2010
DOI: 10.3758/brm.42.1.311
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A free software package for a human onlineconditioned suppression preparation

Abstract: MartiansV2 is both a language syntax in which experiments can be written and an implementation of this syntax in a runtime application that, when fed a valid experiment text file, will execute the given experiment. It is based on the original Martians preparation, which has proven a valuable tool for assessing human onlineconditioned suppression performance through research on a wide array of learning phenomena. This article can be read as a manual, both for using the Martians paradigm in general and for getti… Show more

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Cited by 16 publications
(15 citation statements)
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“…As such, these findings extend the literature on conditioned suppression in humans (e.g., Arcediano et al, 1996;Franssen et al, 2010;Havermans et al, 2005) to a novel VE paradigm that includes multiple dependent measures. However, in contrast to our predictions, we did not obtain suppression of overall responses.…”
Section: Discussionsupporting
confidence: 82%
See 1 more Smart Citation
“…As such, these findings extend the literature on conditioned suppression in humans (e.g., Arcediano et al, 1996;Franssen et al, 2010;Havermans et al, 2005) to a novel VE paradigm that includes multiple dependent measures. However, in contrast to our predictions, we did not obtain suppression of overall responses.…”
Section: Discussionsupporting
confidence: 82%
“…Estes & Skinner, 1941) and humans (Arcediano, Ortega, & Matute, 1996;Baeyens, Vansteenwegen, Hermans, Vervliet, & Eelen, 2001;Baeyens et al, 2004;Havermans, Keuker, Lataster, & Jansen, 2005;Nelson, Gregory, & Sanjuan, 2012;Nelson & Sanjuan, 2006). Arcediano et al (1996) developed a task called the ''Martians'' procedure (see also Franssen, Clarysse, Beckers, van Vooren, & Baeyens, 2010) in which participants played a video game and learned to press the computer space bar to destroy invading Martians. The US was an intermittent white flashing of the screen (described in the context of the game as a defensive shield used by the Martians) with a change in the screen background color as the CS.…”
Section: Experimental Psychopathology Of Fear: the Conditioned Supprementioning
confidence: 99%
“…For instance, participants learn to navigate through a three-dimensional space while interacting with "characters" later used for identification tests (Wade & Holt, 2005). Arcediano, Ortega, and Matute (1996) developed the "Martians" game to explore classical conditioning using Martians and explosions as stimuli (see also Baeyens et al, 2005;Blanco, Matute, & Vadillo, 2010;Franssen, Clarysse, Beckers, van Vooren, & Baeyens, 2010). Gamelike tasks have been used to study instrumental learning with stimuli presented as balloons that must be shot from the sky (Krageloh, Zapanta, Shepherd, & Landon, 2010), minefields to be navigated (Baker, Mercier, Vallee-Tourangeau, Frank, & Pan, 1993), or a host of similar examples (Lie, Harper, & Hunt, 2009;Molet, Jozefowiez, & Miller, 2010;Paredes-Olay, Abad, Gamez, & Rosas, 2002;Stokes & Balsam, 2001;Stokes & Harrison, 2002).…”
Section: Gaming-up Experimentsmentioning
confidence: 99%
“…PEGS is a web-based game environment for running associative learning experiments. Game environments are becoming popular in the field of associative learning, other examples include: 'Martians' (Arcediano, Ortega, & Matute, 1996;Franssen, Clarysse, Beckers, Priya, & Baeyens, 2010) 3 , 'Spy-Radio' (Pineno, Ortega, & Matute, 2000) 4…”
Section: Apparatus the Experiments Was Run Online Using The Psychologmentioning
confidence: 99%