Search for a Matching Color-Word in a Set of Stroop Distractors

2004 ◽  
Author(s):  
Anthony J. Krsnich ◽  
Devin Land ◽  
Mark Yates ◽  
Amber Jones ◽  
Seth D. Dornbusch ◽  
...  
Keyword(s):  
2013 ◽  
Vol 27 (4) ◽  
pp. 149-164 ◽  
Author(s):  
Montserrat Zurrón ◽  
Marta Ramos-Goicoa ◽  
Fernando Díaz

With the aim of establishing the temporal locus of the semantic conflict in color-word Stroop and emotional Stroop phenomena, we analyzed the Event-Related Potentials (ERPs) elicited by nonwords, incongruent and congruent color words, colored words with positive and negative emotional valence, and colored words with neutral valence. The incongruent, positive, negative, and neutral stimuli produced interference in the behavioral response to the color of the stimuli. The P150/N170 amplitude was sensitive to the semantic equivalence of both dimensions of the congruent color words. The P3b amplitude was smaller in response to incongruent color words and to positive, negative, and neutral colored words than in response to the congruent color words and colored nonwords. There were no differences in the ERPs induced in response to colored words with positive, negative, and neutral valence. Therefore, the P3b amplitude was sensitive to interference from the semantic content of the incongruent, positive, negative, and neutral words in the color-response task, independently of the emotional content of the colored words. In addition, the P3b amplitude was smaller in response to colored words with positive, negative, and neutral valence than in response to the incongruent color words. Overall, these data indicate that the temporal locus of the semantic conflict generated by the incongruent color words (in the color-word Stroop task) and by colored words with positive, negative, and neutral valence (in the emotional Stroop task) appears to occur in the range 300–450 ms post-stimulus.


2014 ◽  
Author(s):  
Sarah Yassin ◽  
Kayla Spengler ◽  
Jared S. Link ◽  
Corrine Babika ◽  
Victoria Sterk ◽  
...  

2017 ◽  
Author(s):  
Lewis Forder ◽  
Gary Lupyan

As part of learning some languages, people learn to name colors using categorical labels such as “red”, “yellow”, and “green”. Such labeling clearly facilitates communicating about colors, but does it also impact color perception? We demonstrate that simply hearing color words enhances categorical color perception, improving people’s accuracy in discriminating between simultaneously presented colors in an untimed task. Immediately after hearing a color word participants were better able to distinguish between colors from the named category and colors from nearby categories. Discrimination was also enhanced between typical and atypical category members. Verbal cues slightly decreased discrimination accuracy between two typical shades of the named color. In contrast to verbal cues, a preview of the target color, an arguably more informative cue, failed to yield any changes to discrimination accuracy. The finding that color words strongly affect color discrimination accuracy suggests that categorical color perception may be due to color representations being augmented in-the-moment by language.


2021 ◽  
Vol 61 (1) ◽  
Author(s):  
Vikas Kumar Tiwari ◽  
Srishti Nanda ◽  
Suvercha Arya ◽  
Uma Kumar ◽  
Ratna Sharma ◽  
...  

Abstract Background Fibromyalgia is a chronic pain disorder characterized by widespread musculoskeletal symptoms, primarily attributed to sensitization of somatosensory system carrying pain. Few reports have investigated the impact of fibromyalgia symptoms on cognition, corticomotor excitability, sleepiness, and the sleep quality — all of which can deteriorate the quality of life in fibromyalgia. However, the existing reports are underpowered and have conflicting directions of findings, limiting their generalizability. Therefore, the present study was designed to compare measures of cognition, corticomotor excitability, sleepiness, and sleep quality using standardized instruments in the recruited patients of fibromyalgia with pain-free controls. Methods Diagnosed cases of fibromyalgia were recruited from the Rheumatology department for the cross-sectional, case-control study. Cognition (Mini-Mental State Examination, Stroop color-word task), corticomotor excitability (Resting motor threshold, Motor evoked potential amplitude), daytime sleepiness (Epworth sleepiness scale), and sleep quality (Pittsburgh sleep quality index) were studied according to the standard procedure. Results Thirty-four patients of fibromyalgia and 30 pain-free controls were recruited for the study. Patients of fibromyalgia showed decreased cognitive scores (p = 0.05), lowered accuracy in Stroop color-word task (for color: 0.02, for word: 0.01), and prolonged reaction time (< 0.01, < 0.01). Excessive daytime sleepiness in patients were found (< 0.01) and worsened sleep quality (< 0.01) were found. Parameters of corticomotor excitability were comparable between patients of fibromyalgia and pain-free controls. Conclusions Patients of fibromyalgia made more errors, had significantly increased reaction time for cognitive tasks, marked daytime sleepiness, and impaired quality of sleep. Future treatment strategies may include cognitive deficits and sleep disturbances as an integral part of fibromyalgia management.


1997 ◽  
Vol 25 (4) ◽  
pp. 345-352 ◽  
Author(s):  
Jeffrey Goldstein ◽  
Lara Cajko ◽  
Mark Oosterbroek ◽  
Moniek Michielsen ◽  
Oscar Van Houten ◽  
...  

This study examined the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 noninstitutionalized elderly people aged 69 to 90. Volunteers in an elderly community in the Netherlands were randomly assigned to a videogameplaying experimental group or a nonplaying control group. The televisions of the 10 videogame players were provided with Nintendo SuperNes systems. Participants played Super Tetris 5 hours a week for 5 weeks, and maintained a log of their play. Before and after this play period, measures of reaction time (Sternberg Test; Steinberg, 1969), cognitive/perceptual adaptability (Stroop Color Word Test; Stroop, 1935), and emotional well-being (self-report questionnaire) were administered. Playing video games was related to a significant improvement in the Sternberg reaction time task, and to a relative increase in selfreported well-being. On the Stroop Color Word Test, both the experimental and control groups improved significantly, but the difference between groups was not statistically significant. The videogame-playing group had faster reaction times and felt a more positive sense of well-being compared to their nonplaying counterparts. Consistent with previous research on video games and the elderly, the present study finds the strongest effects on measures of reaction time, and the weakest effects on cognitive performance measures. Explanations and alternative interpretations of these findings are discussed.


1967 ◽  
Vol 74 (1) ◽  
pp. 54-56 ◽  
Author(s):  
B. Kent Houston ◽  
Thomas M. Jones
Keyword(s):  

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