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Cognitive Training with Video Games: The Role of Target Presentation Rate and Maximum Target Eccentricity.

机译:电子游戏的认知训练:目标呈现率和最大目标偏心率的作用。

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摘要

Action video games have been shown to improve the visual cognitive abilities of those who played them for as little as ten hours when compared to those who played a control non-action video game for the same period (Green & Bavelier, 2003). The purpose of the current study was to examine which specific traits of action video games are responsible for which specific changes in visual cognition occurring while playing action video games. To test this, the visual cognitive abilities of participants were measured using a battery of five tasks before and after ten hours of practice with one of four versions of a simplified action video game. The battery was chosen to measure different aspects of the visual cognitive system. The Useful Field of View task measures the amount of visual angle the participant can actively attend to at any given time, the spatial limit of visual attention. The Attentional Blink task measures the ability to monitor one location over time, the temporal flexibility of visual attention. The Flanker task measures interference of a task-irrelevant object on a primary task, and is thought to provide an indirect measure of attentional capacity. The Visual Reaction Time task was intended to be a measure of visual apprehension speed and response generation. The Visual Search task was intended to measure the ability to find and identify a target amongst distractors. Participants were randomly assigned to one of four training conditions in a 2X2 factorial design manipulating the rate at which targets appeared and the maximum eccentricity at which the targets appeared during training. The paradigm provided evidence that faster target training rates caused a marginal improvement over the slow rates in the Useful Field of View task from pre-training to posttraining. Training with the fast target rate caused greater improvement than the slow rate on the Attentional Blink at only lag 2 and and a reversed effect at lag 6. All groups improved from pretraining to posttraining on the Useful Field of View, Attentional Blink and Visual Search tasks. However, there was no differential effect for the narrow and wide training eccentricities.
机译:事实证明,与同期玩控制非动作视频游戏的人相比,动作视频游戏可将玩视频游戏的人的视觉认知能力提高至少十个小时(Green&Bavelier,2003)。本研究的目的是研究动作视频游戏的哪些特定特征与玩动作视频游戏时发生的视觉认知的哪些特定变化有关。为了测试这一点,在练习十个小时之前和之后,使用一组简化的动作视频游戏的四个版本之一,通过一组五项任务来测量参与者的视觉认知能力。选择电池来测量视觉认知系统的不同方面。有用视野任务测量参与者在任何给定时间可以主动参与的视角范围,即视觉注意力的空间限制。注意眨眼任务衡量随时间监视一个位置的能力,即视觉注意的时间灵活性。侧卫任务测量与任务无关的对象对主要任务的干扰,并被认为提供了注意能力的间接度量。视觉反应时间任务旨在衡量视觉理解速度和响应产生。视觉搜索任务旨在衡量在干扰因素中查找和识别目标的能力。在2X2析因设计中,将参与者随机分配到四个训练条件之一,以操纵目标出现的速率和目标在训练过程中出现的最大离心率。该范例提供了证据,表明从培训前到培训后,较快的目标训练速度比“有用的视野”任务的慢速训练速度略有改善。以快速目标速率训练比仅在滞后2时注意眨眼的速度要慢得多,而在滞后6时则得到相反的效果。所有组在有用视场,注意眨眼和视觉搜索任务上从训练前改进到训练后。 。但是,对于狭窄和较宽的训练偏心率没有差异作用。

著录项

  • 作者

    Mouck, Andrew Howes.;

  • 作者单位

    Queen's University (Canada).;

  • 授予单位 Queen's University (Canada).;
  • 学科 Psychology Cognitive.
  • 学位 M.A.Sc.
  • 年度 2010
  • 页码 67 p.
  • 总页数 67
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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