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Many studies have suggested that emotional stimuli orient and engage attention. There is also evidence that animate stimuli, such as those from humans and animals, cause attentional bias. However, categorical and emotional factors are usually mixed, and it is unclear to what extent human context influences attentional allocation. To address this issue, we tracked participants' eye movements while they viewed pictures with animals and inanimate images (i.e., category) as focal objects. These pictures had either negative or neutral emotional valence, and either human body parts or nonhuman parts were near the focal objects (i.e., context). The picture's valence, arousal, position, size, and most of the low-level visual features were matched across categories. The results showed that nonhuman animals were more likely to be attended to and to be attended to for longer times than inanimate objects. The same pattern held for the human contexts (vs. nonhuman contexts). The effects of emotional valence, category, and context interacted. Specifically, in images with a negative valence, focal animals and objects with human context had comparable numbers of gaze fixations and gaze duration. These results highlighted the attentional bias to animate parts of a picture and clarified that the effects of category, valence, and picture context interacted to influence attentional allocation.
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game “Angry Birds” before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the “Angry Birds” video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.