In this paper, we introduce mobileQ, which is a free, open-source software that our lab has developed to use in experience sampling studies. Experience sampling studies have several strengths and are becoming more widely conducted, but there are few free software options. To address this gap, mobileQ has freely available servers, a web interface, and an Android app. To reduce the barrier to entry, it requires no high-level programming, and uses an easy point-andclick interface. It is designed to be used on dedicated research phones, allowing for experimenter control and eliminating selection bias. In this article, we introduce setting up a study in mobileQ, outline the set of help resources available for new users, and highlight the success with which mobileQ has been used in our lab.
In this paper we introduce mobileQ, which is a free, open-source software that our lab has developed to use in experience sampling studies. Experience sampling studies have several strengths and are becoming more widely conducted, but there are few free software options. To address this gap, mobileQ has freely available servers, a web interface, and an Android app. To reduce the barrier to entry, it requires no high-level programming, and uses an easy point-and-click interface. It is designed to be used on dedicated research phones, allowing for experimenter control and eliminating selection bias. In this article, we introduce setting up a study in mobileQ, outline the set of help resources available for new users, and highlight the success with which mobileQ has been used in our lab and that of others.
Crowding is the interference by surrounding objects (flankers) with target perception. Low target-flanker similarity usually yields weaker crowding than high similarity (‘similarity rule’) with less interference, e.g., by opposite- than same-contrast polarity flankers. The advantage of low target-flanker similarity has typically been shown with attentional selection of a single target object. Here, we investigated the validity of the similarity rule when broadening attention to multiple objects. In three experiments, we measured identification for crowded letters (Experiment 1), tumbling Ts (Experiment 2), and tilted lines (Experiment 3). Stimuli consisted of three items that were uniform or alternating in contrast polarity and were briefly presented at ten degrees eccentricity. Observers reported all items (full report) or only the left, central, or right item (single-item report). In Experiments 1 and 2, consistent with the similarity rule, single central item performance was superior with opposite- compared to same-contrast polarity flankers. With full report, the similarity rule was inverted: performance was better for uniform compared to alternating stimuli. In Experiment 3, contrast polarity did not affect performance. We demonstrated a reversal of the similarity rule under broadened attention, suggesting that stimulus uniformity benefits crowded object recognition when intentionally directing attention towards all stimulus elements. We propose that key properties of crowding have only limited validity as they may require a-priori differentiation of target and context.
Crowding occurs when surrounding objects (flankers) impair target perception. A key property of crowding is the weaker interference when target and flankers strongly differ on a given dimension. For instance, identification of a target letter is usually superior with flankers of opposite versus the same contrast polarity as the target (the “polarity advantage”). High performance when target-flanker similarity is low has been attributed to the ungrouping of target and flankers. Here, we show that configural cues can override the usual advantage of low target-flanker similarity, and strong target-flanker grouping can reduce – instead of exacerbate – crowding. In Experiment 1 , observers were presented with line triplets in the periphery and reported the tilt (left or right) of the central line. Target and flankers had the same (uniform condition) or opposite contrast polarity (alternating condition). Flanker configurations were either upright (||), unidirectionally tilted (\\ or //), or bidirectionally tilted (\/ or /\). Upright flankers yielded stronger crowding than unidirectional flankers, and weaker crowding than bidirectional flankers. Importantly, our results revealed a clear interaction between contrast polarity and flanker configuration. Triplets with upright and bidirectional flankers, but not unidirectional flankers, showed the polarity advantage. In Experiments 2 and 3 , we showed that emergent features and redundancy masking (i.e. the reduction of the number of perceived items in repeating configurations) made it easier to discriminate between uniform triplets when flanker tilts were unidirectional (but not when bidirectional). We propose that the spatial configurations of uniform triplets with unidirectional flankers provided sufficient task-relevant information to enable a similar performance as with alternating triplets: strong-target flanker grouping alleviated crowding. We suggest that features which modulate crowding strength can interact non-additively, limiting the validity of typical crowding rules to contexts where only single, independent dimensions determine the effects of target-flanker similarity.
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