This flanker effect indicates that the flanker received attention and that response competition occurred. The usual result in a flanker paradigm is that although participants should ignore the flanker, they respond faster when target and flanker are congruent rather than incongruent. To further assess distraction, the array may be flanked by a task-irrelevant stimulus that can be the same as the current target (congruent) or as the other possible target (incongruent). Typically, reaction time (RT) is significantly longer in the latter condition, indicating higher demands on attention because the targets and distractors share features (e.g. In another condition participants may search for an N or X among different angular letters, e.g. For instance, in one condition participants may search for an N or X among the letters O. To assess target selection and distraction, participants may be asked to determine which one of two targets is present in a search array. Seminal research has shown that the detection of targets among distractors and the efficiency of ignoring distracting items are affected by features that stimuli share (e.g. Understanding the mechanisms that underlie distraction is of interest to cognitive psychology but also many applied disciplines, including engineering, software development and therapeutic interventions, to name a few. We experience this each time we are distracted and unable to focus. Further, we provide an outline for future studies that should use features of VR that are not available in traditional laboratory research.Īttentional resources are limited. ![]() The study demonstrates the successful translation of traditional paradigms and manipulations into immersive VR and lays a foundation for future research on attention and distraction in VR. The results were replicated in a second experiment in which stimuli were presented on a computer screen in two dimensions. Reaction time was slower when target–distractor discriminability was low and when flankers were incongruent. Target–distractor discriminability was varied and the displays were accompanied by a peripheral flanker that was congruent or incongruent to the target. ![]() Participants searched for a target among distractors on the countertop of a virtual kitchen. To further increase ecological validity we explored attentional effects with daily objects as stimuli instead of simple letters. The goal of the present study was to accomplish a transfer of traditional paradigms that assess attention and distraction to immersive VR. Immersive virtual reality (VR) allows control over stimuli and conditions at increased ecological validity. An important issue of psychological research is how experiments conducted in the laboratory or theories based on such experiments relate to human performance in daily life.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |