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Vallet W, van Wassenhove V. Can cognitive neuroscience solve the lab-dilemma by going wild? Neurosci Biobehav Rev 2023; 155:105463. [PMID: 37967734 DOI: 10.1016/j.neubiorev.2023.105463] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/01/2023] [Revised: 10/18/2023] [Accepted: 11/08/2023] [Indexed: 11/17/2023]
Abstract
Reproducibility, measurability, and refutability are the foundation of the scientific method applied to empirical work. In the study of animal and human behavior, experimental protocols conducted in the lab are the most reliable means by which scientists can operationalize behaviors using controlled and parameterized setups. However, whether observations in the lab fully generalize in the real world remain legitimately disputed. The notion of "experimental design" was originally intended to ensure the generalizability of experimental findings to real-world situations. Experiments in the wild are more frequently explored and significant technological advances have been made allowing mobile neuroimaging. Yet some methodological limitations remain when testing scientific hypotheses in ecological conditions. Herein, we discuss the limitations of inferential processes derive from empirical observations in the wild. The multi-causal property of an ecological situation often lacks controls, and this major concern may prevent the replication and the reliability of behavioral observations. We discuss the epistemological and historical grounds of the induction process for behavioral and cognitive neurosciences and provide some possible heuristics for In situ experimental designs compatible with psychophysics in the wild.
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Affiliation(s)
- William Vallet
- CEA DRF/Joliot, NeuroSpin, INSERM, Cognitive Neuroimaging Unit, Université Paris Saclay, 91191 Gif-sur-Yvette, France; INSERM U1028, CNRS UMR 5292, PSYR2 Team, Centre de recherche en Neurosciences de Lyon (CRNL), Université Lyon 1, 69000 Lyon, France.
| | - Virginie van Wassenhove
- CEA DRF/Joliot, NeuroSpin, INSERM, Cognitive Neuroimaging Unit, Université Paris Saclay, 91191 Gif-sur-Yvette, France
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2
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Dutriaux L, Clark NE, Papies EK, Scheepers C, Barsalou LW. The Situated Assessment Method (SAM2): Establishing individual differences in habitual behavior. PLoS One 2023; 18:e0286954. [PMID: 37347753 PMCID: PMC10287018 DOI: 10.1371/journal.pone.0286954] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/10/2021] [Accepted: 05/28/2023] [Indexed: 06/24/2023] Open
Abstract
From the perspectives of grounded, situated, and embodied cognition, we have developed a new approach for assessing individual differences. Because this approach is grounded in two dimensions of situatedness-situational experience and the Situated Action Cycle-we refer to it as the Situated Assessment Method (SAM2). Rather than abstracting over situations during assessment of a construct (as in traditional assessment instruments), SAM2 assesses a construct in situations where it occurs, simultaneously measuring factors from the Situated Action Cycle known to influence it. To demonstrate this framework, we developed the SAM2 Habitual Behavior Instrument (SAM2 HBI). Across three studies with a total of 442 participants, the SAM2 HBI produced a robust and replicable pattern of results at both the group and individual levels. Trait-level measures of habitual behavior exhibited large reliable individual differences in the regularity of performing positive versus negative habits. Situational assessments established large effects of situations and large situation by individual interactions. Several sources of evidence demonstrated construct and content validity for SAM2 measures of habitual behavior. At both the group and individual levels, these measures were associated with factors from the Situated Action Cycle known to influence habitual behavior in the literature (consistency, automaticity, immediate reward, long-term reward). Regressions explained approximately 65% of the variance at the group level and a median of approximately 75% at the individual level. SAM2 measures further exhibited well-established interactions with personality measures for self-control and neuroticism. Cognitive-affective processes from the Situated Action Cycle explained nearly all the variance in these interactions. Finally, a composite measure of habitualness established habitual behaviors at both the group and individual levels. Additionally, a composite measure of reward was positively related to the composite measure of habitualness, increasing with self-control and decreasing with neuroticism.
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Affiliation(s)
- Léo Dutriaux
- Laboratoire sur les Interactions Cognition, Action, Émotion (LICAÉ), Université Paris Nanterre, Nanterre Cedex, France
| | - Naomi E. Clark
- School of Health and Life Sciences, Glasgow Caledonian University, Glasgow, United Kingdom
| | - Esther K. Papies
- School of Health & Wellbeing, University of Glasgow, Glasgow, United Kingdom
| | - Christoph Scheepers
- School of Psychology and Neuroscience, University of Glasgow, Glasgow, United Kingdom
| | - Lawrence W. Barsalou
- School of Psychology and Neuroscience, University of Glasgow, Glasgow, United Kingdom
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3
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D’Amelio A, Patania S, Buršić S, Cuculo V, Boccignone G. Inferring Causal Factors of Core Affect Dynamics on Social Participation through the Lens of the Observer. SENSORS (BASEL, SWITZERLAND) 2023; 23:2885. [PMID: 36991595 PMCID: PMC10051943 DOI: 10.3390/s23062885] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/09/2023] [Revised: 02/28/2023] [Accepted: 03/01/2023] [Indexed: 06/19/2023]
Abstract
A core endeavour in current affective computing and social signal processing research is the construction of datasets embedding suitable ground truths to foster machine learning methods. This practice brings up hitherto overlooked intricacies. In this paper, we consider causal factors potentially arising when human raters evaluate the affect fluctuations of subjects involved in dyadic interactions and subsequently categorise them in terms of social participation traits. To gauge such factors, we propose an emulator as a statistical approximation of the human rater, and we first discuss the motivations and the rationale behind the approach.The emulator is laid down in the next section as a phenomenological model where the core affect stochastic dynamics as perceived by the rater are captured through an Ornstein-Uhlenbeck process; its parameters are then exploited to infer potential causal effects in the attribution of social traits. Following that, by resorting to a publicly available dataset, the adequacy of the model is evaluated in terms of both human raters' emulation and machine learning predictive capabilities. We then present the results, which are followed by a general discussion concerning findings and their implications, together with advantages and potential applications of the approach.
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Affiliation(s)
- Alessandro D’Amelio
- PHuSe Lab, Department of Computer Science, University of Milano Statale, Via Celoria 18, 20133 Milan, Italy
| | - Sabrina Patania
- PHuSe Lab, Department of Computer Science, University of Milano Statale, Via Celoria 18, 20133 Milan, Italy
| | - Sathya Buršić
- PHuSe Lab, Department of Computer Science, University of Milano Statale, Via Celoria 18, 20133 Milan, Italy
- Department of Psychology, University of Milano-Bicocca, Piazza dell’Ateneo Nuovo 1, 20126 Milan, Italy
| | - Vittorio Cuculo
- PHuSe Lab, Department of Computer Science, University of Milano Statale, Via Celoria 18, 20133 Milan, Italy
| | - Giuseppe Boccignone
- PHuSe Lab, Department of Computer Science, University of Milano Statale, Via Celoria 18, 20133 Milan, Italy
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4
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Kim SSY, Liu M, Qiao A, Miller LC. "I Want to Be Alone, but I Don't Want to Be Lonely": Uncertainty Management Regarding Social Situations among College Students with Social Anxiety Disorder. HEALTH COMMUNICATION 2022; 37:1650-1660. [PMID: 33866871 DOI: 10.1080/10410236.2021.1912890] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/23/2023]
Abstract
Individuals with social anxiety disorder (iSAD) experience adverse outcomes in daily life due to the disorder (e.g., lower educational and work achievement compared to their healthy counterparts). They are prone to social isolation, even though they desire intimate interpersonal relationships. Yet, little research on iSAD is devoted to understanding in detail a) when they interpret social situations as social-anxiety-provoking, b) how this interpretation motivates their assessments of their efficacy and likely interaction outcomes, and c) how they choose specific information-seeking strategies in uncertain social situations. Leveraging the theory of motivated information management (TMIM) and the emotional systems (ES) model, we explored the lived experiences of iSAD. We conducted in-depth interviews (N = 27) and analyzed them using thematic analysis. iSAD perceived discrepancies in a) mutual goals, b) common ground, and c) self-image as social-anxiety-provoking. These interpretations motivated their assessments of a) socializing benefits, b) communication competency, and c) interactant partner's amiability, which led to a mix of information-seeking decisions in social situations. Practical and theoretical implications for future research are discussed.
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Affiliation(s)
- Steffie S Y Kim
- Annenberg School for Communication and Journalism, University of Southern California
| | - Mingxuan Liu
- Annenberg School for Communication and Journalism, University of Southern California
| | - Aili Qiao
- Department of Psychology, University of Southern California
| | - Lynn C Miller
- Annenberg School for Communication and Journalism, University of Southern California
- Department of Psychology, University of Southern California
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5
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Michela A, van Peer JM, Brammer JC, Nies A, van Rooij MMJW, Oostenveld R, Dorrestijn W, Smit AS, Roelofs K, Klumpers F, Granic I. Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers. Front Psychol 2022; 13:806163. [PMID: 35222194 PMCID: PMC8868154 DOI: 10.3389/fpsyg.2022.806163] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2021] [Accepted: 01/03/2022] [Indexed: 11/15/2022] Open
Abstract
It is widely recognized that police performance may be hindered by psychophysiological state changes during acute stress. To address the need for awareness and control of these physiological changes, police academies in many countries have implemented Heart-Rate Variability (HRV) biofeedback training. Despite these trainings now being widely delivered in classroom setups, they typically lack the arousing action context needed for successful transfer to the operational field, where officers must apply learned skills, particularly when stress levels rise. The study presented here aimed to address this gap by training physiological control skills in an arousing decision-making context. We developed a Virtual-Reality (VR) breathing-based biofeedback training in which police officers perform deep and slow diaphragmatic breathing in an engaging game-like action context. This VR game consisted of a selective shoot/don’t shoot game designed to assess response inhibition, an impaired capacity in high arousal situations. Biofeedback was provided based on adherence to a slow breathing pace: the slower and deeper the breathing, the less constrained peripheral vision became, facilitating accurate responses to the in-game demands. A total of nine male police trainers completed 10 sessions over a 4-week period as part of a single-case experimental ABAB study-design (i.e., alternating sessions with and without biofeedback). Results showed that eight out of nine participants showed improved breathing control in action, with a positive effect on breathing-induced low frequency HRV, while also improving their in-game behavioral performance. Critically, the breathing-based skill learning transferred to subsequent sessions in which biofeedback was not presented. Importantly, all participants remained highly engaged throughout the training. Altogether, our study showed that our VR environment can be used to train breathing regulation in an arousing and active decision-making context.
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Affiliation(s)
- Abele Michela
- Behavioral Science Institute, Radboud University, Nijmegen, Netherlands
| | | | - Jan C Brammer
- Behavioral Science Institute, Radboud University, Nijmegen, Netherlands
| | - Anique Nies
- Behavioral Science Institute, Radboud University, Nijmegen, Netherlands
| | - Marieke M J W van Rooij
- Faculty of Behavioral, Management and Social Sciences, University of Twente, Twente, Netherlands
| | - Robert Oostenveld
- Donders Institute for Brain, Cognition and Behavior, Radboud University, Nijmegen, Netherlands.,NatMEG, Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden
| | | | - Annika S Smit
- Police Academy of the Netherlands, Apeldoorn, Netherlands.,Humanism and Social Resilience, University of Humanistic Studies, Utrecht, Netherlands
| | - Karin Roelofs
- Behavioral Science Institute, Radboud University, Nijmegen, Netherlands.,Donders Institute for Brain, Cognition and Behavior, Radboud University, Nijmegen, Netherlands
| | - Floris Klumpers
- Behavioral Science Institute, Radboud University, Nijmegen, Netherlands.,Donders Institute for Brain, Cognition and Behavior, Radboud University, Nijmegen, Netherlands
| | - Isabela Granic
- Behavioral Science Institute, Radboud University, Nijmegen, Netherlands.,Faculty of Social Sciences, McMaster University, Hamilton, ON, Canada
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6
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Hoppler SS, Segerer R, Nikitin J. The Six Components of Social Interactions: Actor, Partner, Relation, Activities, Context, and Evaluation. Front Psychol 2022; 12:743074. [PMID: 35082713 PMCID: PMC8784599 DOI: 10.3389/fpsyg.2021.743074] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2021] [Accepted: 12/08/2021] [Indexed: 01/27/2023] Open
Abstract
Social interactions are essential aspects of social relationships. Despite their centrality, there is a lack of a standardized approach to systematize social interactions. The present research developed (Study 1) and tested (Study 2) a taxonomy of social interactions. In Study 1 (5,676 descriptions of social interactions from N = 708 participants, age range 18–83 years), we combined a bottom-up approach based on the grounded theory with a top-down approach integrating existing empirical and theoretical literature to develop the taxonomy. The resulting taxonomy (APRACE) comprises the components Actor, Partner, Relation, Activities, Context, and Evaluation, each specified by features on three levels of abstraction. A social situation can be described by a combination of the components and their features on the respective abstraction level. Study 2 tested the APRACE using another dataset (N = 303, age range 18–88 years) with 1,899 descriptions of social interactions. The index scores of the six components, the frequencies of the features on the most abstract level, and their correlations were largely consistent across both studies, which supports the generalizability of the APRACE. The APRACE offers a generalizable tool for the comprehensive, parsimonious, and systematic description of social interactions and, thus, enables networked research on social interactions and application in a number of practical fields.
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Affiliation(s)
- Sarah Susanna Hoppler
- Department of Personality and Developmental Psychology, Faculty of Psychology, University of Basel, Basel, Switzerland
| | - Robin Segerer
- Department of Personality and Developmental Psychology, Faculty of Psychology, University of Basel, Basel, Switzerland
| | - Jana Nikitin
- Department of Developmental and Educational Psychology, Faculty of Psychology, University of Vienna, Vienna, Austria
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7
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Jeong DC, Kim SSY, Xu JJ, Miller LC. Protean Kinematics: A Blended Model of VR Physics. Front Psychol 2021; 12:705170. [PMID: 34497562 PMCID: PMC8419347 DOI: 10.3389/fpsyg.2021.705170] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/04/2021] [Accepted: 07/29/2021] [Indexed: 11/13/2022] Open
Abstract
Avatar research largely focuses on the effects of the appearance and external characteristics of avatars, but may also warrant further consideration of the effects of avatar movement characteristics. With Protean kinematics, we offer an expansion the avatar-user appearances-based effects of the Proteus Effect to a systematic exploration into the role of movement in affecting social perceptions (about others) and idealized perceptions (about self). This work presents both a theoretical (typology) and methodological (physics-based measurement) approach to understanding the complex blend of physical inputs and virtual outputs that occur in the perceptual experience of VR, particularly in consideration of the collection of hippocampal (e.g., place cells, grid cells) and entorhinal neurons (e.g., speed cells) that fire topologically relative to physical movement in physical space. Offered is a novel method that distills the blend of physical and virtual kinematics to contribute to modern understandings of human-agent interaction and cognitive psychology.
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Affiliation(s)
- David C Jeong
- Department of Communication, Santa Clara University, Santa Clara, CA, United States
| | - Steffie Sofia Yeonjoo Kim
- Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States
| | - Jackie Jingyi Xu
- Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States
| | - Lynn C Miller
- Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States
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8
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Wang L, Christensen JL, Smith BJ, Gillig TK, Jeong DC, Liu M, Appleby PR, Read SJ, Miller LC. User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices. Front Psychol 2021; 12:695389. [PMID: 34512452 PMCID: PMC8428191 DOI: 10.3389/fpsyg.2021.695389] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Accepted: 07/15/2021] [Indexed: 11/29/2022] Open
Abstract
Avatars or agents are digitized self-representations of a player in mediated environments. While using agents to navigate through mediated environments, players form bonds with their self-agents or characters, a process referred to as identification. Identification can involve automatic, but temporary, self-concept "shifts in implicit self-perceptions" (Klimmt et al., 2010, p. 323) of the media user by adopting or emphasizing the action choices on behalf of the social expectation of the avatar in the mediated environment. In the current study, we test the possibility that users' identification with video game avatars-a bond built between avatars and players- would account for subsequent behavior changes. We did so by using 3-month longitudinal data involving a narratively-based serious game: Socially Optimized Learning in Virtual Environments (SOLVE), a 3D-interactive game designed to reduce risky sexual behaviors among young men who have sex with men (n = 444). Results show that video game identification predicts both the reduction of risky sexual behaviors over time, and reduction in the number of non-primary partners with whom risky sex occurs. And when players identify with the game character, they tend to make healthier choices, which significantly mediates the link between video game identification and reduction of risky behaviors.
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Affiliation(s)
- Liyuan Wang
- Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States
| | - John L. Christensen
- Department of Communication, University of Connecticut, Storrs, CT, United States
| | - Benjamin J. Smith
- Department of Psychology, University of Oregon, Eugene, OR, United States
| | - Traci K. Gillig
- Department of Strategic Communication, Edward R. Murrow College of Communication, Washington State University, Pullman, WA, United States
| | - David C. Jeong
- Department of Communication, Santa Clara University, Santa Clara, CA, United States
| | - Mingxuan Liu
- Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States
| | - Paul R. Appleby
- Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States
| | - Stephen J. Read
- Department of Psychology, University of Southern California, Los Angeles, CA, United States
| | - Lynn C. Miller
- Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States
- Department of Psychology, University of Southern California, Los Angeles, CA, United States
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9
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Behavioural science is unlikely to change the world without a heterogeneity revolution. Nat Hum Behav 2021; 5:980-989. [PMID: 34294901 PMCID: PMC8928154 DOI: 10.1038/s41562-021-01143-3] [Citation(s) in RCA: 117] [Impact Index Per Article: 29.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/27/2020] [Accepted: 05/21/2021] [Indexed: 02/06/2023]
Abstract
In the past decade, behavioural science has gained influence in policymaking but suffered a crisis of confidence in the replicability of its findings. Here, we describe a nascent heterogeneity revolution that we believe these twin historical trends have triggered. This revolution will be defined by the recognition that most treatment effects are heterogeneous, so the variation in effect estimates across studies that defines the replication crisis is to be expected as long as heterogeneous effects are studied without a systematic approach to sampling and moderation. When studied systematically, heterogeneity can be leveraged to build more complete theories of causal mechanism that could inform nuanced and dependable guidance to policymakers. We recommend investment in shared research infrastructure to make it feasible to study behavioural interventions in heterogeneous and generalizable samples, and suggest low-cost steps researchers can take immediately to avoid being misled by heterogeneity and begin to learn from it instead.
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10
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The human source memory system struggles to distinguish virtual reality and reality. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100111] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022] Open
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11
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McKenna M, Cervone D, Roy A, Burkett C. Personality coherence in acts and texts: Searching for coherence within and beyond trait categories. EUROPEAN JOURNAL OF PERSONALITY 2021. [DOI: 10.1177/08902070211022131] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
This paper reports two studies that explore complementary aspects of personality coherence. Study 1 addressed cross-situational coherence in contextualized psychological response. Idiographically-tailored methods assessed individuals’ (i) beliefs about their personal attributes, (ii) subjective “mappings” of these attributes to everyday circumstances, and (iii) self-reported contextualized action tendencies. A novel index of idiographic–nomothetic relations gauged the degree to which the idiographic methods yield unique information. Participants’ mappings commonly deviated from the structure of nomothetic trait categories; people often grouped together contextualized action tendencies traditionally associated with different trait categories. The idiographic mappings predicted cross-situational coherence in action tendencies. Study 2 asked whether the contextualization of personal qualities would be evident when people merely are asked to describe their personal attributes in natural language. Participants wrote narratives describing positive and negative qualities. Narratives were coded for the presence of three linguistic features: conditional statements, probabilistic statements, and personality trait inconsistencies. All three occurred frequently. Furthermore, they co-occurred; among participants who described trait-inconsistent attributes, the large majority spontaneously cited conditions in which these attributes are manifested. People who recognize that they possess inconsistent personal qualities may nonetheless attain a coherent understanding of themselves by spontaneously developing a contextually-embedded sense of self.
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12
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Barsalou LW. Challenges and Opportunities for Grounding Cognition. J Cogn 2020; 3:31. [PMID: 33043241 PMCID: PMC7528688 DOI: 10.5334/joc.116] [Citation(s) in RCA: 54] [Impact Index Per Article: 10.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/17/2020] [Accepted: 07/20/2020] [Indexed: 01/09/2023] Open
Abstract
According to the grounded perspective, cognition emerges from the interaction of classic cognitive processes with the modalities, the body, and the environment. Rather than being an autonomous impenetrable module, cognition incorporates these other domains intrinsically into its operation. The Situated Action Cycle offers one way of understanding how the modalities, the body, and the environment become integrated to ground cognition. Seven challenges and opportunities are raised for this perspective: (1) How does cognition emerge from the Situated Action Cycle and in turn support it? (2) How can we move beyond simply equating embodiment with action, additionally establishing how embodiment arises in the autonomic, neuroendocrine, immune, cardiovascular, respiratory, digestive, and integumentary systems? (3) How can we better understand the mechanisms underlying multimodal simulation, its functions across the Situated Action Cycle, and its integration with other representational systems? (4) How can we develop and assess theoretical accounts of symbolic processing from the grounded perspective (perhaps using the construct of simulators)? (5) How can we move beyond the simplistic distinction between concrete and abstract concepts, instead addressing how concepts about the external and internal worlds pattern to support the Situated Action Cycle? (6) How do individual differences emerge from different populations of situational memories as the Situated Action Cycle manifests itself differently across individuals? (7) How can constructs from grounded cognition provide insight into the replication and generalization crises, perhaps from a quantum perspective on mechanisms (as exemplified by simulators).
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Affiliation(s)
- Lawrence W. Barsalou
- Institute of Neuroscience and Psychology, School of Psychology, University of Glasgow, Glasgow, UK
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13
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Vasser M, Aru J. Guidelines for immersive virtual reality in psychological research. Curr Opin Psychol 2020; 36:71-76. [PMID: 32563049 DOI: 10.1016/j.copsyc.2020.04.010] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2020] [Revised: 04/27/2020] [Accepted: 04/28/2020] [Indexed: 01/03/2023]
Abstract
Virtual reality (VR) holds immense promise as a research tool to deliver results that are generalizable to the real world. However, the methodology used in different VR studies varies substantially. While many of these approaches claim to use 'immersive VR', the different hardware and software choices lead to issues regarding reliability and validity of psychological VR research. Questions arise about quantifying presence, the optimal level of graphical realism, the problem of being in dual realities and reproducibility of VR research. We discuss how VR research paradigms could be evaluated and offer a list of practical recommendations to have common guidelines for psychological VR research.
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Affiliation(s)
- Madis Vasser
- Institute of Computer Science, University of Tartu, Estonia
| | - Jaan Aru
- Institute of Computer Science, University of Tartu, Estonia; Institute of Biology, Humboldt University Berlin, Germany.
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