Abstract.A property of general interest of real-time collaborative editors is delay. Delays exist between the execution of one user's modification and the visibility of this modification to the other users. Such delays are in part fundamental to the network, as well as arising from the consistency maintenance algorithms and underlying architecture of collaborative editors. Existing quantitative research on collaborative document editing does not examine either concern for delay or the efficacy of compensatory strategies. We studied an artificial note taking task in French where we introduced simulated delay. We found out a general effect of delay on performance related to the ability to manage redundancy and errors across the document. We interpret this finding as a compromised ability to maintain awareness of team member activity, and a reversion to independent work. Measures of common ground in accompanying chat indicate that groups with less experienced team members attempt to compensate for the effect of delay. In contrast, more experienced groups do not adjust their communication in response to delay, and their performance remains sensitive to the delay manipulation.
In this paper, we examine the effects of three video game variables: camera perspective (1 st person versus 3 rd person), session duration, and repeated play on training participants to mitigate three cognitive biases. We developed a 70 minute, 3D immersive video game for use as an experimentation test bed. One-hundred and sixty three participants either watched an instructional decision video or played one of the four versions of the game. Each participant's learning was assessed by comparing his or her post-test scores and pre-test scores for knowledge of the biases and ability to mitigate them. Results indicated that repeated game play across two sessions produced the largest improvement in learning, and was more effective than the instructional decision video and single session game for mitigating biases. Surprisingly, session duration did not improve learning, and results were mixed for the third person perspective improved learning. Overall, the video game did improve participant's ability to learn and to mitigate three cognitive biases. Implications for training using video game are discussed.
The perception of a visual stimulus is dependent not only upon local features, but also on the arrangement of those features. When stimulus features are perceptually well organized (e.g., symmetric or parallel), a global configuration with a high degree of salience emerges from the interactions between these features, often referred to as emergent features. Emergent features can be demonstrated in the Configural Superiority Effect (CSE): presenting a stimulus within an organized context relative to its presentation in a disarranged one results in better performance. Prior neuroimaging work on the perception of emergent features regards the CSE as an “all or none” phenomenon, focusing on the contrast between configural and non-configural stimuli. However, it is still not clear how emergent features are processed between these two endpoints. The current study examined the extent to which behavioral and neuroimaging markers of emergent features are responsive to the degree of configurality in visual displays. Subjects were tasked with reporting the anomalous quadrant in a visual search task while being scanned. Degree of configurality was manipulated by incrementally varying the rotational angle of low-level features within the stimulus arrays. Behaviorally, we observed faster response times with increasing levels of configurality. These behavioral changes were accompanied by increases in response magnitude across multiple visual areas in occipito-temporal cortex, primarily early visual cortex and object-selective cortex. Our findings suggest that the neural correlates of emergent features can be observed even in response to stimuli that are not fully configural, and demonstrate that configural information is already present at early stages of the visual hierarchy.
Food sharing may be used for mate attraction, sexual access, or mate retention in humans, as in many other species. Adult humans tend to perceive more intimacy in a couple if feeding is observed, but the increased perceived intimacy may be due to resource provisioning rather than feeding per se. To address this issue, 210 university students (66 male) watched five short videos, each showing a different mixed-sex pair of adults dining together and including feeding or simple provisioning or no food sharing. A survey concerning attraction and intimacy in the dyad was completed after each video. Both provisioning and feeding produced higher ratings of "Involvement," with feeding producing the highest ratings. Similarly, the perceived attraction of each actor to the other was lowest when no food sharing was shown and highest when feeding was displayed. These findings are consistent with a view of feeding as a courtship display in humans.
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