scholarly journals Investigating differences in the attention distribution strategies of high and low media multitaskers through a two-dimensional game

Author(s):  
Daniel B. Le Roux ◽  
Douglas A. Parry

The rapid advancement of mobile computing devices and the ever-growing range of infotainment services they enable have cultivated high levels of media multitasking. Studies have considered the effects of this form of behaviour for cognitive control ability, with findings suggesting that chronic media multitasking is associated with reduced inhibitory control. In this study we advance knowledge in this domain by investigating differences in the attention distribution strategies of high and low media multitaskers (HMMs and LMMs) through a simple, two-dimensional game. 1 063 university students completed a web-based survey concerning their media multitasking behaviour and played the 2D game. Contributing to the ecological validity of the study the game was played within the respondent’s web-browser, as part of the survey, at a time and place (and on a computer) of their choosing. During gameplay one of two different banners, both irrelevant to the game, were displayed adjacent to the game. No instructions were provided in relation to the banners. Our analysis considered respondents’ performance in the game in relation to both their media multitasking and the content of the banner displayed. Our findings suggest that while HMMs attend to distracting stimuli independent of their content or salience, LMMs are more selective. This selectivity enables improved primary task performance when distracting stimuli are deemed unimportant. Additionally, we found that LMMs generally recalled banner information more accurately after the game was played.

2019 ◽  
Vol 3 (1) ◽  
pp. 1-9
Author(s):  
Aulia Sari Prihatini ◽  
Mahrizal Masri ◽  
Mhd. Zulfansyuri Siambaton

Reality Increasing or often also called AR (Augmented Reality) in English, is a technology that can add two-dimensional or three-dimensional illusions of objects together into a 3D into the real world then project illusion objects into real time. Unlike the illusion of reality where in the real world is completely replaced, reality only adds to or completes reality. Augmented Reality unites real objects and illusions into real circles, works interactively in real time and found integration between objects in 3D and good integration requires effective investigation. Web AR provides Web-based access using Augmented Reality through a web browser using a combination of technologies including WebRTC, WebGL, WebVR, and Modern APLs sensors. Catalogs are publicity tools used by companies as a way to promote their products and services. Examples of companies that use catalogs are Furniture stores that promote products. Here it will be visualized into 3D until it looks more clear and attractive to consumers. So, based on the description above, the author takes the title "Implementation of Augmented Reality with Marker Method as Media Catalog in AR-Based Furniture Stores. Keywords: Augmented Reality, WEB AR, catalog


Author(s):  
Solène Ambrosi ◽  
Patrick Lemaire ◽  
Agnès Blaye

Abstract. Dynamic, trial-by-trial modulations of inhibitory control are well documented in adults but rarely investigated in children. Here, we examined whether 5-to-7 year-old children, an age range when inhibitory control is still partially immature, achieve such modulations. Fifty three children took flanker, Simon, and Stroop tasks. Above and beyond classic congruency effects, the present results showed two crucial findings. First, we found evidence for sequential modulations of congruency effects in these young children in the three conflict tasks. Second, our results showed both task specificities and task commonalities. These findings in young children have important implications as they suggest that, to be modulated, inhibitory control does not require full maturation and that the precise pattern of trial-by-trial modulations may depend on the nature of conflict.


2019 ◽  
Author(s):  
Debbie Marianne Yee ◽  
Sarah L Adams ◽  
Asad Beck ◽  
Todd Samuel Braver

Motivational incentives play an influential role in value-based decision-making and cognitive control. A compelling hypothesis in the literature suggests that the brain integrates the motivational value of diverse incentives (e.g., motivational integration) into a common currency value signal that influences decision-making and behavior. To investigate whether motivational integration processes change during healthy aging, we tested older (N=44) and younger (N=54) adults in an innovative incentive integration task paradigm that establishes dissociable and additive effects of liquid (e.g., juice, neutral, saltwater) and monetary incentives on cognitive task performance. The results reveal that motivational incentives improve cognitive task performance in both older and younger adults, providing novel evidence demonstrating that age-related cognitive control deficits can be ameliorated with sufficient incentive motivation. Additional analyses revealed clear age-related differences in motivational integration. Younger adult task performance was modulated by both monetary and liquid incentives, whereas monetary reward effects were more gradual in older adults and more strongly impacted by trial-by-trial performance feedback. A surprising discovery was that older adults shifted attention from liquid valence toward monetary reward throughout task performance, but younger adults shifted attention from monetary reward toward integrating both monetary reward and liquid valence by the end of the task, suggesting differential strategic utilization of incentives. Together these data suggest that older adults may have impairments in incentive integration, and employ different motivational strategies to improve cognitive task performance. The findings suggest potential candidate neural mechanisms that may serve as the locus of age-related change, providing targets for future cognitive neuroscience investigations.


Author(s):  
Anne Marie Garvey ◽  
Inmaculada Jimeno García ◽  
Sara Helena Otal Franco ◽  
Carlos Mir Fernández

The study was carried out to examine the situation of university students from one month after the beginning of a very strict confinement process in Spain during the COVID-19 pandemic. Students responded to a survey which included the 7-item Generalized Anxiety Disorder Scale (GAD-7) together with other questions relating to their general well-being from the European Quality of Life Survey (EQLS). A total of 198 university students answered the web-based survey. The questionnaire was generated using Microsoft Forms and was explained and distributed online. The results indicated that around 18.7% of students were suffering from severe anxiety and 70.2% were suffering either mild or moderate anxiety at this point of the strict confinement process. The findings show that when emotional well-being (quality of sleep, the perception of feeling fear, death of a relative) is reduced and material well-being is negatively affected (income level) anxiety levels are increased. On the other hand, the results show that having good interpersonal relationships with family members and taking care of personal development (routines and habits that make them feel good) help reduce anxiety levels. The female students in the sample also suffered higher levels of anxiety than males during strict confinement.


2016 ◽  
Vol 45 (5) ◽  
pp. 752-760 ◽  
Author(s):  
Paulo E. Andrade ◽  
Patrícia Vanzella ◽  
Olga V. C. A. Andrade ◽  
E. Glenn Schellenberg

Brazilian listeners ( N = 303) were asked to identify emotions conveyed in 1-min instrumental excerpts from Wagner’s operas. Participants included musically untrained 7- to 10-year-olds and university students in music (musicians) or science (nonmusicians). After hearing each of eight different excerpts, listeners made a forced-choice judgment about which of eight emotions best matched the excerpt. The excerpts and emotions were chosen so that two were in each of four quadrants in two-dimensional space as defined by arousal and valence. Listeners of all ages performed at above-chance levels, which means that complex, unfamiliar musical materials from a different century and culture are nevertheless meaningful for young children. In fact, children performed similarly to adult nonmusicians. There was age-related improvement among children, however, and adult musicians performed best of all. As in previous research that used simpler musical excerpts, effects due to age and music training were due primarily to improvements in selecting the appropriate valence. That is, even 10-year-olds with no music training were as likely as adult musicians to match a high- or low-arousal excerpt with a high- or low-arousal emotion, respectively. Performance was independent of general cognitive ability as measured by academic achievement but correlated positively with basic pitch-perception skills.


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