A computational model of visual selective attention has been implemented to account for experimental findings on the Perceptual Load Theory (PLT) of attention. The model was designed based on existing neurophysiological findings on attentional processes with the objective to offer an explicit and biologically plausible formulation of PLT. Simulation results verified that the proposed model is capable of capturing the basic pattern of results that support the PLT as well as findings that are considered contradictory to the theory. Importantly, the model is able to reproduce the behavioral results from a dilution experiment, providing thus a way to reconcile PLT with the competing Dilution account. Overall, the model presents a novel account for explaining PLT effects on the basis of the low-level competitive interactions among neurons that represent visual input and the top-down signals that modulate neural activity. The implications of the model concerning the debate on the locus of selective attention as well as the origins of distractor interference in visual displays of varying load are discussed.
Four experiments investigated the conditions contributing to sensorimotor alignment effects (i.e., the advantage for spatial judgments from imagined perspectives aligned with the body). Through virtual reality technology, participants learned object locations around a room (learning room) and made spatial judgments from imagined perspectives aligned or misaligned with their actual facing direction. Sensorimotor alignment effects were found when testing occurred in the learning room but not after walking 3 m into a neighboring (novel) room. Sensorimotor alignment effects returned after returning to the learning room or after providing participants with egocentric imagery instructions in the novel room. Additionally, visual and spatial similarities between the test and learning environments were independently sufficient to cause sensorimotor alignment effects. Memory alignment effects, independent from sensorimotor alignment effects, occurred in all testing conditions. Results are interpreted in the context of two-system spatial memory theories positing separate representations to account for sensorimotor and memory alignment effects.Keywords: spatial memory, spatial updating, sensorimotor interference, perspective taking, alignment effectAn everyday task such as providing a friend with directions to one's home can entail imagining the friend's perspective and telling him or her whether to turn left or right at intersections. The ease with which a person can reason from a perspective and/or location other than one's own has been shown to depend on at least three factors: the perspectives one experienced when learning the imagined space (Diwadkar & McNamara, 1997;Shelton & McNamara, 1997), the structure of the space itself (McNamara, Rump & Werner, 2003;Mou & McNamara, 2002;Shelton & McNamara, 2001;Werner & Schmidt, 1999), and the position and orientation of the person's body during recall (May, 2004;Mou, McNamara, Valiquette, & Rump, 2004;Presson & Montello, 1994;Rieser, 1989). Reasoning about space is often easier from perspectives aligned rather than misaligned with salient reference frames (e.g., environmental reference frames or the body's reference frame). This empirical result is termed an alignment effect. Herein, we distinguish between two kinds of alignment effects. We refer to the advantage of responding from imagined perspectives that are aligned rather than misaligned with the body during retrieval as a sensorimotor alignment effect. As an example, the reader is invited to close his or her eyes and imagine the immediate surrounds from his or her current location and orientation in the environment. The reader is then asked to try to imagine how things would look if he or she were to rotate in place 180°. The increased difficulty after imagined rotation is an example of a sensorimotor alignment effect. Additionally, we refer to the advantage of reasoning from a perspective aligned rather than misaligned with the reference frames used to encode an environment in long-term memory as a memory alignment effe...
Recent findings from spatial cognition and cognitive neuroscience suggest that different types of mental representations could mediate the off-line retrieval of spatial relations from memory and the on-line guidance of motor actions in space. As a result, a number of models proposing multiple systems of spatial memory have been recently formulated. In the present article we review these models and we evaluate their postulates based on available experimental evidence. Furthermore, we discuss how a multiple-system model can apply to situations in which people reason about their immediate surroundings or non-immediate environments by incorporating a model of sensorimotor facilitation/interference. This model draws heavily on previous accounts of sensorimotor interference and takes into account findings from the stimulus-response compatibility literature.
has indicated that spatial representations derived from spatial language can function equivalently to those derived from perception. The authors tested functional equivalence for reporting spatial relations that were not explicitly stated during learning. Participants learned a spatial layout by visual perception or spatial language and then made allocentric direction and distance judgments. Experiments 1 and 2 indicated allocentric relations could be accurately reported in all modalities, but visually perceived layouts, tested with or without vision, produced faster and less variable directional responses than language. In Experiment 3, when participants were forced to create a spatial image during learning (by spatially updating during a backward translation), functional equivalence of spatial language and visual perception was demonstrated by patterns of latency, systematic error, and variability.
In recent years, virtual reality (VR) has become an interesting alternative to traditional exposure-based therapies for many symptoms. VR involves immersion in a computer-generated virtual environment that minimizes avoidance and facilitates emotional processing. The objective of this systematic review is to evaluate evidence on the intervention effect of VR on anxiety, depression, fatigue, and pain. The research strategy of this systematic review included three electronic databases (MEDLINE/PubMed, Cochrane Library, and ScienceDirect) based on predetermined inclusion and exclusion criteria. Published quantitative studies from 2000 to 2020 were identified, which examined the effect of VR intervention on four different symptoms related to symptoms experienced by cancer patients. Quality assessments, data extractions, and analysis were completed on all included studies. A total of 882 titles and abstracts were screened, and 23 studies were included in the review. The studies were grouped according to the symptoms: anxiety and depression, fatigue, and pain. The review showed that VR intervention is more effective compared with the control (i.e., standard care) for anxiety, depression, fatigue, and pain. VR can reduce effectively these symptoms in different contexts and diseases, including cancer. The evidence suggests that there is value in exploring this intervention as a potential crossover treatment for these symptoms in patients. This study contributes to evidence that distraction is an effective symptom management mechanism. The findings are congruent with the theoretical framework, supporting the premise that VR, as an emotion-focused distraction intervention, decreases the severity of these symptoms.
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