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The Effect of Time Perception on AffectSkye Camille Napolitano (18578740) 21 May 2024 (has links)
<p dir="ltr">Timing and time perception is essential to humans, whose lives and biology are organized around clocks. From the simple give-and-take of conversation to understanding cause and effect, individuals rely on accurate time perception to successfully complete tasks and organize their lives. However, accurate time perception is vulnerable to all manner of influence, from both internal and external sources, including affect. A robust body of literature suggests that negative affect is positively associated with time dilation, or subjective lengthening of time, whereas positive affect is positively associated with time constriction, or subjective shortening of time. Collectively, these are known as time distortion, which has been preliminarily linked to increased impairment in anxiety, depression, and BPD. However, this literature features two key limitations. First, researchers have mostly examined time perception as an objective measure, through the use of measures such as the temporal bisection tasks, which limits our understanding of the subjective experience of time distortion and how it may contribute to psychopathology. Second, across studies, time perception is most often studied as an outcome, rather than examining the role of time perception in predicting affective change, i.e., contextualizing the role of time distortion in clinically-relevant research questions. The current project aimed to address these gaps in the literature through two studies which examined (1) the roles of brief affect and time perception manipulations on affective change and subjective time perception in an online study (Study 1) and (2) the effect of a longer time perception manipulation on affective change during an in-person experimental protocol (Study 2).</p><p dir="ltr">Across studies, participants included a community-based sample of U.S. adults over age 18 and two separate undergraduate samples recruited from introductory psychology courses at Purdue University. In Study 1, the final sample size exceeded 750 and was comprised of community-based and undergraduate participants. Online participants reported on dispositional levels of clinical measures [e.g., rumination, borderline personality disorder (BPD) features] and then completed an experimental protocol with brief mood and time perception manipulations while repeatedly reporting on their negative affect. Results suggested that the time perception manipulation was not effective, but that across the protocol, negative affect rose and positive affect decreased. Further, participants reported overall that time seemed to be passing by slower than usual during the protocol. These findings informed the design of Study 2, which lengthened the time perception manipulation and eliminated the mood induction component in order to address the more basic question of whether time perception manipulation influences mood, particularly during neutral cognitive tasks.</p><p dir="ltr">One hundred and twenty-seven undergraduate participants completed Study 2. As in Study 1, participants filled out self-report surveys about dispositional symptoms of psychopathology (e.g., rumination, emotion dysregulation, and symptoms associated with BPD, depression, and anxiety) before completing an experimental protocol which included a manipulated clock (accelerated or control clock), three runs of a modified Erkisen flanker task, and repeated measures of negative and positive affect. Primary results suggested that the time perception manipulation was successful but that the influence of time distortion was more nuanced than hypothesized. Specifically, individuals with elevated clinical symptoms exhibited lower rating of negative and positive affect levels in the accelerated clock condition, compared to individuals endorsing low symptoms, who reported higher positive affect and higher negative affect in the accelerated clock condition.</p><p dir="ltr">Altogether, the results across studies highlight the complexity of time perception in influencing affect and help provide foundational information regarding the empirical convergence between cognitive and clinical phenomena.</p>
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Product design for children with NDD diagnoses / Produkt design för barn med NPF diagnoserBergman, Emma, Berg, Dagmar January 2022 (has links)
Neurodevelopmental disorders (NDD) is a collective name for diagnoses such as ADHD, ASD/Autism, Tourette’s syndrome and language disorders. A child with these diagnoses has different deficits that can be divided into the following problem areas; Social interaction, Learning difficulties, Memory and motor skills, and Concentration difficulties. In order for these children to cope with their everyday lives, they need support in the form of assistive aid products or human care. This investigative work has been done in collaboration with Komikapp AB and focused on developing a product within the assistive technology industry. The goal was to design an assistive aid for children with NDD diagnoses that offers increased school performance. The work was planned through the design processes Double Diamond process and Design Thinking process and is placed within the framework of Eco Design. The project was initiated with literature studies on the different diagnoses together with what products were available on the current market. From the background research, conclusions could be drawn that the products were often considered to be large and bulky, stationary, non-discreet and had a childish appearance. It could also be stated that appreciated products were fidget toys that stimulate the user through tactile senses, such as stress balls. In addition, the product aid market for older children, those in their adolescence, was small. The decision was made to narrow down the target group for children in the higher stages of Swedish comprehensive school and that the problem area for the work should be focused on Concentration difficulties. The investigation was followed by a questionnaire sent to people who work or have worked within the teaching profession. Moreover, in-depth interviews were conducted with a principal at an NDD-adapted higher-stage school, an occupational therapist at Stockholm’s ADHD centre and five teaching assistants. After all the information was gathered, brainstorming methods were used to break down the chosen problem area, Concentration difficulties. A smaller subgroup to the problem area was observed and assumed to benefit the work from a course goal perspective. The new niche problem area was Time perception. Based on this choice, further market research was carried out on aids in the category of time perception. This was followed by ideation, which produced five concepts. Three of these were taken for further development after an evaluation. Common to all concepts was that the product would help the user perceive time by showing time, date and day as well as having features to set alarms and timers with a visual explanation of the remaining time. After workshops with three people in professions that deal with NDD diagnoses on a daily basis, and two design engineering students, the Flexitime concept was chosen. This concept was the watch that offered a discreet design and an option to also include a fidget function. The detailed design of the Flexitime watch began and further market research was done on today’s range of smartwatches. A survey was also sent out to young people between the ages of 12-16 to gain an understanding of what kind of design attracts the target group. The survey received 39 respondents and a 50/50 gender split which laid the foundation for the design methods used to achieve the exterior design. The watch’s inner design and user scenarios were designed for a final design proposal. The fidget feature and the navigation to set timers or to turn on/off the sound of the watch were determined. The final design proposal for the assistive product Flexitime was a discreet, user-friendly, simple watch designed for teenagers to use into adulthood. The watch had not only features to help the user understand and perceive time, but a fidget feature to tame restless fingers. The dial for navigating the watch’s menu also offered the ability to rotate freely and generate tactile stimulation through its structure. This investigative work and the final design proposal for Flexitime form a basis for further work. / Neuropsykiatriska funktionsnedsättningar (NPF) är ett samlingsnamn för diagnoser som ADHD, AST/Autism, Tourettes syndrom och språksvårigheter. Ett barn med dessa diagnoser har olika svårigheter som kan delas in efter följande problemområden; Social interaktion, Inlärningssvårigheter, Minne och motorik samt Koncentrationssvårigheter. För att dessa barn ska klara av sin vardag behöver de stöd i form av hjälpmedelsprodukter eller mänsklig vård. Detta utredningsarbete har gjorts i samarbete med Komikapp AB och fokuserats på framtagning av en produkt inom hjälpmedelsbranschen. Målet var att designa ett hjälpmedel för barn med NPF diagnoser som erbjuder en ökad prestation i skolan. Arbetet projekterades genom designprocesserna Double Diamond processen samt Design Thinking processen och placerar sig inom ramen för Eco Design. Projektet inleddes med litteraturundersökningar för de olika diagnoserna samt vilka produkter som finns för dessa på marknaden idag. Från bakgrundsinsamlingen kunde slutsatser dras om att produkterna ansågs ofta vara stora och klumpiga, stationära, ha ett barnsligt utseende och icke-diskreta. Det kunde också konstateras att produkter som uppskattades var pillerillprodukter som stimulerar användaren genom taktila sinnen som exempelvis stressbollar. Dessutom var utbudet för äldre barn, tonåringar, litet. Beslutet togs att målgruppen skulle avsmalnas till barn i högstadieåldern och att problemområdet för arbetet ska fokuseras på Koncentrationssvårigheter. Utredningen fortsatte genom utskick av frågeformulär till personer som jobbar eller tidigare har jobbat inom läraryrket samt djupa intervjuer med en rektor på en NPF anpassad högstadieskola, en terapeut på Stockholms ADHD-center och 5 lärarassistenter. Efter all informationsinsamling användes brainstorm metoder för att bryta ner det valda problemområdet, Koncentrationssvårigheter. En mindre subgrupp under problemområdet observerades och antogs gynna arbetet utifrån ett kursmål-perspektiv. Det nya nischade problemområdet var Tidsuppfattning. Utifrån detta val gjordes ytterligare marknadsundersökningar på hjälpmedel i kategorin tidsuppfattning. Därefter följde en idegenerering som frambringade fem koncept. Tre av dessa togs till vidareutveckling efter en utvärdering. Gemensamt för alla koncept var att produkten skulle hjälpa användaren uppfatta tiden genom att ange tid, datum och dag samt ha funktionerna att ställa alarm och timers med bildlig förklaring av kvarstående tid. Efter workshops med tre personer inom yrken som dagligen handskas med NPF diagnoser, och två designingenjörs-studenter valdes konceptet Flexitime. Detta koncept var armbandsuret som erbjöd en diskret design och möjlighet till att även inkludera en pillerillfunktion. Den detaljerade designen av klockan Flexitime påbörjades och ytterligare marknadsundersökningar gjordes på dagens utbud av smartwatches. Även en enkät skickades ut ungdommar mellan 12-16 år för att få en förståelse av vad för design som attraherar målgruppen. Enkäten fick 39 respondenter och en 50/50 könsfördelninng vilket la grunden för de designmetoder som användes för att nå den utvändiga designen. Klockans inre funktioner och användarscenarion designades för ett slutgiltigt designförslag. Pillerillfunktionen samt navigeringen, för att stänga av/sätta på klockans ljud och ställa timers, bestämdes. Det slutgiltiga designförslaget på hjälpmedelsprodukten Flexitime var en diskret, användarvänlig, simpel klocka designad för tonåringar att använda upp till vuxenåldern. Klockan hade inte bara funktioner för att hjälpa användaren förstå och uppfatta tiden, utan även en pillerillfunktion för att tämja rastlösa fingrar. Ratten för att navigera i klockans meny erbjöd även möjligheten att rotera fritt och generera taktil stimulering genom dess struktur. Detta utredningsarbete och det slutgiltiga designförslaget på Flexitime utgör en god grund till fortsatt arbete.
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The perceived timing of events across different sensory modalities : a psychophysical investigation of multisensory time perception in humansHanson, James Vincent Michael January 2009 (has links)
The experiments reported within this thesis use psychophysical techniques to examine the factors which determine perceived multisensory timing in humans. Chapters 1 and 2 describe anatomical and psychophysical features of temporal processing, respectively, whilst Chapter 3 introduces the reader to psychophysical methods. Chapter 4 examines the relationship between two measures of sensory latency, reaction time (RT) and crossmodal temporal order judgment (TOJ). Despite task and attentional manipulations the two measures do not correlate, suggesting that they measure some fundamentally different aspect(s) of temporal perception. Chapter 5 examines the effects of adaptation to asynchronous stimulus pairs on perceived audiovisual (AV), audiotactile (AT) and visuotactile (VT) temporal order. Significant temporal shifts are recorded in all three conditions. Evidence is also presented showing that crossmodal TOJs are intransitive. Chapter 6 shows that concurrent adaptation to two sets of asynchronous AV stimulus pairs causes perceived AV temporal order to recalibrate at two locations simultaneously, and that AV asynchrony adaptation effects are significantly affected by observers' attention during adaptation. Finally, Chapter 7 shows that when observers are accustomed to a physical delay between motor actions and sensory events, an event presented at a reduced delay appears to precede the causative motor action. The data are well-described by a simple model based on a strong prior assumption of physical synchrony between motor actions and their sensory consequences.
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Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal / Temporal illusions: A study about time perception as a function of contingencies of reinforcement and punishment, stated through verbal reportGerab, Flavio Karpinscki 03 February 2014 (has links)
As alteracoes na percepcao da passagem do tempo dos seres humanos tem sido investigadas em relacao as caracteristicas de diversos estimulos, condicoes corporais ou determinados tipos de tarefa. Porem, pouco se sabe sobre essas alteracoes como funcao das contingencias reforcadoras ou punitivas que controlam o comportamento. Este estudo visou investigar essa questao experimentalmente atraves do uso de um jogo virtual em computador simulando percursos de um avatar em um labirinto com 36 situacoes de escolha entre esquerda e direita. Pontos poderiam ser ganhos ou perdidos, sendo a pontuacao final convertida em titulos de nobreza hipoteticos dentro de um ranking previamente estabelecido. Tres contingencias foram manipuladas: sob Punicao (P) escolhas erradas entre direita e esquerda produziam perda de pontos; sob Reforcamento (R) escolhas certas produziam ganho de pontos; na condicao Controle (C) nao havia alteracao nos pontos. No Experimento 1 (n=60), tres grupos foram manipulados, cada um exposto a uma dessas contingencias; no Experimento 1A (n=40) novos participantes passaram pelas condicoes P e R, porem com uma alteracao na instrucao explicitando o nao perigo de morte do avatar; no Experimento 2 (n=6), cada participante foi exposto as tres condicoes experimentais, sendo manipulada a ordem de exposicao: C-P-R e C-R-P. Cada participante foi solicitado a estimar o tempo que permaneceu jogando: nos dois primeiros estudos essa solicitacao foi feita apenas apos o termino do jogo (estimativa retrospectiva); no ultimo os participantes foram informados ao inicio da primeira sessao experimental que essa solicitacao lhes seria feita ao final de cada sessao (estimativa prospectiva). Da mesma forma, ao final da sessao no Experimentos 1 e 1A, e ao final de cada sessao no Experimento 2, foi solicitada aos participantes uma avaliacao do jogo, com pontuacoes crescentes proporcionais ao grau de diversao em joga-lo. Os resultados mostraram que no Experimento 1 a condicao P produziu tempo de sessao maior que na condicao C e a condicao R produziu tempo de sessao menor do que na condicao C, sendo que no Experimento 1A as diferencas se reduziram; no Experimento 2 esse tempo foi sendo reduzido na sucessao das contingencias, independente da ordem utilizada. Nos experimentos 1 e 1A os participantes superestimaram a duracao da sessao de jogo na condicao R, e as condicoes C e P produziram estimativas proximas a duracao real. No Experimento 2 a condicao R tambem esteve associada a superestimativas na maioria dos participantes, porem sua relacao com os resultados obtidos em C e P varia entre os participantes. A magnitude da consequencia se mostrou uma variavel relevante no efeito da punicao, que foi menos acentuado no Experimento 1A. A apreciacao do jogo pelos sujeitos foi, no geral, mais positiva para a condicao P. Esses resultados apontam a interacao das contingencias operantes na percepcao temporal, sendo discutida tambem a aparente independencia entre o efeito operante da punicao e o relato verbal sobre a diversao inerente a atividade consequenciada / Alterations in the perception of the passage of time in humans have been investigated in relation to the characteristics of several stimuli, bodily conditions and certain types of task. However, little is known about these alterations as a function of reinforcing or punishing contingencies that control behavior. This study aimed to investigate this question experimentally by using a virtual computer game simulating a maze in which an avatar was faced with 36 choice situations between left and right. Points could be won or lost, the final score being converted into hypothetical titles of nobility within a predetermined ranking. Three contingencies were manipulated: under Punishment (P) \"wrong \" choices between right and left produced loss of points; under Reinforcement (R) \"right\" choices produced gain points; under control condition (C) there was no change in points at all. In Experiment 1 (n=60), three groups were manipulated, each exposed to one of these contingencies, in Experiment 1A (n=40) new participants were exposed to the conditions P and R, but with a statement explaining that there was no chance of avatar\'s death during the game, in Experiment 2 (n=6), each participant was exposed to three experimental conditions, having the sequence of exposure being manipulated: C-P-R for half the participants and C-R-P for the other half. Each participant was asked to estimate the duration spent playing: in the first two studies this request was made just after the end of the game (retrospective estimation), at the last study participants were informed at the beginning of the first experimental session that this request would be made to them end of each session (prospective estimate). Similarly, at the end of the session in Experiments 1 and 1A, and at the end of each session in Experiment 2, participants were requested a review of the game, with scores increasing with the degree of fun playing it. The results showed that in Experiment 1 the condition P produced greater session length than the condition C, and condition R produced lesser session length than condition C, whereas in Experiment 1A differences are reduced; in Experiment 2 session length was being reduced along the succession of contingencies, regardless of the sequence used. In Experiments 1 and 1A participants overestimated the duration of the game session under the condition R, and C and P conditions produced close to the actual duration estimates. In Experiment 2 the R condition was also associated with overestimation in the majority of participants, however its relationship to the results obtained in C and P varies between participants. The magnitude of the result proved to be a relevant variable in the effect of punishment, which was less pronounced in Experiment 1A. The enjoyment of the game by the subjects was generally more positive for condition P. These results indicate the interaction of operant contingencies on time perception, and also discussed the apparent independence between the operant effect of punishment and verbal report about the fun inherent in activity that was punished
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How visual stimulus dynamics affect mechanisms of interval timingHerbst, Sophie 08 December 2014 (has links)
Gegenstand dieser Arbeit ist die Divergenz zwischen subjektiver und objektiver Zeitwahrnehmung. In drei empirischen Studien wird untersucht, wie Zeitwahrnehmung vom Inhalt eines Zeitintervalls beeinflusst wird. Dabei werden Paradigmen aus der Forschung zur visuellen Wahrnehmung mit Messungen der Zeitwahrnehmung kombiniert und durch Ableitungen neuronaler Aktivität (Elektroenzephalographie) ergänzt. Sensorische Modelle der Zeitwahrnehmung basieren auf der Annahme, dass die subjektive Dauer eines sensorischen Reizes in den selben neuronalen Netzwerken entsteht, die den Reiz selbst verarbeiten. Unter dieser Annahme müsste jede Veränderung des Reizes, welche neuronale Verarbeitung hervorruft, auch einen Effekt auf die wahrgenommene Dauer des Reizes haben, auch wenn diese Eigenschaft nicht bewusst wahrgenommen wird. Die Ergebnisse zeigen jedoch das nur Veränderungen die auch bewusst wahrgenommen werden einen Einflusss auf subjektive Dauer haben. Darüberhinaus zeigte sich, dass die subjektiv wahrgenommene Stärke der Veränderung die subjektive Dauer bestimmt. Die Befunde sprechen eher für das Modell einer zentrale inneren Uhr, das jedoch auch erklären muss, mittels welcher Mechanismen der Inhalt eines Zeitintervalls dessen subjektive Dauer beeinflusst. Anhand elektrophysiologischer Korrelate der Zeitwahrnehmung wird untersucht, ob die Dynamik visueller Reize die Zeitwahrnehmung schon während des Enkodierens der Zeit beeinflusst, oder erst später wenn eine Entscheidung über die Dauer des Zeitintervalls getroffen wird. Die Ergebnisse zeigen, dass die neuronalen Korrelate der Zeitwahrnehmung nicht die zeitliche Verzerrung widerspiegeln, die durch dynamische Reize hervorgerufen wird. Dies spricht dafür, dass diese Verzerrung auf einer späteren Prozessstufe eintritt. Insgesamt zeigen die Befunde der drei Studien, das Zeitwahrnehmung zwar stark vom sensorischen Inhalt beeinflusst wird, sich aber nicht direkt von der sensorischen Reizverarbeitung ableiten lässt. / Often, perceived time differs from objective time. This work addresses how perceived time is influenced by the content of a time interval. Three empirical studies were conducted to assess how visual stimulus dynamics affect perceived duration. We combined paradigms from vision research with timing tasks and measures of neural processing using electroencephalogram (EEG). Sensory models of interval timing claim that duration of a time interval is encoded in the same neural networks that process its sensory content. Thus, even stimulus dynamics that are processed only on the sensory level but are not consciously perceived should affect perceived duration. In contrary, we showed that only consciously perceived stimulus dynamics affect perceived duration, with more perceived dynamics leading to longer perceived duration. Changes that were not perceived but evoked a neural response (measured in the EEG) did not affect perceived duration. These findings argue against the assumption of sensory timing models, but are consistent with models that assume a central internal clock. However, internal clock models do not sufficiently explain why stimulus dynamics affect perceived duration. We tested whether stimulus dynamics affect the stage of temporal encoding as postulated by internal clock models, by measuring neural correlates of temporal encoding in the EEG. We found that the neural correlates of temporal encoding reflected internal variations in perceived duration, but not the dilation induced by stimulus dynamics. We argue that visual stimulus dynamics affect perceived duration after temporal encoding. In sum, the findings show that duration perception is not grounded in early sensory processing, but is probably achieved by a specialized timing system that can be biased by the perception of dynamic stimuli. The discussion addresses theoretical implication of these findings for theories of time perception, and their implications for further research in the field.
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Ilusões temporais: um estudo sobre percepção de tempo em função de contingências de reforçamento e punição, a partir do relato verbal / Temporal illusions: A study about time perception as a function of contingencies of reinforcement and punishment, stated through verbal reportFlavio Karpinscki Gerab 03 February 2014 (has links)
As alteracoes na percepcao da passagem do tempo dos seres humanos tem sido investigadas em relacao as caracteristicas de diversos estimulos, condicoes corporais ou determinados tipos de tarefa. Porem, pouco se sabe sobre essas alteracoes como funcao das contingencias reforcadoras ou punitivas que controlam o comportamento. Este estudo visou investigar essa questao experimentalmente atraves do uso de um jogo virtual em computador simulando percursos de um avatar em um labirinto com 36 situacoes de escolha entre esquerda e direita. Pontos poderiam ser ganhos ou perdidos, sendo a pontuacao final convertida em titulos de nobreza hipoteticos dentro de um ranking previamente estabelecido. Tres contingencias foram manipuladas: sob Punicao (P) escolhas erradas entre direita e esquerda produziam perda de pontos; sob Reforcamento (R) escolhas certas produziam ganho de pontos; na condicao Controle (C) nao havia alteracao nos pontos. No Experimento 1 (n=60), tres grupos foram manipulados, cada um exposto a uma dessas contingencias; no Experimento 1A (n=40) novos participantes passaram pelas condicoes P e R, porem com uma alteracao na instrucao explicitando o nao perigo de morte do avatar; no Experimento 2 (n=6), cada participante foi exposto as tres condicoes experimentais, sendo manipulada a ordem de exposicao: C-P-R e C-R-P. Cada participante foi solicitado a estimar o tempo que permaneceu jogando: nos dois primeiros estudos essa solicitacao foi feita apenas apos o termino do jogo (estimativa retrospectiva); no ultimo os participantes foram informados ao inicio da primeira sessao experimental que essa solicitacao lhes seria feita ao final de cada sessao (estimativa prospectiva). Da mesma forma, ao final da sessao no Experimentos 1 e 1A, e ao final de cada sessao no Experimento 2, foi solicitada aos participantes uma avaliacao do jogo, com pontuacoes crescentes proporcionais ao grau de diversao em joga-lo. Os resultados mostraram que no Experimento 1 a condicao P produziu tempo de sessao maior que na condicao C e a condicao R produziu tempo de sessao menor do que na condicao C, sendo que no Experimento 1A as diferencas se reduziram; no Experimento 2 esse tempo foi sendo reduzido na sucessao das contingencias, independente da ordem utilizada. Nos experimentos 1 e 1A os participantes superestimaram a duracao da sessao de jogo na condicao R, e as condicoes C e P produziram estimativas proximas a duracao real. No Experimento 2 a condicao R tambem esteve associada a superestimativas na maioria dos participantes, porem sua relacao com os resultados obtidos em C e P varia entre os participantes. A magnitude da consequencia se mostrou uma variavel relevante no efeito da punicao, que foi menos acentuado no Experimento 1A. A apreciacao do jogo pelos sujeitos foi, no geral, mais positiva para a condicao P. Esses resultados apontam a interacao das contingencias operantes na percepcao temporal, sendo discutida tambem a aparente independencia entre o efeito operante da punicao e o relato verbal sobre a diversao inerente a atividade consequenciada / Alterations in the perception of the passage of time in humans have been investigated in relation to the characteristics of several stimuli, bodily conditions and certain types of task. However, little is known about these alterations as a function of reinforcing or punishing contingencies that control behavior. This study aimed to investigate this question experimentally by using a virtual computer game simulating a maze in which an avatar was faced with 36 choice situations between left and right. Points could be won or lost, the final score being converted into hypothetical titles of nobility within a predetermined ranking. Three contingencies were manipulated: under Punishment (P) \"wrong \" choices between right and left produced loss of points; under Reinforcement (R) \"right\" choices produced gain points; under control condition (C) there was no change in points at all. In Experiment 1 (n=60), three groups were manipulated, each exposed to one of these contingencies, in Experiment 1A (n=40) new participants were exposed to the conditions P and R, but with a statement explaining that there was no chance of avatar\'s death during the game, in Experiment 2 (n=6), each participant was exposed to three experimental conditions, having the sequence of exposure being manipulated: C-P-R for half the participants and C-R-P for the other half. Each participant was asked to estimate the duration spent playing: in the first two studies this request was made just after the end of the game (retrospective estimation), at the last study participants were informed at the beginning of the first experimental session that this request would be made to them end of each session (prospective estimate). Similarly, at the end of the session in Experiments 1 and 1A, and at the end of each session in Experiment 2, participants were requested a review of the game, with scores increasing with the degree of fun playing it. The results showed that in Experiment 1 the condition P produced greater session length than the condition C, and condition R produced lesser session length than condition C, whereas in Experiment 1A differences are reduced; in Experiment 2 session length was being reduced along the succession of contingencies, regardless of the sequence used. In Experiments 1 and 1A participants overestimated the duration of the game session under the condition R, and C and P conditions produced close to the actual duration estimates. In Experiment 2 the R condition was also associated with overestimation in the majority of participants, however its relationship to the results obtained in C and P varies between participants. The magnitude of the result proved to be a relevant variable in the effect of punishment, which was less pronounced in Experiment 1A. The enjoyment of the game by the subjects was generally more positive for condition P. These results indicate the interaction of operant contingencies on time perception, and also discussed the apparent independence between the operant effect of punishment and verbal report about the fun inherent in activity that was punished
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O efeito modulatório de ações motoras em latências perceptivas visuais. / The modulation of visual perceptual latencies by motor actions.Haddad Junior, Hamilton 10 November 2008 (has links)
Organismos são capazes de diferenciar estímulos sensoriais gerados independentemente pelo ambiente dos estímulos causados por sua própria ação no mundo. Esse processo depende de mecanismos neurais e cognitivos que unam suas ações às percepções por elas geradas. Objetivo desse trabalho foi investigar a interação da ação com a percepção visual no domínio temporal. Em cinco experimentos psicofísicos, foi estudado o efeito modulatório da ação no efeito flash-lag e em tarefas envolvendo estimativas de intervalos temporais. Nossos resultados mostraram que o planejamento e/ou execução de atos motores voluntários são capazes de reduzir em algumas dezenas de milissegundos as latências com que estímulos visuais são percebidos e também de reduzir as estimativas de intervalos temporais. A redução dessas latências é maior quando a conseqüência sensorial da ação é apresentada na fóvea, assim como quando existe um atraso entre a ação e o estímulo por ela causado. / Organisms are able to distinguish between sensory stimuli from the environment and sensory stimuli they cause. This process depends on neural and cognitive mechanisms that link actions to perceptions generated by these actions. This work aimed to investigate the interaction of action and perception in the temporal domain. In five psychophysical experiments, we have assessed the modulation of action in the flash-lag effect and in tasks involving temporal interval estimations. Our results showed that the planning and execution of a voluntary motor action are capable of reducing both visual perceptual latencies and temporal interval estimations. This reduction increases when the sensory consequences of motor actions are presented on the fovea and when a delay is injected between the action and the stimuli caused by it.
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FÄRGERS PÅVERKAN PÅ TIDSUPPLEVELSE : Kopplingen mellan designartefakter och användares upplevelse av tid utifrån ett UXperspektiv. / THE EFFECT OF COLORS ON TIME EXPERIENCE : The connection between design artifacts and users experience of time from a UX perspective.Karlberg, Pontus January 2019 (has links)
Enligt tidigare forskning upplever människor att tiden går fortare i lugna trygga miljöer och går långsamt i påfrestande situationer. Något som skapar lugna trygga känslor hos människor är färgen blå medans färgen gul som har ett ständigt tröttande ljus upplevs som påfrestande. Vilket i teorin ska innebära att människor som tittar på något blått upplever att tiden går snabbare än de som betraktar något gult. I föreliggande studie har detta undersökts med två experiment, i första experimentet fick deltagarna slå multiplikationstal på kalkylatorn på en dator medan det var en blå eller gul bakgrund. I det andra experimentet fick deltagarna se en snurra på en gul eller blå bakgrund. I inget av experimenten upptäcktes någon signifikant skillnad. I experimentet var det dessutom fler som svarade att de ville använda den blåa bakgrunden om den fick tiden att upplevas gå fortare än den gula.
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Postponed Plans : Prospective Memory and Intellectual DisabilityLevén, Anna January 2007 (has links)
Avhandlingen handlar om prospektivt minne (PM) hos personer med utvecklingsstörning. PM syftar på att formulera intentioner och genomföra dessa någon gång i framtiden, antingen inom en definierad tidsram eller i samband med en specifik händelse. Frågeställningar: 1. Finns det en kvalitativ och kvantitativ skillnad mellan prospektivt minne hos personer med utvecklingsstörning och en kontrollgrupp? (Artikel I – II) 2. Hur ser sambandet mellan prospektivt minne, arbetsminne och episodiskt minne ut hos personer med utvecklingsstörning och, skiljer sig detta åt jämfört med kontrollgruppen? (Artikel II) 3. Vilka förutsättningar vid inkodning och hågkomst är kompatibla? (Artikel III) 4. På vilket sätt kan svag association mellan olika delar av information bidra till prospektiva minnesfel? (Artikel IV) 5. Går det att särskilja en hög- respektive lågpresterande grupp personer med utvecklingsstörning med avseende på prospektiv minnesprestation? (Artikel II) Personer med utvecklingsstörning begår fler prospektiva minnesfel än personer i kontrollgruppen. Motsvarande gruppskillnad finns inte för självskattat minne. Prospektiv minnesprestation är bättre med bilder jämfört med ord som prospektiva ledtrådar, mest tydligt för personer med utvecklingsstörning. Arbetsminneskapacitet visade ett samband med både prospektivt minne och antalet falska minnen i kognitivt krävande situationer, till exempel, situationer med flera parallella prospektiva minnesuppgifter. Falska minnen och prospektivt minne hade ett samband hos personer med utvecklingsstörning. Att felaktigt känna igen bilder med bara delvis bekanta delar och att känna igen prospektiva ledtrådar utan att komma ihåg själva intentionen hade ett samband hos personer med utvecklingsstörning. Personer med utvecklingsstörning var också sämre än kontrollgruppen på att upprepa tidsintervall. Detta kan till exempel bero på bristande episodiskt minne och begränsade strategier för att lösa den här typen av uppgifter. Resultaten diskuteras i relation till träning av prospektivt minne och val av hjälpmedel. / This thesis deals with prospective memory (PM) in individuals with intellectual disability. The term refers to planning and executing actions that cannot be performed immediately and have to be stored in memory and retrieved either within a specified timeframe or to be associated with a specific event. Following research questions were explored: 1. Does prospective memory performance in the intellectual disability group differ quantitatively and qualitatively compared to a control group of individuals without intellectual disability? (Paper I – II) 2. What are the relations between prospective memory, working memory and episodic memory in individuals with intellectual disability, and how are these relations different from the relations found in individuals without intellectual disability? (Paper II) 3. What conditions constitute compatibility between encoding and retrieval of prospective memory tasks? (Paper III) 4. In what way might weak binding contribute to PM failure? (Paper IV) 5. Is it possible to identify high and low PM-performing groups of individuals with intellectual disability? (Paper II) The results of the studies demonstrated that individuals with intellectual disability commit more PM errors than individuals in the control group, despite similarities in self-rated memory. Pictures as PM cues improved PM performance in comparison to words in both groups. This may be important primarily for recognition of the PM cue, particularly in the intellectual disability group. As to working memory capacity, it also shows a relation to both PM performance and binding performance in cognitively demanding situations (e.g., tasks with multiple parallel PM tasks). Furthermore, it was found that binding is related to PM performance in the intellectual disability group as there is a relationship between feature errors and recognition of cues, though not retrieving the correct intention. Finally, time reproduction was found to be weak in the intellectual disability group compared to the control group. This may be due to, for example, weak episodic memory and limited strategies for solving this type of task. These findings are discussed in relation to PM training and PM aids.
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CULTURE AND THE CONSERVATION OF TIME: A COMPARISON OF SELECTED ETHNIC GROUPS IN ARIZONADempsey, Arthur Duane, 1934- January 1971 (has links)
No description available.
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