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Children's processing of short storiesSpooncer, Frank Alan January 1983 (has links)
No description available.
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Preschoolers' persistent overconfidence in their recall memoryLipko, Amanda Rae 01 July 2008 (has links)
No description available.
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The Interactive Effects of Color Realism, Clustering, and Age on Pictorial Recall Memory among Students in MalaysiaShaari, Ahmad Jelani 28 April 1998 (has links)
This study investigates the effects of clustering or format of presentation (categorized and uncategorized lists), level of color realism of graphics (color pictures, black and white pictures and line drawings), and age (10 year old, 16 year old and adults) on the pictorial recall memory among students in Malaysia. Three hundred sixty students of three age groups were randomly assigned to one of the six stimulus treatments (categorized color, uncategorized color, categorized black and white, uncategorized black and white, categorized line drawing, and uncategorized line drawing).
There was a significant interaction effect between age and cluster, F (2, 342) = 9.07, p < 0.0001). Simple main effects test shows that among 10-year olds, significant difference exists between the mean recall of pictures in categorized lists and uncategorized lists. More pictures in the categorized lists were recalled than in the uncategorized ones. However, the mean recall of pictures between the categorized and uncategorized lists among 16-year olds and adults did not differ significantly. Interaction between age and color realism was also significant, F (4, 342) = 2.93, p < 0.021). Simple main effects test indicates that among 10-year olds and adults, the mean number of items recalled differed significantly under each level of color realism. Pairwise comparison shows that among 10-year olds and adults, color pictures were recalled significantly better than both black and white pictures and line drawings. The mean number of items recalled between black and white pictures and line drawings however, was not significantly different. It was concluded that color pictures or illustrations are recalled better than black and white pictures and line drawings, and that categorized lists of pictures are recalled better than the uncategorized lists. / Ph. D.
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Spatial memory recall in the giant panda (ailuropoda melanoleuca)Perdue, Bonnie Marie 25 August 2008 (has links)
The giant panda (Ailuropoda melanoleuca) is an endangered species and many efforts are being made to ensure its survival, including numerous research studies. However, there has been little investigation of spatial memory in the giant panda. Spatial memory is an important mechanism for survival in the wild, allowing an animal to find and remember the location of food, mates, den sites and avoid predators. Memory assessment in non-human species typically involves the use of recognition, as opposed to recall tasks. The current study tested spatial memory recall in 1.1 giant pandas using a delayed response memory task. The design required a delayed response to a previously lighted location, with varying lengths of delay between the observation phase and the test phase. The male subject reached criterion at 2-, 3-, 4-, 5-, 6-, and 10-second delays. The female subject reached criterion at 2-, 3-, 4-, 5-, 6-, 10-, and 15-second delays. The results support the hypothesis that giant pandas have working memory recall ability for spatial location.
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The Effects of Physical Distinctiveness and Word Commonness on Brain Waves and Subsequent Memory: An ERP StudyKamp, Siri-Maria 14 April 2010 (has links)
Words that deviate in their physical characteristics from their surrounding lead to enhanced recall memory, a pattern known as the Von Restorff effect. Furthermore, common (high frequency; HF) words are more likely to be recalled than uncommon (low frequency; LF) words when they occur in pure lists, while this pattern is reversed in mixed lists of both HF and LF words. This study investigated whether the Von Restorff effect and the reversal of word frequency effects in mixed lists, which may both be explained by enhanced perceived distinctiveness, are associated with common underlying brain processes. Event-related potentials (ERPs) were recorded while participants studied and subsequently recalled 70 word lists using rote memorization strategies. The three list types included (1) 14 regular-sized and one larger word, (2) 14 HF words and one LF word, or (3) 14 LF words and one HF word. The behavioral data showed a typical Von Restorff effect, a word frequency effect, as well as a reversal of the word frequency effect for LF words isolated in HF word lists ("LF isolates"). Larger words and LF isolates elicited a P300, an ERP component associated with subjective distinctiveness, whose amplitude was correlated with subsequent recall for both word types. This indicates that LF isolates were perceived as distinctive, and that this perceived distinctiveness aided subsequent recall in a similar way as for physically deviant words. Both larger words and LF isolates also elicited a left-lateralized slow wave which was larger for subsequently recalled than for not recalled words. This ERP component supposedly reflects item-to-item elaborative processes, indicating that such elaborative processes are enhanced when LF words occur in HF word list. HF words isolated in lists of LF words did not elicit comparable ERP subsequent memory effects. Rather, for these "HF isolates", the N400 was negatively correlated with subsequent recall, an ERP component that reflects semantic integration processes. We conclude that the reversal of the word frequency effect in mixed lists can be explained by a combination of enhanced subjective distinctiveness and enhanced inter-item elaborative processes for LF words that occur in lists of HF words.
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The Effect of Choice on Memory and Value for Consumer ProductsMichelle E Coverdale (10711986) 06 May 2021 (has links)
<div>There is evidence that after a person chooses between two items, the chosen item is more memorable than the unchosen alternative. This is known as the chosen-item effect (Coverdale & Nairne, 2019). We frequently make choices, such as which restaurant to visit for dinner, or which brand of shampoo to buy, and what we choose in these situations can influence what we remember. In the field of consumer behavior, it is believed that memory for brand names and products influences consumer purchasing behaviors. As such, we were interested in investigating whether the chosen-item effect could be extended to memory for brands and product names. If choosing a brand name or product makes it more memorable, then companies can apply the chosen-item effect to improve an item’s memorability and potentially increase sales of that item. In three experiments we investigated whether the chosen-item effect can be extended to memory for products (Experiment 1) and brand names (Experiment 2 & 4b) and found a mnemonic benefit for items that were chosen over those that were not chosen.</div><div>In addition to the relationship between choice and memory, there is also a relationship between choice and value. We hypothesized that people would be willing to pay more for items that they have previously chosen, in addition to having better memory for them. We conducted a second set of experiments (Experiments 3 & 4a) to investigate whether the chosen-item effect extends beyond memory to value. We found that items that have previously been chosen were not perceived as being more valuable than those that were not chosen. This finding has theoretical implications for research on the mechanism(s) responsible for the chosen-item effect.</div>
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Effects of in-game advertising on brand awareness in virtual reality game interactionsPapadopoulos, Savvas January 2020 (has links)
Advertisers keep seeking new ways to target a wider audience while game developers are trying to monetize their game. This study investigates how Virtual Reality (VR) interactions influence user's sense of presence and brand awareness; specifically brand recall and brand recognition. A 2 (familiar/unfamiliar brands) x 2 (high/low game interactions) between subject design user study was created where 40 participants were recruited to participate in a self-made Virtual Reality game built in Unity. The game objective was to walk through a virtual city and locate the stadium while passing by billboards with static advertisements which the users were not informed about. The data have been collected through post and pre-experiment surveys in addition to two memory tests; brand recall and brand recognition. The results show that users that have the option to interact more with the VR environment can have a slight increase in their sense of presence as well as their recognition to both familiar and unfamiliar brands. Virtual reality in-game advertising can make advertisers unlock new audiences who can not target with traditional media while developers can unlock new revenue streams through entire gaming sessions without disrupting the user experience. / Marknadsförare letar ständigt efter nya vägar att nå ut till en bredare målgrupp samtidigt som spelutvecklare strävar efter att utveckla spel som genererar inkomster. Denna studie undersöker hur interaktioner i Virtual Reality (VR) påverkar användares känsla av närvaro och medvetenhet gällande varumärken; specifikt vad gäller varumärkesåterkallelse och varumärkesigenkänning. En 2 (kända/okända varumärken) x 2 (hög/låg spelinteraktion) mellan-ämnesdesign har använts i en användarstudie där 40 deltagare rekryterades till att delta i ett egentillverkat VR-spel skapat i Unity. Spelet gick ut på att gå genom en virtuell stad för att hitta Stadion och samtidigt passera skyltar med statisk reklam som användaren inte informerades om i förväg. Data har samlats in genom undersökningar före och efter experimentet och två minnestester har genomförts; varumärkesåterkallelse och varumärkesigenkänning. Resultaten visar att användare som har möjlighet att interagera i större utsträckning med VR-miljön kan ha en ökad känsla av närvaro och igenkänning av kända och okända varumärken. Genom att marknadsföra i VR in-game kan marknadsförare nå ut till nya målgrupper de inte når via vanlig media samtidigt som spelutvecklare kan skapa nya inkomstströmmar i spelsessioner utan att störa användarupplevelsen.
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