and practice. These were voted on by 70% of the initial participant pool using best/worst scaling methods. The resulting agenda provides a clear map for ASMR research to enable new and existing researchers to orient themselves towards important questions for the field and to inspire interdisciplinary collaborations.

自主感觉经络反应(ASMR)是一种多感官体验,通常与放松的感觉和意识改变有关,由耳语、重复动作和密切的个人关注等刺激引起。自2015年以来,ASMR研究发展迅速,跨越了从神经科学到媒体研究的各个学科,但缺乏合作或跨学科的方法。为了为未来的ASMR研究建立一个有凝聚力和联系的结构,我们对来自不同学科的ASMR专家、从业者、社区成员和研究人员进行了一项改进的德尔菲研究。98位参与者就ASMR研究重点提出了451条建议,这些建议集中在13个关键领域:(1)ASMR的定义、概念澄清和测量;(2) ASMR的起源与发展;(3) ASMR神经生理学;(4)了解ASMR触发因素;(5)影响经历/引发ASMR可能性的因素;(6) ASMR与个体/文化差异;(7) ASMR与感官;(8) ASMR与社会亲密关系;(9) ASMR对普通人群的正面和负面影响;(10) ASMR在临床中的治疗应用;(11)长期使用ASMR的影响;(12) ASMR平台与技术;(13) ASMR社区、文化和实践。这些是由70%的初始参与者使用最佳/最差缩放方法投票选出的。由此产生的议程为ASMR研究提供了一个清晰的地图,使新的和现有的研究人员能够定位于该领域的重要问题,并激发跨学科合作。
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引用次数: 0
Extending Tactile Space With Handheld Tools: A Re-Analysis and Review. 用手持工具扩展触觉空间:再分析与回顾。
IF 1.8 4区 心理学 Q3 BIOPHYSICS Pub Date : 2024-11-19 DOI: 10.1163/22134808-bja10134
Luke E Miller, Alessandro Farnè

Tools can extend the sense of touch beyond the body, allowing the user to extract sensory information about distal objects in their environment. Though research on this topic has trickled in over the last few decades, little is known about the neurocomputational mechanisms of extended touch. In 2016, along with our late collaborator Vincent Hayward, we began a series of studies that attempted to fill this gap. We specifically focused on the ability to localize touch on the surface of a rod, as if it were part of the body. We have conducted eight behavioral experiments over the last several years, all of which have found that humans are incredibly accurate at tool-extended tactile localization. In the present article, we perform a model-driven re-analysis of these findings with an eye toward estimating the underlying parameters that map sensory input into spatial perception. This re-analysis revealed that users can almost perfectly localize touch on handheld tools. This raises the question of how humans can be so good at localizing touch on an inert noncorporeal object. The remainder of the paper focuses on three aspects of this process that occupied much of our collaboration with Vincent: the mechanical information used by participants for localization; the speed by which the nervous system can transform this information into a spatial percept; and whether body-based computations are repurposed for tool-extended touch. In all, these studies underscore the special relationship between bodies and tools.

工具可以将触觉扩展到身体之外,允许用户提取环境中远端物体的感官信息。虽然在过去的几十年里,关于这一主题的研究已经开始,但人们对延伸触摸的神经计算机制知之甚少。2016年,与我们已故的合作者Vincent Hayward一起,我们开始了一系列的研究,试图填补这一空白。我们特别关注的是在杆子表面定位触摸的能力,就好像它是身体的一部分一样。在过去的几年里,我们进行了八次行为实验,所有这些实验都发现人类在工具延伸的触觉定位方面非常准确。在本文中,我们对这些发现进行了模型驱动的重新分析,着眼于估计将感官输入映射到空间感知的潜在参数。这种重新分析表明,用户几乎可以完美地在手持工具上定位触摸。这就提出了一个问题:人类是如何如此擅长定位触摸惰性的非物质物体的?本文的剩余部分主要关注这一过程的三个方面,它们占据了我们与Vincent合作的大部分时间:参与者用于本地化的机械信息;神经系统将信息转化为空间感知的速度;以及基于身体的计算是否会被重新用于工具扩展触摸。总之,这些研究强调了身体和工具之间的特殊关系。
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引用次数: 0
Visual Upward/Downward Motion Elicits Fast and Fluent High-/Low-Pitched Speech Production. 视觉上/下运动引出快速流畅的高/低音调语音。
IF 1.5 4区 心理学 Q3 BIOPHYSICS Pub Date : 2024-11-19 DOI: 10.1163/22134808-bja10138
Yusuke Suzuki, Masayoshi Nagai

Participants tend to produce a higher or lower vocal pitch in response to upward or downward visual motion, suggesting a pitch-motion correspondence between the visual and speech production processes. However, previous studies were contaminated by factors such as the meaning of vocalized words and the intrinsic pitch or tongue movements associated with the vowels. To address these issues, we examined the pitch-motion correspondence between simple visual motion and pitched speech production. Participants were required to produce a high- or low-pitched meaningless single vowel [a] in response to the upward or downward direction of a visual motion stimulus. Using a single vowel, we eliminated the artifacts related to the meaning, intrinsic pitch, and tongue movements of multiple vocalized vowels. The results revealed that vocal responses were faster when the pitch corresponded to the visual motion (consistent condition) than when it did not (inconsistent condition). This result indicates that the pitch-motion correspondence in speech production does not depend on the stimulus meaning, intrinsic pitch, or tongue movement of the vocalized words. In other words, the present study suggests that the pitch-motion correspondence can be explained more parsimoniously as an association between simple sensory (visual motion) and motoric (vocal pitch) features. Additionally, acoustic analysis revealed that speech production aligned with visual motion exhibited lower stress, greater confidence, and higher vocal fluency.

当视觉运动向上或向下时,被试倾向于产生更高或更低的音高,这表明视觉和言语产生过程之间存在音高运动的对应关系。然而,之前的研究受到了一些因素的影响,比如发音单词的含义以及与元音相关的固有音高或舌头运动。为了解决这些问题,我们研究了简单视觉运动和音调语音产生之间的音调运动对应关系。参与者被要求对一个向上或向下的视觉运动刺激发出一个高音调或低音调的无意义的单元音[a]。使用单个元音,我们消除了与多个元音的意义、固有音高和舌头运动相关的伪影。结果显示,当音高与视觉运动相对应(一致条件)时,声音反应比音高与视觉运动相对应(不一致条件)时更快。这一结果表明,语音产生中的音高-运动对应关系并不依赖于所发声词的刺激意义、固有音高或舌头运动。换句话说,目前的研究表明,音高-运动的对应关系可以更简洁地解释为简单感觉(视觉运动)和运动(音高)特征之间的联系。此外,声学分析显示,与视觉运动一致的语音产生表现出更低的压力,更大的信心和更高的声音流畅性。
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引用次数: 0
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Multisensory Research
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