@article{WoodShakiFischer2021, author = {Wood, Danielle and Shaki, Samuel and Fischer, Martin H.}, title = {Turn the beat around: Commentary on "Slow and fast beat sequences are represented differently through space" (De Tommaso \& Prpic, 2020, in Attention, Perception, \& Psychophysics)}, series = {Attention, perception, \& psychophysics : AP\&P ; a journal of the Psychonomic Society, Inc.}, volume = {83}, journal = {Attention, perception, \& psychophysics : AP\&P ; a journal of the Psychonomic Society, Inc.}, number = {4}, publisher = {Springer}, address = {New York}, issn = {1943-3921}, doi = {10.3758/s13414-021-02247-8}, pages = {1518 -- 1521}, year = {2021}, abstract = {There has been increasing interest in the spatial mapping of various perceptual and cognitive magnitudes, such as expanding the spatial-numerical association of response codes (SNARC) effect into domains outside of numerical cognition. Recently, De Tommaso and Prpic (Attention, Perception, \& Psychophysics, 82, 2765-2773, 2020) reported in this journal that only fast tempos over 104 beats per minute have spatial associations, with more right-sided associations and faster responses for faster tempos. After discussing the role of perceived loudness and possible response strategies, we propose and recommend methodological improvements for further research.}, language = {en} } @article{LiuSchadKuschpeletal.2016, author = {Liu, Shuyan and Schad, Daniel and Kuschpel, Maxim S. and Rapp, Michael A. and Heinz, Andreas}, title = {Music and Video Gaming during Breaks}, series = {PLoS one}, volume = {11}, journal = {PLoS one}, number = {3}, publisher = {Public Library of Science}, address = {Lawrence, Kan.}, issn = {1932-6203}, doi = {10.1371/JOURNAL.PONE.0150165}, pages = {1 -- 12}, year = {2016}, abstract = {Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes.}, language = {en} }