| Literature DB >> 29892418 |
Bettina Olk1,2, Alina Dinu1,3, David J Zielinski4, Regis Kopper4.
Abstract
An important issue of psychological research is how experiments conducted in the laboratory or theories based on such experiments relate to human performance in daily life. Immersive virtual reality (VR) allows control over stimuli and conditions at increased ecological validity. The goal of the present study was to accomplish a transfer of traditional paradigms that assess attention and distraction to immersive VR. To further increase ecological validity we explored attentional effects with daily objects as stimuli instead of simple letters. Participants searched for a target among distractors on the countertop of a virtual kitchen. Target-distractor discriminability was varied and the displays were accompanied by a peripheral flanker that was congruent or incongruent to the target. Reaction time was slower when target-distractor discriminability was low and when flankers were incongruent. The results were replicated in a second experiment in which stimuli were presented on a computer screen in two dimensions. The study demonstrates the successful translation of traditional paradigms and manipulations into immersive VR and lays a foundation for future research on attention and distraction in VR. Further, we provide an outline for future studies that should use features of VR that are not available in traditional laboratory research.Entities:
Keywords: attention; control; ecological validity; flanker; virtual reality
Year: 2018 PMID: 29892418 PMCID: PMC5990815 DOI: 10.1098/rsos.172331
Source DB: PubMed Journal: R Soc Open Sci ISSN: 2054-5703 Impact factor: 2.963
Figure 1.Example displays for (a) high discriminability, congruent (soda target, soda flanker), (b) high discriminability, incongruent (soda target, yoghurt flanker), (c) low discriminability, congruent (yoghurt target, yoghurt flanker), and (d) low discriminability, incongruent (yoghurt target, soda flanker).
Figure 2.Reaction time as a function of congruency and target–distractor discriminability. Error bars represent standard errors of the mean.
Figure 3.Manual reaction time as a function of congruency and target–distractor discriminability. Error bars represent standard errors of the mean.
Mean and standard deviations of the average number of fixations until fixation on the target and on the flanker, percentage of trials with fixations on the flanker and duration of fixations on the flanker.
| low target–distractor discriminability | high target–distractor discriminability | ||||
|---|---|---|---|---|---|
| congruent | incongruent | congruent | incongruent | results of ANOVA | |
| average number of fixations until fixation on the target | s.d. = 0.84 | s.d. = 0.88 | s.d. = 0.80 | s.d. = 0.78 | |
| percentage of trials with fixations on the flanker | s.d. = 18.9% | s.d. = 0.21% | s.d. = 8.86% | s.d. = 0.92% |
|
| average number of fixations until fixation on the flankera | s.d. = 1.4 | s.d. = 1.5 | s.d. = 1.3 | s.d. = 1.2 |
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| duration of fixation on the flankera | s.d. = 199 ms | s.d. = 131 ms | s.d. = 101 ms | s.d. = 102 ms |
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aAnalysis based on the data of the 14 participants who showed fixations on the flanker in each combination of the factors discriminability and congruency; M = mean; s.d. = standard deviations of the mean; significant effects are marked in bold font.