psychological experiments
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2021 ◽  
pp. 102986492110629
Author(s):  
Richard Parncutt ◽  
Lazar Radovanovic

Since Lippius and Rameau, chords have roots that are often voiced in the bass, doubled, and used as labels. Psychological experiments and analyses of databases of Western classical music have not produced clear evidence for the psychological reality of chord roots. We analyzed a symbolic database of 100 arrangements of jazz standards (musical instrument digital interface [MIDI] files from midkar.com and thejazzpage.de ). Selection criteria were representativeness and quality.The original songs had been composed in the 1930s and 1950s, and each file had a beat track. Files were converted to chord progressions by identifying tone onsets near beat locations (±10% of beat duration). Chords were classified as triads (major, minor, diminished, suspended) or seventh chords (major–minor, minor, major, half-diminished, diminished, and suspended) plus extra tones. Roots that were theoretically less ambiguous were more often in the bass or (to a lesser extent) doubled. The root of the minor triad was ambiguous, as predicted (conventional root or third). Of the sevenths, the major–minor had the clearest root. The diminished triad was often part of a major–minor seventh chord; the half-diminished seventh, of a dominant ninth. Added notes (“tensions”) tended to minimize dissonance (roughness or inharmonicity). In arrangements of songs from the 1950s, diminished triads and sevenths were less common, and suspended triads more common, relative to the 1930s. Results confirm the psychological reality of chord roots and their specific ambiguities. Results are consistent with Terhardt’s virtual pitch theory and the idea that musical chords emerge gradually from cultural and historic processes. The approach can enrich music theory (including pitch-class set analysis) and jazz pedagogy.


Author(s):  
Jakub Bijak

AbstractPopulation processes, including migration, are complex and uncertain. We begin this book by providing a rationale for building Bayesian agent-based models for population phenomena, specifically in the context of migration, which is one of the most uncertain and complex demographic processes. The main objectives of the book are to pursue methodological advancement in demography and migration studies through combining agent-based modelling with empirical data, Bayesian statistical inference, appropriate computational techniques, and psychological experiments in a streamlined modelling process, with the overarching aim to contribute to furthering the model-based research agenda in demography and broader social sciences. In this introductory chapter, we also offer an overview of the structure of this book, and present various ways in which different audiences can approach the contents, depending on their background and needs.


Author(s):  
Toby Prike ◽  
Philip A. Higham ◽  
Jakub Bijak

AbstractThis chapter outlines the role that individual-level empirical evidence gathered from psychological experiments and surveys can play in informing agent-based models, and the model-based approach more broadly. To begin with, we provide an overview of the way that this empirical evidence can be used to inform agent-based models. Additionally, we provide three detailed exemplars that outline the development and implementation of experiments conducted to inform an agent-based model of asylum migration, as well as how such data can be used. There is also an extended discussion of important considerations and potential limitations when conducting laboratory or online experiments and surveys, followed by a brief introduction to exciting new developments in experimental methodology, such as gamification and virtual reality, that have the potential to address some of these limitations and open the door to promising and potentially very fruitful new avenues of research.


2021 ◽  
Vol 14 (1) ◽  
pp. 204-212
Author(s):  
Mattia Furlan ◽  
Anna Spagnolli

Background: In recent years, psychological studies with virtual reality have increasingly involved some eEmbodiment tTechnique (ET) in which the users’ bodily movements are mapped on the movements of a digital body. However, this domain is very fragmented across disciplines and plagued by terminological ambiguity. Objective: This paper provides a scoping review of the psychological studies deploying some ET in VR. Methods: A total of 742 papers were retrieved from Scopus and the ACM Digital library using “embodiment” and “virtual reality” as keywords; after screening them, 79 were eventually retained. From each study, the following information was extracted: (a) the content of the virtual scenario, (b) the extent of the embodiment, and (c) the scientific purpose and measure of the psychological experience of embodiment. This information is summarized and discussed, as well as reported in tabular format for each study. Results: We first distinguished ET from other types of digital embodiment. Then we summarized the ET solutions in terms of the completeness of the digital body assigned to the user and of whether the digital body's appearance resembled the users' real one. Finally, we report the purpose and the means of measuring the users’sense of embodiment. Conclusion: This review maps the variety of embodiment configurations and the scientific purpose they serve. It offers a background against which other studies planning to use this technique can position their own solution and highlight some underrepresented lines of research that are worth exploring.


2021 ◽  
Vol 14 (1) ◽  
pp. 204-212
Author(s):  
Mattia Furlan ◽  
Anna Spagnolli

Background: In recent years, psychological studies with virtual reality have increasingly involved some eEmbodiment tTechnique (ET) in which the users’ bodily movements are mapped on the movements of a digital body. However, this domain is very fragmented across disciplines and plagued by terminological ambiguity. Objective: This paper provides a scoping review of the psychological studies deploying some ET in VR. Methods: A total of 742 papers were retrieved from Scopus and the ACM Digital library using “embodiment” and “virtual reality” as keywords; after screening them, 79 were eventually retained. From each study, the following information was extracted: (a) the content of the virtual scenario, (b) the extent of the embodiment, and (c) the scientific purpose and measure of the psychological experience of embodiment. This information is summarized and discussed, as well as reported in tabular format for each study. Results: We first distinguished ET from other types of digital embodiment. Then we summarized the ET solutions in terms of the completeness of the digital body assigned to the user and of whether the digital body's appearance resembled the users' real one. Finally, we report the purpose and the means of measuring the users’sense of embodiment. Conclusion: This review maps the variety of embodiment configurations and the scientific purpose they serve. It offers a background against which other studies planning to use this technique can position their own solution and highlight some underrepresented lines of research that are worth exploring.


Author(s):  
Alexander L. Anwyl-Irvine ◽  
Thomas Armstrong ◽  
Edwin S. Dalmaijer

AbstractPsychological research is increasingly moving online, where web-based studies allow for data collection at scale. Behavioural researchers are well supported by existing tools for participant recruitment, and for building and running experiments with decent timing. However, not all techniques are portable to the Internet: While eye tracking works in tightly controlled lab conditions, webcam-based eye tracking suffers from high attrition and poorer quality due to basic limitations like webcam availability, poor image quality, and reflections on glasses and the cornea. Here we present MouseView.js, an alternative to eye tracking that can be employed in web-based research. Inspired by the visual system, MouseView.js blurs the display to mimic peripheral vision, but allows participants to move a sharp aperture that is roughly the size of the fovea. Like eye gaze, the aperture can be directed to fixate on stimuli of interest. We validated MouseView.js in an online replication (N = 165) of an established free viewing task (N = 83 existing eye-tracking datasets), and in an in-lab direct comparison with eye tracking in the same participants (N = 50). Mouseview.js proved as reliable as gaze, and produced the same pattern of dwell time results. In addition, dwell time differences from MouseView.js and from eye tracking correlated highly, and related to self-report measures in similar ways. The tool is open-source, implemented in JavaScript, and usable as a standalone library, or within Gorilla, jsPsych, and PsychoJS. In sum, MouseView.js is a freely available instrument for attention-tracking that is both reliable and valid, and that can replace eye tracking in certain web-based psychological experiments.


2021 ◽  
Vol 3 (4) ◽  
pp. 592-614
Author(s):  
William Sulis

Contextuality is often described as a unique feature of the quantum realm, which distinguishes it fundamentally from the classical realm. This is not strictly true, and stems from decades of the misapplication of Kolmogorov probability. Contextuality appears in Kolmogorov theory (observed in the inability to form joint distributions) and in non-Kolmogorov theory (observed in the violation of inequalities of correlations). Both forms of contextuality have been observed in psychological experiments, although the first form has been known for decades but mostly ignored. The complex dynamics of neural systems (neurobehavioural regulatory systems) and of collective intelligence systems (social insect colonies) are described. These systems are contextual in the first sense and possibly in the second as well. Process algebra, based on the Process Theory of Whitehead, describes systems that are generated, transient, open, interactive, and primarily information-driven, and seems ideally suited to modeling these systems. It is argued that these dynamical characteristics give rise to contextuality and non-Kolmogorov probability in spite of these being entirely classical systems.


2021 ◽  
Vol 13 (10) ◽  
pp. 245
Author(s):  
Evgeny Nikulchev ◽  
Dmitry Ilin ◽  
Pavel Kolyasnikov ◽  
Shamil Magomedov ◽  
Anna Alexeenko ◽  
...  

Web surveys are an integral part of the feedback of Internet services, a research tool for respondents, including in the field of health and psychology. Web technologies allow conducting research on large samples. For mental health, an important metric is reaction time in cognitive tests and in answering questions. The use of mobile devices such as smartphones and tablets has increased markedly in web surveys, so the impact of device types and operating systems needs to be investigated. This article proposes an architectural solution aimed at reducing the effect of device variability on the results of cognitive psychological experiments. An experiment was carried out to formulate the requirements for software and hardware. Three groups of 1000 respondents were considered, corresponding to three types of computers and operating systems: Mobile Device, Legacy PC, and Modern PC. The results obtained showed a slight bias in the estimates for each group. It is noticed that the error for a group of devices differs both upward and downward for various tasks in a psychological experiment. Thus, for cognitive tests, in which the reaction time is critical, an architectural solution was synthesized for conducting psychological research in a web browser. The proposed architectural solution considers the characteristics of the device used by participants to undergo research in the web platform and allows to restrict access from devices that do not meet the specified criteria.


Author(s):  
Matthew C. Fysh ◽  
Iliyana V. Trifonova ◽  
John Allen ◽  
Cade McCall ◽  
A. Mike Burton ◽  
...  

AbstractExperimental psychology research typically employs methods that greatly simplify the real-world conditions within which cognition occurs. This approach has been successful for isolating cognitive processes, but cannot adequately capture how perception operates in complex environments. In turn, real-world environments rarely afford the access and control required for rigorous scientific experimentation. In recent years, technology has advanced to provide a solution to these problems, through the development of affordable high-capability virtual reality (VR) equipment. The application of VR is now increasing rapidly in psychology, but the realism of its avatars, and the extent to which they visually represent real people, is captured poorly in current VR experiments. Here, we demonstrate a user-friendly method for creating photo-realistic avatars of real people and provide a series of studies to demonstrate their psychological characteristics. We show that avatar faces of familiar people are recognised with high accuracy (Study 1), replicate the familiarity advantage typically observed in real-world face matching (Study 2), and show that these avatars produce a similarity-space that corresponds closely with real photographs of the same faces (Study 3). These studies open the way to conducting psychological experiments on visual perception and social cognition with increased realism in VR.


2021 ◽  
Author(s):  
Andrew Marantan ◽  
Irina Tolkova ◽  
L. Mahadevan

Although the higher order mechanisms behind object representation and classification in the visual system are still not well understood, there are hints that simple shape primitives such as “curviness” might activate neural activation and guide this process. Drawing on elementary invariance principles, we propose that a statistical geometric object, the probability distribution of the normalized contour curvatures (NCC) in the intensity field of a planar image, has the potential to represent and classify categories of objects. We show that NCC is sufficient for discriminating between cognitive categories such as animacy, size and type, and demonstrate the robustness of this metric to variation in illumination and viewpoint, consistent with neurobiological constraints and psychological experiments. A generative model for producing artificial images with the observed NCC distributions highlights the key features that our metric captures and just as importantly, those that it does not. More broadly, our study points to the need for statistical geometric approaches to cognition that build in both the statistics and the natural invariances of the sensory world.


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