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首页> 外文期刊>Journal of vision >Moderating Effects of Visual Attention and Action Video Game Play on Perceptual Learning
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Moderating Effects of Visual Attention and Action Video Game Play on Perceptual Learning

机译:视觉注意和动作视频游戏玩对感知学习的调节作用

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In recent years there has been substantial controversy regarding the reliability of observed patterns of perceptual learning. A number of factors have been suggested to account for individual differences in what subjects learn and when, although many of these factors have been studied with small sample sizes. We present a large perceptual learning study including 112 subjects in two experiments in which we examine effects of visual attention and action video game play on baseline performance, learning, and transfer in a Texture Discrimination Task. In Experiment 1 stimulus difficulties were randomly intermixed throughout training, in Experiment 2, different stimulus difficulties were presented in sequential blocks. In each Experiment, we examined learning for a trained stimulus configuration as well as transfer to an untrained background orientation. We find subjects with better visual attention skills, as measured by the Useful Field of View task, demonstrate superior overall performance on the TDT (F(2,104) = 6.75; p = 0.002). In contrast, action video game experience was unrelated to performance on this task (F(2,104.16) = 0.229 p = 0.796) and unrelated to performance on the UFOV (F(2,106) = 1.69; p = 0.190). This latter finding stands in contrast to previously reported research. We failed to find statistically robust support for the hypothesis that visual attention skill interacts with the amount learned (F(2,104) = 2.08; p = 0.130) or the degree of transfer (F(2,104) = 2.32; p = 0.103). The relationship between action video game play and learning was not significant (F(4,100) = 0.77; p = 0.530), and there was no interaction with transfer (F(4,100) = 0.68; p = 0.608). Together these results suggest that Attention Skill and Action Video Game have less consistent impact on Perceptual Learning than previously suggested.
机译:近年来,关于所观察到的知觉学习模式的可靠性一直存在很大争议。尽管许多因素都是用小样本量进行研究的,但已经提出了许多因素来解释个体在学习什么以及何时学习方面的个体差异。我们在两个实验中提供了一项包含112个主题的大型感知学习研究,我们在其中研究了视觉注意力和动作视频游戏玩法对纹理表现任务中基准性能,学习和转移的影响。在实验1中,刺激困难在整个训练过程中被随机混合在一起,在实验2中,不同的刺激困难按顺序出现。在每个实验中,我们检查了学习训练的刺激配置以及转移到未训练的背景定向。我们发现,通过“有用视场”任务所测得的受试者具有更好的视觉注意力技能,在TDT上表现出优异的整体表现(F(2,104)= 6.75; p = 0.002)。相比之下,动作视频游戏体验与该任务的性能无关(F(2,104.16)= 0.229 p = 0.796),与UFOV的性能无关(F(2,106)= 1.69; p = 0.190)。后一发现与先前报道的研究相反。我们未能找到关于视觉注意力技能与学习量(F(2,104)= 2.08; p = 0.130)或转移程度(F(2,104)= 2.32; p = 0.103)相互作用的假设的统计上可靠的支持。动作视频游戏玩法与学习之间的关系不显着(F(4,100)= 0.77; p = 0.530),并且与迁移没有交互作用(F(4,100)= 0.68; p = 0.608)。这些结果加在一起表明,注意力技能和动作视频游戏对知觉学习的一致性影响要比先前提出的要小。

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