2021
DOI: 10.1007/s00426-021-01574-7
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Investigating facilitatory versus inhibitory effects of dynamic social and non-social cues on attention in a realistic space

Abstract: This study aimed to investigate the facilitatory versus inhibitory effects of dynamic non-predictive central cues presented in a realistic environment. Realistic human-avatars initiated eye contact and then dynamically looked to the left, right or centre of a table. A moving stick served as a non-social control cue and participants localised (Experiment 1) or discriminated (Experiment 2) a contextually relevant target (teapot/teacup). The cues movement took 500 ms and stimulus onset asynchronies (SOA, 150 ms/3… Show more

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Cited by 11 publications
(18 citation statements)
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References 66 publications
(111 reference statements)
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“…This situation is more akin to how gaze cues might be seen in real life where a person might turn their head to look at an item and others may follow the gaze through the direction of the head turn. Note that recent investigation using this dynamic gaze cue with a younger adult population showed a general facilitation effect on attention (Gregory, 2021). In experiment 2, only the eyes of the avatar move, allowing investigation of more subtle effects of gaze.…”
mentioning
confidence: 89%
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“…This situation is more akin to how gaze cues might be seen in real life where a person might turn their head to look at an item and others may follow the gaze through the direction of the head turn. Note that recent investigation using this dynamic gaze cue with a younger adult population showed a general facilitation effect on attention (Gregory, 2021). In experiment 2, only the eyes of the avatar move, allowing investigation of more subtle effects of gaze.…”
mentioning
confidence: 89%
“…These avatars were recorded in the Unity game engine making the head turn movements described in the procedure, recordings were then used within PsychoPy3 to devise the online study presented via Pavlovia. We have previously demonstrated the effects of these cues on attention in a basic cuing paradigm (Gregory, 2021).…”
Section: Stimulimentioning
confidence: 99%
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“…The VAs can be presented in fully immersive virtual systems through immersive VR headsets as well as through augmented virtual reality and finally through basic computer setups, each of which having pros and cons related to expense, portability and immersion (Pan and Hamilton, 2018). Importantly, even using VA-based stimuli (e.g., dynamic video recordings) in traditional screen-based studies offers significantly more social nuance and realism compared to using static images of disembodied heads (e. g., Gregory, 2021, see Box 1, panel C). Indeed, gaze is associated with an intent to act (Land and Tatler, 2009) and it is difficult to imagine a static head performing a goal directed action.…”
Section: Investigating Joint Attention Using Virtual Agentsmentioning
confidence: 99%
“…, 1999 ; Frischen et al. , 2007 ; Gregory, 2021 ; Gregory and Jackson, 2021 ) and for other non-social communicative cues such as arrows and directional words (e.g. Hommel et al.…”
mentioning
confidence: 99%