The perception of faces and of nonface objects share common early visual processing stages. Some argue, however, that the brain eventually processes faces separately from other objects, within a domain-specific module dedicated to face perception. This apparent specialization for faces could, alternatively, result from people's expertise with this category of stimuli. Here we used behavioral and electrophysiological measures of interference to address the functional independence of face and object processing. If the expert processing of faces and cars depend on common mechanisms related to holistic perception (obligatory processing of all parts), then for human subjects who are presumed to be face experts, car perception should interfere with concurrent face perception. Furthermore, such interference should increase with greater expertise in car identification, and indeed this is what we found. Event-related potentials (ERPs) suggest that this interference arose from perceptual processes contributing to the holistic processing of both objects of expertise and faces.
Visual short-term memory (VSTM) is limited, especially for complex objects. Its capacity, however, is greater for faces than for other objects, an advantage that may stem from the holistic nature of face processing. If the holistic processing explains this advantage, then object expertise—which also relies on holistic processing—should endow experts with a VSTM advantage. We compared VSTM for cars among car experts to that among car novices. Car experts, but not car novices, demonstrated a VSTM advantage similar to that for faces; this advantage was orientation-specific and was correlated with an individual's level of car expertise. Control experiments ruled out accounts based solely on verbal- or long-term memory representations. These findings suggest that the processing advantages afforded by visual expertise result in domain-specific increases in VSTM capacity, perhaps by allowing experts to maximize the use of an inherently limited VSTM system.
The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work suggest that action video game play may influence VWM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity, as measured by a change detection task, is increased after action video game training, as compared with training on a control game, and that some improvement to VWM precision occurs with action game training as well. However, these findings do not appear to extend to a complex span measure of VWM, which is often thought to tap into higher-order executive skills. The VWM improvements seen in individuals trained on an action video game cannot be accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared with the control group used. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VWM system might be enhanced.
Visual short-term memory (VSTM) is critical for acquiring visual knowledge and shows marked individual variability. Previous work has illustrated a VSTM advantage among action video game players (Boot et al. Acta Psychologica 129:387-398, 2008). A growing body of literature has suggested that action video game playing can bolster visual cognitive abilities in a domain-general manner, including abilities related to visual attention and the speed of processing, providing some potential bases for this VSTM advantage. In the present study, we investigated the VSTM advantage among video game players and assessed whether enhanced processing speed can account for this advantage. Experiment 1, using simple colored stimuli, revealed that action video game players demonstrate a similar VSTM advantage over nongamers, regardless of whether they are given limited or ample time to encode items into memory. Experiment 2, using complex shapes as the stimuli to increase the processing demands of the task, replicated this VSTM advantage, irrespective of encoding duration. These findings are inconsistent with a speed-of-processing account of this advantage. An alternative, attentional account, grounded in the existing literature on the visuocognitive consequences of video game play, is discussed.
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