Stimulus representations in working memory depend on memory traces of past stimuli both from previous trials and from the current trial. However, it is unclear whether the same or different ...mechanisms underlie this serial dependence across and within trials. We directly contrasted estimates of bias for pairs of immediately successive stimuli across and within trials. In each trial, participants memorized two consecutive motion direction stimuli (S1 and S2) and after a short delay were cued to report one of them. We found serial dependence across trials: The current S1 was attracted towards the preceding S2 when the latter had been cued for report. In contrast, within the same trial S2 was repulsed from S1. In addition, repulsion within a trial occurred for a broader range of motion direction differences between stimuli than attraction across trials. A second experiment in which 25% of trials did not require a response demonstrated that across‐trial attraction did not depend on whether the previous S2 actually had to be reported. Our findings provide evidence for two types of serial dependence operating across and within trials. They support the notion of different mechanisms integrating or segregating current from similar past memory contents depending on their task relevance.
A popular technique to modulate visual input during search is to use gaze-contingent windows. However, these are often rather discomforting, providing the impression of visual impairment. To ...counteract this, we asked participants in this study to search through illuminated as well as dark three-dimensional scenes using a more naturalistic flashlight with which they could illuminate the rooms. In a surprise incidental memory task, we tested the identities and locations of objects encountered during search. Importantly, we tested this study design in both immersive virtual reality (VR; Experiment 1) and on a desktop-computer screen (Experiment 2). As hypothesized, searching with a flashlight increased search difficulty and memory usage during search. We found a memory benefit for identities of distractors in the flashlight condition in VR but not in the computer screen experiment. Surprisingly, location memory was comparable across search conditions despite the enormous difference in visual input. Subtle differences across experiments only appeared in VR after accounting for previous recognition performance, hinting at a benefit of flashlight search in VR. Our findings highlight that removing visual information does not necessarily impair location memory, and that screen experiments using virtual environments can elicit the same major effects as VR setups.
Central and peripheral fields of view extract information of different quality and serve different roles during visual tasks. Past research has studied this dichotomy on-screen in conditions remote ...from natural situations where the scene would be omnidirectional and the entire field of view could be of use. In this study, we had participants looking for objects in simulated everyday rooms in virtual reality. By implementing a gaze-contingent protocol we masked central or peripheral vision (masks of 6 deg. of radius) during trials. We analyzed the impact of vision loss on visuo-motor variables related to fixation (duration) and saccades (amplitude and relative directions). An important novelty is that we segregated eye, head and the general gaze movements in our analyses. Additionally, we studied these measures after separating trials into two search phases (scanning and verification). Our results generally replicate past on-screen literature and teach about the role of eye and head movements. We showed that the scanning phase is dominated by short fixations and long saccades to explore, and the verification phase by long fixations and short saccades to analyze. One finding indicates that eye movements are strongly driven by visual stimulation, while head movements serve a higher behavioral goal of exploring omnidirectional scenes. Moreover, losing central vision has a smaller impact than reported on-screen, hinting at the importance of peripheral scene processing for visual search with an extended field of view. Our findings provide more information concerning how knowledge gathered on-screen may transfer to more natural conditions, and attest to the experimental usefulness of eye tracking in virtual reality.
We wish to make the following correction to the published paper “Effects of Transient Loss of Vision on Head and Eye Movements during Visual Search in a Virtual Environment” ...
In this article, we provide a toolbox of recommendations and resources for those aspiring to promote the uptake of open scientific practices. Open Science encompasses a range of behaviours that aim ...to improve the transparency of scientific research. This paper is divided into seven sections, each devoted to different groups or institutions in the research ecosystem: colleagues, students, departments and faculties, universities, academic libraries, journals, and funders. We describe the behavioural influences and incentives for each of these stakeholders as well as changes they can make to foster Open Science. Our primary goal, however, is to suggest actions that researchers can take to promote these behaviours, inspired by simple principles of behaviour change: make it easy, social, and attractive. In isolation, a small shift in one person’s behaviour may appear to make little difference, but when combined, many shifts can radically alter shared norms and culture. We offer this toolbox to assist individuals and institutions in cultivating a more open research culture.
Image inversion is a powerful tool for investigating cognitive mechanisms of visual perception. However, studies have mainly used inversion in paradigms presented on twodimensional computer screens. ...It remains open whether disruptive effects of inversion also hold true in more naturalistic scenarios. In our study, we used scene inversion in virtual reality in combination with eye tracking to investigate the mechanisms of repeated visual search through three-dimensional immersive indoor scenes. Scene inversion affected all gaze and head measures except fixation durations and saccade amplitudes. Our behavioral results, surprisingly, did not entirely follow as hypothesized: While search efficiency dropped significantly in inverted scenes, participants did not utilize more memory as measured by search time slopes. This indicates that despite the disruption, participants did not try to compensate the increased difficulty by using more memory. Our study highlights the importance of investigating classical experimental paradigms in more naturalistic scenarios to advance research on daily human behavior.