Cathleen O'Grady1, Thom Scott-Phillips2,3, Suilin Lavelle1, Kenny Smith1. 1. School of Philosophy, Psychology & Language Sciences, University of Edinburgh, Edinburgh, UK. 2. Department of Cognitive Science, Central European University, Budapest, Hungary. 3. Department of Anthropology, Durham University, Durham, UK.
Abstract
Data from a range of different experimental paradigms-in particular (but not only) the dot perspective task-have been interpreted as evidence that humans automatically track the perspective of other individuals. Results from other studies, however, have cast doubt on this interpretation, and some researchers have suggested that phenomena that seem like perspective-taking might instead be the products of simpler behavioural rules. The issue remains unsettled in significant part because different schools of thought, with different theoretical perspectives, implement the experimental tasks in subtly different ways, making direct comparisons difficult. Here, we explore the possibility that subtle differences in experimental method explain otherwise irreconcilable findings in the literature. Across five experiments we show that the classic result in the dot perspective task is not automatic (it is not purely stimulus-driven), but nor is it exclusively the product of simple behavioural rules that do not involve mentalising. Instead, participants do compute the perspectives of other individuals rapidly, unconsciously, and involuntarily, but only when attentional systems prompt them to do so (just as, for instance, the visual system puts external objects into focus only as and when required). This finding prompts us to clearly distinguish spontaneity from automaticity. Spontaneous perspective-taking may be a computationally efficient means of navigating the social world.
Data from a range of different experimental paradigms-in particular (but not only) the dot perspective task-have been interpreted as evidence that humans automatically track the perspective of other individuals. Results from other studies, however, have cast doubt on this interpretation, and some researchers have suggested that phenomena that seem like perspective-taking might instead be the products of simpler behavioural rules. The issue remains unsettled in significant part because different schools of thought, with different theoretical perspectives, implement the experimental tasks in subtly different ways, making direct comparisons difficult. Here, we explore the possibility that subtle differences in experimental method explain otherwise irreconcilable findings in the literature. Across five experiments we show that the classic result in the dot perspective task is not automatic (it is not purely stimulus-driven), but nor is it exclusively the product of simple behavioural rules that do not involve mentalising. Instead, participants do compute the perspectives of other individuals rapidly, unconsciously, and involuntarily, but only when attentional systems prompt them to do so (just as, for instance, the visual system puts external objects into focus only as and when required). This finding prompts us to clearly distinguish spontaneity from automaticity. Spontaneous perspective-taking may be a computationally efficient means of navigating the social world.
Everyday interactions with other people seem to require us to keep track of what
those around us can see. Actions as simple as asking a friend to hand you an object,
passing a football to a team member, or assessing whether an oncoming pedestrian has
noticed your bicycle appear to require tracking what another individual can see—that
is, visual perspective-taking. Taking the visual perspective of another individual
is a form of mindreading, requiring a mental representation of another person’s
visual field (Apperly,
2011). However, it could be the case that behaviours like these are
guided by a less complex cognitive process, such as directional orienting, in which
an agent is simply aware of what appears in the direction that another individual is
facing (Heyes, 2014).
Currently, much debate on visual perspective-taking centres on the question of
whether results in certain visual perspective-taking tasks are better explained by
mentalising or by submentalising processes such as directional orienting (Conway et al., 2017; Freundlieb et al., 2016,
2018; Gardner et al., 2018a,
2018b; Langton, 2018; Santiesteban et al., 2014;
Zhao et al.,
2015a).One significant reason why these empirical issues are presently unresolved is
methodological inconsistencies in the experimental literature. Despite the fact that
much of the literature uses the same basic experimental task (see below), there are,
nevertheless, recurrent variations in experimental design, making truly direct
comparisons difficult. As we detail below, one crucial difference is the presence or
absence of various prompts cueing participants to consider perspective-taking
relevant to the task. This methodological choice is made for a variety of reasons,
but especially key are differing assumptions about whether excluding prompts in
certain tasks provides a more genuine assessment of spontaneous or automatic
perspective-taking (Bukowski et
al., 2015; Conway et
al., 2017; Gardner et
al., 2018a, 2018b; Santiesteban
et al., 2014). There is further inconsistency in the use of the terms
automatic and spontaneous themselves, which are used interchangeably in some papers,
hindering clarity in the debate (Cole et al., 2016, 2017; Langton,
2018; Michael et al.,
2018).Here we address these issues. We first present a literature review that summarises
the key issues identified above, discussing the utility of making a principled
distinction between automatic and spontaneous processes. We then present three new
preregistered studies that address the issues directly, using the same experimental
task as much of the existing literature (the dot perspective task [DPT]; see below),
and two replications using alternative stimuli. Collectively, our results show that
one particular variant of the task does indeed demonstrate computation of another
individual’s perspective; that is, it involves perspective-taking rather than
directional orienting. This effect arises rapidly and involuntarily (i.e., it is
spontaneous), but it is not found uniformly across different task designs (i.e., it
is not automatic). The effect depends instead on whether the perspective of the
avatar (or other stimulus) is made salient in one way or another. We further show
that in another variant of the task, effects vary depending on the stimuli used,
further corroborating the evidence that responses are not automatic, depending
instead on participants’ interpretation of the task requirements. Collectively,
these results indicate that attentional processes moderate the deployment of
perspective-taking. This finding explains apparent inconsistencies in the
literature, and suggests that perspective-taking and directional orienting may both
play a role in responses, depending on task context.
The DPT
The DPT requires participants to enumerate the number of dots that appear in a scene
containing an avatar that sometimes has a different perspective from the
participant’s (see Figure 1
for a detailed description). The classic result is that participants are slower to
respond based on their own perspective when the avatar’s perspective differs from
their own (Cole et al.,
2016; Conway et al.,
2017; Furlanetto et
al., 2016; Nielsen et
al., 2015; Qureshi et
al., 2010; Samson et
al., 2010; Santiesteban et al., 2014; Surtees & Apperly, 2012). This result
is sufficiently well-established that in recent years the DPT has begun to be used
to establish the presence or absence of perspective-taking abilities in a range of
different contexts, including research on psychopathy and gender differences (Drayton et al., 2018; Yue et al., 2017).
Figure 1.
Stimuli from the original DPT (Samson et al., 2010). The task
requires participants to view a scene that includes a human avatar and an
array of dots. In every trial, participants are told whether to take the
avatar’s perspective (with the prompt HE or SHE) or their own perspective
(with the prompt YOU). They are then shown a single digit in the middle of
the screen, followed immediately by a scene such as those shown in this
figure. They are asked to respond “Yes” or “No” depending on whether the
digit matches the number of dots in the picture. On “Self” trials,
participants must respond based on the number of dots they see in the
picture. On “Other” trials, they must decide whether the digit matches the
number of dots the avatar sees. The classic result in this paradigm is that
participants react more slowly in inconsistent scenes (as
pictured on the right), in which participants can see a different number of
dots than the avatar, than in consistent scenes (left), in
which they and the avatar can see the same number of dots (Bukowski et al.,
2015; Samson
et al., 2010; Santiesteban et al., 2014). This consistency
effect occurs both when participants are reporting the number of dots the
avatar can see (i.e., reaction times are slowed by the participant’s own
perspective; this is called egocentric interference) and
when participants report their own perspective (this is called
altercentric interference).
Stimuli from the original DPT (Samson et al., 2010). The task
requires participants to view a scene that includes a human avatar and an
array of dots. In every trial, participants are told whether to take the
avatar’s perspective (with the prompt HE or SHE) or their own perspective
(with the prompt YOU). They are then shown a single digit in the middle of
the screen, followed immediately by a scene such as those shown in this
figure. They are asked to respond “Yes” or “No” depending on whether the
digit matches the number of dots in the picture. On “Self” trials,
participants must respond based on the number of dots they see in the
picture. On “Other” trials, they must decide whether the digit matches the
number of dots the avatar sees. The classic result in this paradigm is that
participants react more slowly in inconsistent scenes (as
pictured on the right), in which participants can see a different number of
dots than the avatar, than in consistent scenes (left), in
which they and the avatar can see the same number of dots (Bukowski et al.,
2015; Samson
et al., 2010; Santiesteban et al., 2014). This consistency
effect occurs both when participants are reporting the number of dots the
avatar can see (i.e., reaction times are slowed by the participant’s own
perspective; this is called egocentric interference) and
when participants report their own perspective (this is called
altercentric interference).However, the interpretation of results from the DPT is disputed. On one hand, data
from the DPT are often cited as evidence that participants “automatically” (Drayton et al., 2018; Furlanetto et al., 2016;
Michael et al., 2018)
or “spontaneously” (Cole et al.,
2016, 2017;
Gardner et al.,
2018b; Samson et al.,
2010; Surtees et al.,
2016) compute the perspective of the avatar. This is because of the
robust finding of altercentric interference: the conflicting perspective of the
avatar slows down computation of what the participant herself sees. This occurs even
on trials when the avatar’s perspective is strictly irrelevant to participants’ task
of responding to the number of dots they (the participant) can see. Since computing
the avatar’s perspective on these trials runs counter to the task instructions (both
the instruction to take the perspective indicated on each trial, and the instruction
to respond as rapidly as possible), and since the avatar’s perspective is not
relevant to calculating the correct answer, the altercentric effect suggests that
representation of the avatar’s perspective occurs involuntarily on these trials.On the other hand, some variants of the DPT produce results that motivate an
alternate explanation, namely that the altercentric interference effect is caused
not by participants taking the perspective of the avatar and being slowed
accordingly, but rather by the avatar serving as a directional cue directing
participants’ attention to certain dots (Cole et al., 2016, 2017; Langton, 2018; Santiesteban et al., 2014). That is,
altercentric interference may be explained not by participants forming a
representation of the avatar’s line of sight, but rather by preferentially attending
to the dots that the avatar “points” toward.The following section discusses various versions of the DPT that have been used to
investigate these issues, and the corresponding differences in task design that make
the results from various studies difficult to reconcile.
Perspective-taking or directional orienting: differences in task
design
An early modification to the DPT investigated whether altercentric interference
would be found for stimuli that had a direction, but no agency of their own[1] (Santiesteban et al.,
2014). This study found altercentric interference not only for
avatars, but also for arrows, which was interpreted as evidence that avatars
(and arrows) serve as a type of directional stimulus, prompting directional
orienting rather than visual perspective-taking itself. There might, however, be
different processes involved in each case: visual perspective-taking in the case
of the avatar, and directional orienting in the case of the arrows (Cole et al., 2016).
Indeed, gaze-cueing research suggests that, while eye gaze cues participants to
a specific location, an arrow provides a more general cue (Marotta et al., 2012).A second series of modified DPT variants instead manipulates what the avatar
appears able to see, using either barriers that block the dots from the avatar’s
field of view, or cartoon blindfolds or opaque goggles (Baker et al., 2016; Cole et al., 2016; Conway et al., 2017;
Furlanetto et al.,
2016). We call these “occlusion” tasks. The idea here is that if
altercentric interference is driven by directional orienting, then it should
occur whenever the number of dots the avatar faces is lower than the overall
number of dots in the scene, even if the avatar cannot “see” the dots (e.g., due
to an occluding barrier or other method of blinding). If the effect is instead
driven by perspective-taking, altercentric interference should not appear when
the avatar is blinded, since the avatar cannot “see” any of the dots in either
consistent or inconsistent scenes. These tasks have produced contradictory
results, with some finding effects supportive of the perspective-taking account
(Baker et al.,
2016; Furlanetto
et al., 2016) and others supporting the directional orienting account
(Cole et al.,
2016; Conway et al.,
2017; Langton,
2018).One possible explanation of these various contradictory results is that these
experiments differ in whether participants are ever required to take the
perspective of the avatar. Most of the experiments in the first, pioneering DPT
study (Samson et al.,
2010) required participants to answer based on their own perspective
on some trials (“Self” trials), and based on the avatar’s perspective on others
(“Other” trials). We call these explicit tasks, because the
avatar’s perspective is explicitly relevant in these tasks. Explicit tasks can
establish the presence of both egocentric and altercentric interference: on
“Other” trials, explicit tasks may demonstrate egocentric
interference, or slower judgements of the avatar’s perspective due to
interference from one’s own perspective, since they are the only tasks that
require participants to take the avatar’s perspective. On “Self” trials,
explicit tasks may demonstrate altercentric interference, or
slower judgements of one’s own perspective due to interference from the avatar’s
perspective (see Figure
1).This first DPT study (Samson
et al., 2010) also included one task (Experiment 3) in which
participants respond based only on their own perspective throughout the task.
This experiment was motivated by concerns that mixing “Self” and “Other” trials
may have cued participants to take the avatar’s perspective even on trials where
it was not relevant (i.e., on “Self” trials). Participants were prompted with
the cue “YOU” before every trial, and were instructed to ignore the central
stimulus. We call tasks like this implicit tasks, because
although they do not require participants to take the avatar’s perspective as
part of the task, they do overtly mention the avatar and its perspective—whether
to instruct participants to ignore the avatar’s perspective, as in Santiesteban et al.
(2014), or to clarify for participants what the avatar can and cannot
see, as in Cole et al.
(2016). These instructions, along with the use of the word YOU as a
cue on each trial, may still serve to prompt the participants to consider the
avatar’s perspective as relevant to the task, hence the label
implicit. Implicit tasks are capable of establishing only
altercentric interference, not egocentric interference; but altercentric
interference is the effect that drives the claim of automatic/spontaneous
perspective-taking, and so is the primary effect of interest in the DPT.Note that the use of the terms “explicit” and “implicit” in this sense differ
slightly from their use in the wider Theory of Mind literature, which
distinguishes between explicit tasks that require a verbal response about
another individual’s mental states, and implicit tasks that infer the presence
of the representation of another individual’s mental states based on non-verbal
responses (see, for example, San Juan & Astington, 2017). Here, we are using the terms to
refer to the task instructions and demands; that is, to describe whether
participants are explicitly or implicitly
required to take the perspective of the avatar throughout the task.Occlusion tasks have generally opted to use either an explicit design throughout
a battery of tasks, or an implicit design throughout. Those using explicit tasks
have tended to find evidence consistent with the perspective-taking account
(Baker et al.,
2016; Furlanetto
et al., 2016), while those using implicit tasks have tended to find
evidence consistent with directional orienting (Cole et al., 2016; Conway et al., 2017; Langton, 2018). One
study has compared an explicit and implicit task, but this was done within
subjects, in a substantially altered version of the DPT, making the findings
difficult to interpret (Conway et al., 2017).One further possibility is uncued tasks, which make no mention
of perspective-taking in any of the information given to participants, have no
requirement to take the avatar’s perspective, and no trial-by-trial “YOU” cue
that could implicitly contrast the participant’s perspective with some other
perspective. These tasks find no altercentric interference effect, unless there
are further task modifications that draw additional attention to the avatar in
some other way (for instance, having the avatar appear up to 600 ms before the
dots in the scene; Bukowski
et al., 2015; Gardner et al., 2018b). (In the tasks that draw attention to the
avatar in some way, results have been consistent with both the directional
orienting and perspective-taking accounts, since these were not occlusion tasks.
No existing uncued task attempts to discriminate between these.) In the
Supplementary Information we describe a pilot study (uncued) that reports the
same pattern of results.In sum, apparently inconsistent results across variants of the DPT task may
plausibly be due to differences in whether the perspective of the avatar—or
other stimulus, such as an arrow—is made salient in one way or another,
regardless of whether that perspective is strictly relevant for the task. This
possibility prompts us to clearly distinguish between automatic and spontaneous
cognitive processes, as described in the next section.
Implications for automaticity and spontaneity
Much of the experimental literature on the DPT is presented as informing the
debate on “spontaneous perspective-taking” or “automatic perspective-taking.”
These terms are not often distinguished and sometimes used interchangeably. Few
studies discuss exactly what spontaneity and/or automaticity entail. Where there
is such discussion the most common approach is to say that for visual
perspective-taking (or directional orienting) to be automatic or spontaneous, it
should be purely stimulus-driven (Bukowski et al., 2015; Cole et al., 2016; Gardner et al., 2018b;
Langton, 2018).
That is, it should occur reflexively and mandatorily on seeing the avatar,
without any cues to participants to take the avatar’s perspective, and without
any need or motivation on the part of the participants to consider the avatar’s
perspective relevant to the task (Cole et al., 2016; Gardner et al., 2018b; Langton, 2018). Whether
these conditions are appropriate can be disputed. For instance, some researchers
have suggested that automaticity is best conceived of not as a binary, but
rather as a matter of degree, in which features such as goal-directedness,
intentionality, control, and purely stimulus-driven response each play a partial
role in establishing whether a process is automatic (Moors & De Houwer, 2006). Yet, the
more narrow definition of automatic as purely stimulus-driven is fairly
widespread in the DPT literature.We suggest that automatic and spontaneous
cognitive processes should be clearly distinguished (see also Carruthers, 2017; Westra, 2017). We
consider automatic processes to be those that are reflexive and cannot be
inhibited. In contrast, spontaneous processes are unconscious, involuntary, and
rapid, but their operation is determined by intention, attention, or some other
form of calibration. As an example of the difference, contrast seeing in colour,
which is automatic, with seeing in focus, which is spontaneous: it occurs only
as and when necessary, as determined by attention.The varying empirical results reviewed above suggest two separate, but related,
questions about visual perspective-taking:Does the altercentric interference effect found in the DPT provide
evidence of visual perspective-taking or directional orienting?Does the process driving altercentric interference (whether visual
perspective-taking or directional orienting) arise automatically,
spontaneously, or neither?The current literature suggests that the principal effect in the DPT is moderated
by top-down appraisal of the task context (Bukowski et al., 2015; Gardner et al., 2018a,
2018b). In basic
uncued tasks, with no awareness of the potential relevance of
perspective-taking, there is no effect, while in uncued tasks when attention is
drawn to the avatar in some way, there is an effect. In implicit tasks where
there is minimal awareness of the presence of the avatars, there tends to be a
directional orienting effect; visual perspective-taking effects occur only in
explicit tasks, where there is a requirement to actively model the perspective
of the avatars. In explicit tasks, perspective-taking is voluntary at certain
points during the task, but is nonetheless involuntary on those trials where the
avatar’s perspective is irrelevant to the immediate question. This pattern
suggests that perspective-taking is not automatic, but may be spontaneous—that
is, occurring rapidly and involuntarily on individual trials where the avatar’s
perspective is irrelevant, but only in an overall task where perspective-taking
is relevant.We present five experiments (three preregistered novel experiments, two
replications using different stimuli) testing the hypothesis that the varying
results reported in the literature are a consequence of task design. We first
contrast explicit, implicit, and uncued versions of the DPT in a
between-subjects design. Based on our reading of published results, we predicted
that the explicit task would show an effect consistent with visual
perspective-taking rather than directional orienting; that the implicit task
would show directional orienting; and that the uncued task would show no effect.
Findings matching these predictions would suggest a continuum of attention to
the avatar’s perspective, depending on motivation created by task context, and
that both visual perspective-taking and directional orienting arise
spontaneously but not automatically. We then present a series of implicit tasks
that attempt to establish the conditions under which an altercentric effect is
found in the implicit condition.
Experiment 1: explicit, implicit, and uncued
Materials and methods
We constructed a new set of stimuli using photographs of Lego figures, dubbed
“Sally” and “Andrew” for ease of reference (Figure 2).[2] We did this to increase task complexity for a planned series of
experiments (not reported here) using multiple avatars simultaneously. Unlike
the cartoon avatar used in most DPTs to date, these scenes had the benefit of
unambiguous depth in the third dimension, and solid black barriers were used to
prevent any ambiguity in whether or not Lego figures were able to see through
them. A variety of hiding places allowed balls (our equivalent of dots/discs) to
be hidden from view of the Lego figures, even when placed in front of them.
Specifically, the balls could appear in any of five positions: on a central
table, visible to either figure; on either side of the table, at the feet of the
Lego figure, and within view only of the figure on that side of the table; or on
either external boundary of the scene, behind an external barrier, within view
of neither figure. Each scene featured a single Lego character, either Sally or
Andrew. Each figure could appear on either side of the screen, along with zero
to four balls and a maximum of two balls in any given location. The scenes were
limited to four balls to allow for subitisation: that is, rapid and accurate
enumeration of low numbers of items. Trick and Pylyshyn (1994) find that
reaction times (RTs) remain low for subitisation of four items or fewer.
Figure 2.
Adapted DPT stimuli using Lego figures. The upper four images show
example scenes; note that each scene that participants saw featured a
single avatar and a maximum of four balls. The lower image shows both
potential placement positions for avatars (left or right of the central
table) and all possible ball positions (five possible positions, a
maximum of two balls in any one position).
Adapted DPT stimuli using Lego figures. The upper four images show
example scenes; note that each scene that participants saw featured a
single avatar and a maximum of four balls. The lower image shows both
potential placement positions for avatars (left or right of the central
table) and all possible ball positions (five possible positions, a
maximum of two balls in any one position).This layout allowed for two different definitions of perspective consistency
(Figure 3).
Line-of-sight consistency captures the inconsistent/consistent distinction used
in the original DPT: line-of-sight consistent scenes are those in which there
are no balls occluded from the avatar’s perspective; the avatar and the
participant can see the same number of balls. Line-of-sight inconsistent scenes
are those in which the participant can see balls that are hidden from the
avatar. A second definition of consistency describes whether the balls are in
the direction that the avatar faces, regardless of whether or not they are
occluded: directionally consistent scenes are those in which all balls are
placed in the direction the avatar faces, while directionally inconsistent
scenes are those in which balls appear behind the avatar.
Figure 3.
Example scenes from the four consistency conditions capturing the
differences between avatar and participant perspectives, as well as
spatial distribution.
Example scenes from the four consistency conditions capturing the
differences between avatar and participant perspectives, as well as
spatial distribution.Scenes may therefore be consistent by both definitions (Avatar
sees), inconsistent by both definitions (Behind
avatar), or line-of-sight inconsistent but directionally consistent
(Avatar faces). Line-of-sight consistent, directionally
inconsistent scenes are not logically possible. Although previous research
(Samson et al.,
2010) controlled for the spatial layout of the room, confirming that
the presence of the avatar and not merely the distance between the red dots was
driving altercentric interference, it is possible that the greater complexity of
our Lego scenes could introduce spatial artefacts. Specifically, scenes either
have balls clustered entirely around the central table, or include balls on the
periphery of the scene, outside the external walls. Avatar sees
scenes are necessarily central; Behind avatar scenes are
necessarily peripheral. Some Avatar faces scenes have balls
only around the central table, while some include peripheral balls.
Avatar faces scenes are, therefore, categorised further
into Avatar faces (central), allowing a
comparison with Avatar sees scenes that controls for the
spatial distribution of balls from the centre of the scene; and Avatar
faces (peripheral), allowing a spatial
distribution-controlled comparison with Behind avatar
scenes.Based on our review of the DPT literature above, we made the following specific
predictions for altercentric interference (i.e., from “Self” trials only):Uncued, implicit, and explicit tasks will all result in slower RTs for
scenes with dots positioned behind the avatar, compared with dots
positioned in front of, and visible to, the avatar (i.e., Behind
avatar vs. Avatar sees trials). There are
three possible explanations for this effect: the spatial distribution of
the scene, directional orienting, or visual perspective-taking. Further
comparisons will discriminate between these possibilities.The explicit task will show visual perspective-taking rather than
directional orienting, illustrated by slower RTs on Avatar
faces (central) than Avatar
sees trials; that is, a delay when some balls are not
visible to the avatar, even when they are in the direction that the
avatar is facing. In the implicit and uncued conditions, we predict no
difference between Avatar faces
(central) and Avatar sees trials,
suggesting no visual perspective-taking in these conditions.The implicit and explicit tasks will show directional orienting,
illustrated by slower RTs on Behind avatar than
Avatar faces (peripheral) trials.
That is, trials where all balls are in the direction the avatar is
facing should be faster than those where balls are behind the avatar,
suggesting directional orienting driving the Behind
avatar–Avatar sees effect in the implicit task, and
contributing to the effect in the explicit task. We expect that the
uncued task will show no difference between Behind
avatar and Avatar faces
(peripheral) trials, suggesting that the
Behind avatar–Avatar sees effect is driven purely
by spatial distribution in this condition.
Preregistration
The experimental design and analysis was preregistered as part of the Open
Science Framework’s Preregistration Challenge; the timestamped plan is
available at https://osf.io/5ey6d.
Participants
Simulations based on a pilot experiment (see SI, Section 1) suggested that a
sample size of 30 participants per condition would give substantially higher
than 80% power at for the estimated effect sizes, for the within-subjects
variables of interest. Ninety participants were recruited through the
University of Edinburgh Student and Graduate Employment Service, and
assigned randomly to the three between-subjects conditions: explicit,
implicit, and uncued. They were compensated with 4 for their participation, which lasted approximately
30 min. Data were excluded from two participants whose tasks were
interrupted by computer failure, and replaced by data from two new participants.[3] Participants gave written consent, including consent for anonymised
data to be shared publicly. Ethical approval was granted by the University
of Edinburgh’s School of Philosophy, Psychology and Language Sciences
Research Ethics Committee (PPLSREC), reference number 109-1718/1.
Procedure
On each trial, participants saw a fixation cross, followed by a one-word
instruction, followed by a digit (0–4) presented for 750 ms, finally
followed by a Lego scene accompanied by a prompt for a response. Figure 4 shows example
trial sequences. In the explicit condition, participants were told that
their task was to judge whether the digit they saw on each trial matched the
number of balls that could be seen in the following picture. If they saw the
word YOU before the trial (“Self” trials), they should answer based on how
many balls they could see, and if they saw the word HE or SHE before the
trial (“Other” trials), they should answer based on how many balls the Lego
figure could see. In the implicit condition, participants were instructed to
ignore what the Lego figure could see, and answer based only on what they
could see. They were told that the word YOU would appear before each trial
to remind them to answer based on their own perspective. In the uncued
condition, participants were told that their task was to judge whether the
digit matched the number of balls in the picture, with no mention of the
Lego figure. The word READY? appeared before each trial, to make the trial
length identical across conditions.
Figure 4.
An illustration of the trial procedure in the explicit condition,
with correct answers highlighted.
An illustration of the trial procedure in the explicit condition,
with correct answers highlighted.Participants completed a short training session explaining the task, followed
by 32 practice trials (each followed by feedback informing the participant
whether their answer had been correct or incorrect), and then the main task,
divided into four blocks with self-paced breaks between blocks. On each
trial, participants were presented with the cue word (YOU/HE/SHE/READY?,
depending on condition) for 750 ms, followed by a fixation cross for 750 ms,
and finally a digit between 0 and 4 for 750 ms, before the Lego scene
appeared with the words “Yes” and “No” in the bottom corners of the screen.
A two-button button box was used to respond, with participants instructed to
press the Yes-side button for yes and the No-side button for no. The “Yes”
and “No” labels were presented on the screen to facilitate exact replication
between tasks regardless of input equipment. The sides of these prompts were
counterbalanced between participants, with half of the participants seeing
“No” on the bottom left-hand corner of the screen throughout the task, and
the other half seeing it on the bottom right-hand corner. This
counterbalancing was done to avoid left-to-right reading bias possibly
favouring the left-hand prompt, and the majority human left hemispheric
dominance possibly favouring the right-hand prompt. Scenes timed out within
2,000 ms if no response was given, and the task moved on to the following
trial.The manipulated within-subjects variable of interest was the consistency
between the avatar’s perspective and the participant’s perspective. For each
participant, there were 64 trials in each of the four consistency conditions
(Avatar sees, Avatar faces [central],
Avatar faces [peripheral], and
Behind avatar). In addition, a range of other
constraints were followed, balancing which avatar appeared and on which side
of the scene, the number of scenes with each possible number of balls, the
number of yes versus no answers, and in the explicit condition, Self versus
Other trials (see SI, Section 2).The experiment was implemented using PsychoPy (Peirce, 2010).
Results
This design allowed the predictions detailed above to be tested using a series of
mixed-effects models. All analyses reported below are in accordance with the
preregistered analysis plan, unless otherwise noted.We removed training trials, filler trials (those with zero balls), and timed-out
trials (0.76%, ); as per Whelan (2008), trials in which the response RT was lower than 100 ms
were also removed, on the assumption that these trials could not be genuine
responses to the stimuli (0.02%, ). No trimming was conducted on higher RTs, given the imposed
cut-off of 2,000 ms on all trials. Although Samson et al. (2010) and many
subsequent DPT variants analyse only “Yes” trials on the basis that “No” trials
may be easier to respond to, Santiesteban et al. (2014) found no difference between “Yes” and
“No” responses. We therefore have not removed data from “No” trials and do not
include this as a variable in our analyses. Because RT data deviates from the
normal distribution, models used a log-transformed RT (logRT) as the dependent
variable, to reduce skewing of the data and better conform to the assumptions of
the model (Baayen &
Milin, 2010).A binomial logistic regression analysis of error rates in a pilot task (reported
in the Supplementary Information) failed to converge, presumably due to a lack
of data, since error rates in the DPT are extremely low. We therefore removed
trials with erroneous responses (4.2%, ), but did not analyse them due to a lack of statistical
power.Because we were interested in altercentric interference, all “Other” trials were
removed in the explicit condition (recall that the definition of implicit and
uncued conditions is that there are no “Other” trials).[4] This means that in all conditions, we are looking only at participants’
responses where they are evaluating whether the digit they were presented with
matches the number of balls they can see. Any interference
effects will therefore be altercentric interference, that is, due to inability
to suppress the avatar’s perspective when that perspective is irrelevant on the
trial at hand.The explicit, implicit, and uncued tasks were of the same length to avoid
differing fatigue effects between conditions, which halved the number of trials
available for analysis in the explicit task: 3,607 explicit trials versus 7,235
implicit and 7,396 uncued.[5] Given that all analyses were within-subjects in a particular condition
and that the power analysis showed sufficient statistical power for this number
of trials in the explicit condition, we see no reason that this could have
accounted for any differences between conditions. We had no theoretically
motivated predictions for Other trials, and these trials were therefore not
analysed to limit researcher degrees of freedom in the analysis (see Simmons et al. [2011]
for discussion of the problems associated with researcher degrees of
freedom).We used lme4 (Bates et al.,
2015) and afex (Singmann et al., 2017) to perform a series of mixed-effects
regression analyses on the logRTs. Mixed-effects models were used rather than
the ANOVA used in previous experiments to avoid the necessity of averaging
across observations for each participant, and to account for random effects—that
is, the variance associated with different images as well as different
participants. We used the standard criterion for determining where effects were significant, with
values obtained using model comparison (likelihood ratio
tests) using the mixed() function in the afex package (Singmann et al., 2017) in R (R Core Team, 2015).
Model 1: are Behind avatar scenes slower than
Avatar sees scenes?
We predicted that RTs in Avatar sees scenes (where the
avatar’s perspective matched the participant’s) and in Behind
avatar scenes (where the avatar’s perspective mismatches the
participant’s, under both line-of-sight or directional accounts) should
differ (specifically, RTs in Avatar sees scenes should be
faster) in all three tasks (explicit, implicit, and uncued), although
possibly for different reasons, to be unpicked in subsequent analyses. To
test this prediction, we ran an analysis on the data from Avatar
sees and Behind avatar trials. Consistency and
Condition (explicit vs. implicit vs. uncued) were sum-coded and entered as
fixed effects, with interaction term, into the model. The sum coding for
condition resulted in comparisons of explicit versus implicit, and implicit
versus uncued. As differences in overall RT between the three conditions
were not relevant to our predictions and had no theoretically motivated
hypotheses about these differences, the results of these slopes are not
reported. Random intercepts for images and participants were specified, as
well as by-participant random slopes for the effect of consistency.[6]The model (Table
1) showed an effect of Consistency, suggesting that
Behind avatar trials were approximately 44.22 ms slower
on average than Avatar sees trials. There was no
interaction between Condition and Consistency, implying that all three
conditions showed the same effect, with a 59.89 ms difference in the
explicit condition, 38.93 ms in the implicit condition, and 35.66 ms in the
uncued condition (Figure
5).
Table 1.
Results of Experiment 1, Model 1: Avatar sees versus
Behind avatar.
Model
Slope
β
SE
χ2
df
p
Main model
Consistency
.039
0.004
48.49
1
<.001***
Consistency × Condition (implicit vs. explicit)
.007
0.005
2.36
2
.31
Consistency × Condition (implicit vs. uncued)
−.005
0.004
Planned comparisons
Consistency (explicit)
.044
0.008
22.62
1
<.001***
Consistency (implicit)
.034
0.005
32.71
1
<.001***
Consistency (uncued)
.032
0.006
24.70
1
<.001***
SE: standard error.
p < .001
Figure 5.
Effects of Experiment 1, Model 1: Avatar sees versus
Behind avatar. (a) Mean RT for Behind
avatar and Avatar sees conditions, for
explicit, implicit, and uncued tasks; error bars indicate 95% CIs on
the mean of the by-participant means, and significance annotations
on the plots reflect the planned comparisons showing the effect of
consistency for each condition. (b) Each individual participant’s
difference between mean Behind avatar RT and mean
Avatar sees RT; lines extending above 0 on the
y-axis indicate that the participant was slower
in Behind avatar than in Avatar
sees trials (i.e., exhibited an altercentric
interference-like effect), while lines extending below 0 indicate
that the participant was slower in Avatar sees than
in Behind avatar trials. Mean reaction time is
higher (i.e., participants respond more slowly) for Behind
avatar trials in all three conditions (a); a
substantial majority of participants in all three conditions show
this effect (b).
Results of Experiment 1, Model 1: Avatar sees versus
Behind avatar.SE: standard error.p < .001Effects of Experiment 1, Model 1: Avatar sees versus
Behind avatar. (a) Mean RT for Behind
avatar and Avatar sees conditions, for
explicit, implicit, and uncued tasks; error bars indicate 95% CIs on
the mean of the by-participant means, and significance annotations
on the plots reflect the planned comparisons showing the effect of
consistency for each condition. (b) Each individual participant’s
difference between mean Behind avatar RT and mean
Avatar sees RT; lines extending above 0 on the
y-axis indicate that the participant was slower
in Behind avatar than in Avatar
sees trials (i.e., exhibited an altercentric
interference-like effect), while lines extending below 0 indicate
that the participant was slower in Avatar sees than
in Behind avatar trials. Mean reaction time is
higher (i.e., participants respond more slowly) for Behind
avatar trials in all three conditions (a); a
substantial majority of participants in all three conditions show
this effect (b).In all conditions, then, Avatar sees trials were associated
with faster RTs than Behind avatar trials, matching our
prediction. However, the cause of this effect (visual perspective-taking,
directional orienting, or spatial distribution) is unclear.
Model 2: is there a mentalising effect in the explicit condition?
We limited our data to Avatar sees and Avatar
faces (central) trials—recall that in
Avatar faces (central) trials, all
balls in the scene are located centrally, but the participant and the avatar
have distinct line-of-sight perspectives, that is, some balls are “hidden”
from the avatar behind the central table. Otherwise, the model was identical
to Model 1. The model (Table 2) showed no significant effect of Consistency, but a
significant interaction between Condition and Consistency. Planned pairwise
comparisons showed that Avatar faces
(central) trials were, on average, 27.79 ms slower than
Avatar sees trials in the explicit condition, but
showed no significant difference in the implicit or uncued conditions (Figure 6). This
matches our prediction, and suggests visual perspective-taking in the
explicit condition, and either a directional orienting or a
spatial-distribution effect underlying the results for the implicit and
uncued conditions in Model 1.
Table 2.
Results of Experiment 1, Model 2: Avatar sees versus
Avatar faces.
Model
Slope
β
SE
χ2
df
p
Main model
Consistency
.005
0.004
1.53
1
.22
Consistency × Condition (implicit vs. explicit)
.015
0.005
11.32
2
.003***
Consistency × Condition (implicit vs. uncued)
−.008
0.004
Planned comparisons
Consistency (explicit)
.021
0.009
4.93
1
.03*
Consistency (implicit)
−.005
0.004
1.10
1
.29
Consistency (uncued)
−.003
0.005
0.48
1
.49
SE: standard error.
p < .05
p < .001
Figure 6.
Effects of Experiment 1, Model 2: Avatar sees versus
Avatar faces. (a) Mean RT for Avatar
faces (central) and Avatar
sees conditions, for explicit, implicit, and uncued
conditions; error bars indicate 95% CIs on the mean of the
by-participant means. (b) Each individual participant’s difference
between mean Avatar sees RT and mean Avatar
faces (central) RT. Mean reaction time
is higher (i.e., participants respond more slowly) for
Avatar faces (central) trials
in the explicit condition, but not in the implicit or uncued
conditions (a); a substantial majority of participants in the
explicit condition, but not in the implicit or uncued conditions,
show this effect (b).
Results of Experiment 1, Model 2: Avatar sees versus
Avatar faces.SE: standard error.p < .05p < .001Effects of Experiment 1, Model 2: Avatar sees versus
Avatar faces. (a) Mean RT for Avatar
faces (central) and Avatar
sees conditions, for explicit, implicit, and uncued
conditions; error bars indicate 95% CIs on the mean of the
by-participant means. (b) Each individual participant’s difference
between mean Avatar sees RT and mean Avatar
faces (central) RT. Mean reaction time
is higher (i.e., participants respond more slowly) for
Avatar faces (central) trials
in the explicit condition, but not in the implicit or uncued
conditions (a); a substantial majority of participants in the
explicit condition, but not in the implicit or uncued conditions,
show this effect (b).
Model 3: is there a directional orienting effect in the implicit
condition?
We limited our data to Avatar faces
(peripheral) and Behind avatar
trials—recall that in Avatar faces
(peripheral) trials the participant and the avatar have
distinct line-of-sight perspectives, that, some balls are “hidden” from the
avatar in a peripheral position, in the direction that the avatar is facing
but behind one of the outer barriers; in Behind avatar
trials some balls are “hidden” behind the avatar, again in a peripheral
position. The model (Table 3, model structure and coding as per previous analyses)
showed no effect of consistency and no interaction between condition and consistency.[7] Planned pairwise comparisons showed a significant effect for explicit
but not implicit or uncued conditions. Note, however, that given the omnibus
model showed no interaction, the significant effect (24.24 ms) in the model
analysing the explicit condition only should be treated with caution (Figure 7).
Table 3.
Results of Experiment 1, Model 3: Avatar faces
(peripheral) versus Behind avatar.
Model
Slope
β
SE
χ2
df
p
Main model
Consistency
.008
0.004
3.92
1
.05
Consistency × Condition (implicit vs. explicit)
.009
0.005
Consistency × Condition (implicit vs. uncued)
−.005
0.004
3.90
2
.14
Planned comparisons
Consistency (explicit)
.018
0.007
5.45
1
.02*
Consistency (implicit)
.004
0.006
0.45
1
.50
Consistency (uncued)
.004
0.005
0.58
1
.44
SE: standard error.
p < .05
Figure 7.
Effects of Experiment 1, Model 3: Avatar faces
(peripheral) versus Behind
avatar. (a) Mean RT for Behind avatar
and Avatar faces (peripheral)
conditions, for explicit, implicit, and uncued conditions; error
bars indicate 95% CIs on the mean of the by-participant means. (b)
Each individual participant’s difference between mean Behind
avatar RT and mean Avatar faces
(peripheral) RT. Mean reaction time is higher
(i.e., participants respond more slowly) for Avatar
faces (peripheral) trials in the
explicit condition, but not in the implicit or uncued conditions
(a); a small majority of participants in the explicit condition, but
not in the implicit or uncued conditions, show this effect (b).
Results of Experiment 1, Model 3: Avatar faces
(peripheral) versus Behind avatar.SE: standard error.p < .05Effects of Experiment 1, Model 3: Avatar faces
(peripheral) versus Behind
avatar. (a) Mean RT for Behind avatar
and Avatar faces (peripheral)
conditions, for explicit, implicit, and uncued conditions; error
bars indicate 95% CIs on the mean of the by-participant means. (b)
Each individual participant’s difference between mean Behind
avatar RT and mean Avatar faces
(peripheral) RT. Mean reaction time is higher
(i.e., participants respond more slowly) for Avatar
faces (peripheral) trials in the
explicit condition, but not in the implicit or uncued conditions
(a); a small majority of participants in the explicit condition, but
not in the implicit or uncued conditions, show this effect (b).There is therefore (somewhat tentative) evidence matching our predictions for
the explicit condition (where we expected a directional orienting component
to visual perspective-taking, here indicated by participants responding
faster when balls were in the direction the avatar was facing, even though
they were occluded from the avatar’s line of sight). These results also
match our prediction for the uncued condition, where we predicted no effect
of the avatar, and a Behind avatar–Avatar sees altercentric
interference effect (see Model 1) driven entirely by central versus
peripheral distributions of the balls. However, we do not find evidence
matching our prediction for the implicit condition, where we predicted
altercentric interference in this model, driven by directional orienting.
Rather, our results suggest that our implicit and uncued conditions behave
similarly, with the only effects we see being driven by the spatial
distribution of the balls, with slower responses to scenes featuring balls
in the periphery of the scene.
Discussion
These results support our hypothesis that the requirement to take the avatar’s
perspective on some trials results in visual perspective-taking; and that
differences in task design or framing explain apparently conflicting results in
the literature. We can manipulate the presence/absence of an altercentric
interference effect by switching between an explicit task and implicit or uncued
tasks.In the explicit task, Avatar sees trials were 59.89 ms faster
than Behind avatar trials, suggesting a spatial,
perspective-taking, or directional orienting effect, or some combination of the
three; Avatar sees trials were 27.79 ms faster than
Avatar faces (central) trials, suggesting
perspective-taking; and Avatar faces
(peripheral) trials were 24.24 ms faster than
Behind avatar trials, suggesting directional orienting. The
considerably larger effect in Behind avatar versus
Avatar sees suggests that the processes may be summative;
that is, with both the distribution of balls from the centre of the scene and
the avatar’s perspective causing individual delays that result in a larger
overall delay. The evidence for directional orienting (although this evidence is
tentative, given the lack of omnibus effect in this model) suggests that
directional orienting may play a role in perspective-taking, or otherwise
operate in tandem with it, perhaps as a first visual sweep of a scene. The
precise interaction of these varying effects would be a useful subject for
future research.The results are coherent with previous research using explicit and uncued tasks,
but conflict with several studies that find altercentric interference in
implicit tasks (Langton,
2018; Samson et
al., 2010; Santiesteban et al., 2014), likely driven by directional orienting
(Cole et al.,
2016; Conway et al.,
2017).A potentially important difference between our Lego stimuli and standard DPT
stimuli is the positioning of the avatar. Previous implicit tasks (Cole et al., 2016; Conway et al., 2017;
Langton, 2018;
Samson et al.,
2010; Santiesteban et al., 2014) have placed the avatar in the centre of
the screen, preceded by a fixation cross and trial-by-trial instructions in the
centre of the screen. Our stimuli position the avatar off-centre, preceded by
the fixation cross and trial-by-trial instructions in the centre of the screen.
Given the literature suggesting that additional attention drawn to the avatar
induces an altercentric effect even on uncued tasks (Bukowski et al., 2015; Gardner et al., 2018b),
it is possible that previous implicit tasks have drawn additional attention to
the avatar through the placement of the fixation cross and instructions over the
spot where the avatar will appear (see, for example, Bukowski et al., 2015).We therefore conducted a second preregistered implicit task, identical to the
implicit condition in Experiment 1 but with the fixation cross and
trial-by-trial instructions (i.e., the text “YOU” and the digit to be confirmed)
placed directly over the point on the screen where the avatar will appear. We
predicted that we would find the expected Avatar faces
(peripheral) versus Behind avatar
altercentric interference in this condition. This would suggest that attention
must be drawn directly to the avatar on a trial-by-trial basis to induce
directional orienting, implying that neither visual perspective-taking nor
directional orienting is automatic; rather, they appear in response to ongoing
cues regarding the avatar’s relevance to the task.
Experiment 2: salience of avatars
The same stimuli were used as for Experiment 1.The experimental design and analysis was preregistered as part of the Open
Science Framework’s Preregistration Challenge; the timestamped plan is
available at https://osf.io/dk86n.Simulations based on Experiment 1 suggested that a sample size of 30
participants per condition would give substantially higher than 80% power at
for the estimated effect sizes, for the within-subjects
variables of interest. Thirty further participants were recruited through
the University of Edinburgh Student and Graduate Employment Service. They
were compensated with 4 for their participation, which lasted approximately
30 min. Data were excluded from one participant whose task was interrupted
by computer failure, and replaced by data from a new participant.
Participants gave written consent, including consent for anonymised data to
be shared publicly. Ethical approval was granted by the University of
Edinburgh’s PPLSREC, reference number 188-1718/1.This task used the same procedure and task design as the implicit condition
in Experiment 1. Fixation crosses and pre-trial instructions (the appearance
of the word YOU and the digit between 0 and 4) were changed to appear
centred over the position in which the face of the Lego character would
appear in the following scene, rather than appearing centrally on the
screen.We applied the data exclusions and transformations described in Experiment 1,
removing timed-out trials (0.49%, n = 38) and erroneous
responses (3.36%, n = 257). There were no responses below
100 ms.Following our preregistered analysis plan, data limited to the three relevant
comparisons (Behind avatar vs. Avatar sees, Avatar
faces [central] vs. Avatar sees,
and Avatar faces [peripheral] vs.
Behind avatar) were modelled using three models identical
to the pairwise comparisons for the implicit condition in Experiment 1.As in Experiment 1, and as predicted, the models showed a significant difference
between Avatar sees and Behind avatar
(35.96 ms), and no significant difference between Avatar faces
(central) and Avatar sees trials
(−1.55 ms, see Table
4). However, contrary to our predictions, there was also no
significant difference between Avatar faces
(peripheral) and Behind avatar trials, at
1.43 ms (Figure 8). This
suggests that there was no directional orienting effect in this task, and that
the difference between Avatar sees and Behind
avatar trials was driven by the spatial distribution of the
balls.
Table 4.
Results of Experiment 2.
Slope
β
SE
χ2
df
p
Behind avatar versus Avatar
sees
.028
0.005
23.72
1
<.001***
Avatar faces (central)
versus Avatar sees
−.001
0.005
0.07
1
.80
Behind avatar versus Avatar
faces (peripheral)
.001
0.006
0.04
1
.84
SE: standard error.
p < .001
Figure 8.
Results of Experiment 2. (a) Mean RT for Behind avatar
and Avatar sees conditions; error bars indicate 95% CIs
on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT. Mean reaction time is higher
(i.e., participants respond more slowly) for Behind
avatar trials (a); a majority of participants show this
effect (b). However, there is no difference in RT between (c, d)
Avatar sees and Avatar faces
(central) or (e, f) Behind avatar
and Avatar faces (peripheral).
Results of Experiment 2.SE: standard error.p < .001Results of Experiment 2. (a) Mean RT for Behind avatar
and Avatar sees conditions; error bars indicate 95% CIs
on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT. Mean reaction time is higher
(i.e., participants respond more slowly) for Behind
avatar trials (a); a majority of participants show this
effect (b). However, there is no difference in RT between (c, d)
Avatar sees and Avatar faces
(central) or (e, f) Behind avatar
and Avatar faces (peripheral).These results do not support the hypothesis that directional orienting played any
role in this implicit task. These results continue to conflict with findings of
consistency effects in implicit tasks (Cole et al., 2016; Conway et al., 2017; Langton, 2018; Samson et al., 2010;
Santiesteban et al.,
2014).One possible explanation for this could be the complexity of the scene. The
original DPT used a simple scene consisting only of the avatar in a room, with
an array of dots. Occlusion tasks have used a single avatar that appeared in a
consistent position, with up to three balls and one or two barriers (Baker et al., 2016;
Cole et al., 2016)
or another method of blinding that added a single element to the existing scene,
such as goggles or a telescope (Conway et al., 2017; Furlanetto et al.,
2016). It may be that the Lego stimuli, with three barriers, two possible
avatars appearing in two different places, and up to four balls, increased the
scene complexity to the extent that participants’ strategies to complete the
task changed substantially. That is, it may be the case that participants were
best able to respond quickly and accurately to each trial by ignoring the
perspective of the on-screen character—a strategy that would not be possible in
an explicit task (explaining the results in Experiment 1) but would be possible
in implicit and uncued tasks.To explore the possibility of scene complexity driving the null results in these
implicit tasks, we conducted a further preregistered implicit task, simplifying
the Lego stimuli to scenes equivalent to those in the original DPT. These scenes
consisted of a central figure, with balls level with the character’s gaze,
positioned either in front of or behind the character. Based on our reading of
the extant literature, we predicted that scene complexity would explain the lack
of altercentric effect on implicit tasks in Experiments 1 and 2, that is, that
there would be an altercentric effect with simplified stimuli.Because these simplified stimuli do not incorporate any barriers that distinguish
between Avatar sees and Avatar faces, they are
not be able to provide evidence for whether any altercentric effect found in
this task is better explained by perspective-taking or by directional orienting.
However, the results of this task should help to explain the unexpected null
results for directional orienting in the implicit task in Experiment 1, and in
Experiment 2.
Experiment 3: reducing the visual complexity of the scene
The images used in Experiment 1 and 2 were digitally edited to match the layout
of the original DPT stimuli (Figure 9). Each Lego character appeared centrally on the screen,
facing either left or right, with up to two balls in each scene. The balls,
which floated at the height of the gaze of the Lego character, could appear in
front of the character, behind it, or both in front and behind. As in Experiment
2, participants were instructed to ignore the perspective of the Lego character,
and the word YOU appeared before each trial. The fixation cross and pretrial
instructions appeared over the position where the face of the Lego character
would appear.
Figure 9.
Lego stimuli adapted to match original DPT scene layout. Each scene
consists of a single avatar and up to two balls, which can appear in
front of or behind the avatar.
Lego stimuli adapted to match original DPT scene layout. Each scene
consists of a single avatar and up to two balls, which can appear in
front of or behind the avatar.The experimental design and analysis was preregistered as part of the Open
Science Framework’s Preregistration Challenge; the timestamped plan is
available at https://osf.io/hr98w.Sample size calculation was based on the same simulation method as Experiment
2. Thirty participants were recruited through the University of Edinburgh
Student and Graduate Employment Service. They were compensated with
4 for their participation, which lasted approximately
30 min. Participants gave written consent, including consent for anonymised
data to be shared publicly. Ethical approval was granted by the University
of Edinburgh’s PPLSREC, reference number 188-1718/1.The procedure for Experiment 2 was used, with some differences. Participants
completed 16 practice trials, followed by 192 test trials: 96 in which the
avatar could see the same number of balls as the participant (Avatar
sees) and 96 in which at least one ball was concealed behind
the avatar (Behind avatar). Up to two balls appeared in any
given scene. Avatar, yes/no response, and number of balls were balanced
across trials (see SI, Section 3).We applied the data exclusions and transformations described in Experiment 1,
removing timed-out trials (0.30%, n = 17), erroneous responses
(2.25%, n = 129), and the single trial with a response below
100 ms (0.02%).Following our preregistered analysis plan, a mixed-effects regression was used to
compare the logRTs for Avatar sees trials with Behind
avatar trials. Consistency was sum-coded and entered as a fixed
effect, and random intercepts for images and participants were specified, as
well as by-participant random slopes for the effect of Consistency. Contrary to
our prediction, the model showed no difference between Avatar
faces and Behind avatar trials, at an estimated
−2.60 ms (Table 5,
Figure 10). This
suggests (alongside the results of Experiments 1 and 2) an absence of any
directional orienting in our implicit DPT. This is contrary to the findings of
several existing studies (Cole et al., 2016; Conway et al., 2017; Langton, 2018; Samson et al., 2010;
Santiesteban et al.,
2014).
Table 5.
Results of Experiment 3.
Slope
β
SE
χ2
df
p
Behind avatar versus Avatar
sees
−.002
0.003
0.43
1
.51
SE: standard error.
Figure 10.
Results of Experiment 3. (a) Mean RT for Behind avatar
and Avatar sees conditions; error bars indicate 95% CIs
on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT. Mean reaction time is not
significantly different between the two conditions.
Results of Experiment 3.SE: standard error.Results of Experiment 3. (a) Mean RT for Behind avatar
and Avatar sees conditions; error bars indicate 95% CIs
on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT. Mean reaction time is not
significantly different between the two conditions.This task found no evidence of difference in RT between Behind
avatar and Avatar sees in an implicit task,
contrasting with the results of Experiments 1 and 2. This contrast may be
explained by differences in the spatial distribution of the balls: in
Experiments 1 and 2, Avatar sees trials all had balls clustered
in the centre of the screen, while Behind avatar trials had
balls on the periphery of the scene. In Experiment 3, these two conditions had
balls evenly placed from the centre of the screen. The lack of effect in
Experiment 3, with balls evenly distributed from the centre of the scene in
these two conditions, therefore contributes to the evidence that this effect was
driven by spatial distribution in Experiments 1 and 2.The difference between the null result in Experiment 3 and the altercentric
effect found in several implicit tasks (Cole et al., 2016; Conway et al., 2017; Langton, 2018; Samson et al., 2010;
Santiesteban et al.,
2014) raises the possibility that there is an important difference
between the Lego stimuli and the avatars used in previous tasks. While we find
this surprising, it may be due to unanticipated differences in the willingness
of participants to accept Lego avatars versus cartoon avatars as having a
perspective. Given that many participants are likely to have interacted with
Lego characters as objects, but all would encounter the avatars for the first
time in the context of the experiment, one possibility is that participants are
more inclined to consider the Lego characters as objects but the cartoon-like
avatars in the standard DPT stimuli as agents. The greater realism of the
standard avatars may also contribute to a heightened perception of agency. We
therefore ran a second simplified task using the original DPT stimuli, otherwise
identical to Experiment 3. Because this was simply a replication of Experiment 3
using different stimuli, it was not preregistered separately, as all other
details of the preregistration were the same.
Experiment 4: original stimuli
The materials and methods for Experiment 3 were reused, with original DPT stimuli
instead of Lego stimuli. The images were sized so that the on-screen characters
were of the same height, and the characters’ heads in the same position on the
screen, as the Lego characters in Experiment 3.Thirty participants were recruited through the University of Edinburgh
Student and Graduate Employment Service. They were compensated with
4 for their participation, which lasted approximately
30 min. Participants gave written consent, including consent for anonymised
data to be shared publicly. Ethical approval was granted by the University
of Edinburgh’s PPLSREC, reference number 188-1718/1.This task used the same procedure and task design as Experiment 3.We applied the data exclusions and transformations described in Experiment 1,
removing timed-out trials (0.24%, n = 14) and erroneous
responses (2.98%, n = 171). There were no responses below
100 ms.The data were analysed using a model identical to that used in Experiment 3. The
results showed a significant difference between Behind avatar
and Avatar sees trials, at 11.30 ms (Table 6). Note that this is a
substantially smaller effect than other implicit tasks using these stimuli:
21 ms (Samson et al.
[2010], Experiment 3); 35.4 ms (Santiesteban et al. [2014], Experiment
2); approximately 40 ms (Cole
et al., 2016); 35 ms (Conway et al. [2017], Experiment 1). We
conducted a further exploratory model comparing RTs across the two experiments,
with Consistency and Stimulus entered as fixed effects (with interaction term)
and the same random effects structure as the basic model. This model revealed a
significant Consistency × Stimulus interaction, providing further evidence of a
consistency effect with the original stimuli, but not with the Lego stimuli
(Table 7, Figure 11).
Table 6.
Results of Experiment 4.
Slope
β
SE
χ2
df
p
Behind avatar versus Avatar
sees
.010
0.004
7.05
1
.008**
SE: standard error.
p < .01
Table 7.
Lego versus original stimuli.
Slope
β
SE
χ2
df
p
Original versus Lego
−.011
0.027
0.18
1
.67
Behind avatar versus Avatar
sees
.004
0.003
2.34
1
.13
Interaction
.006
0.003
5.83
1
.02*
SE: standard error.
p < .05
Figure 11.
Comparison of effects in Experiments 3 and 4. (a) Mean RT for
Behind avatar and Avatar sees
conditions for both Lego and original stimuli; error bars indicate 95%
CIs on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT for both Lego and original
stimuli. Mean reaction time is higher (i.e., participants respond more
slowly) for Behind avatar trials for the original
stimuli only (a); a majority of participants in this condition show this
effect (b).
Results of Experiment 4.SE: standard error.p < .01Lego versus original stimuli.SE: standard error.p < .05Comparison of effects in Experiments 3 and 4. (a) Mean RT for
Behind avatar and Avatar sees
conditions for both Lego and original stimuli; error bars indicate 95%
CIs on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT for both Lego and original
stimuli. Mean reaction time is higher (i.e., participants respond more
slowly) for Behind avatar trials for the original
stimuli only (a); a majority of participants in this condition show this
effect (b).These results suggest that, remarkably, the stimuli themselves play a role in
producing an altercentric effect. The lack of an effect in the implicit tasks in
Experiments 1–3 appears to be due to some difference between the Lego stimuli
and the original stimuli, suggesting that the Lego stimuli do not result in
either directional orienting or perspective-taking without additional direction
to take the character’s perspective. It is possible that there are features of
the scenes other than the avatars themselves driving this difference (for
instance, the brightness of the colours; the overlap of balls in the Lego scenes
compared with the spacing of the spacing of discs in the original stimuli; or
the lack of a blue background room in the Lego scenes). A reviewer suggests that
an alternative explanation is a difference between the directional features of
Lego and cartoon avatars. That is, the original avatars may provide more cues
for the front and back of the body compared with the Lego avatars: they have
torsos with a clear front and back shape, and faces with humanoid profiles,
compared with the flat faces and body shape of the Lego pieces. As non-humanoid
stimuli have resulted in an altercentric effect (Santiesteban et al., 2014) in an
implicit task, the directional cueing properties of the stimuli may play an
important role.Yet another explanation could be differences in attribution of agency to the Lego
avatars compared with the cartoon avatars. This could be due to participants’
experience of Lego characters as non-agentive objects in the real world,
although Lego figures have been shown to be processed as animate in at least
some circumstances (LaPointe
et al., 2016), or it may be due to intrinsic properties of the
images—that is, the greater realism of the cartoon avatars, with near-human
proportions, body shape, and facial projections.Altercentric interference appears to be a robust effect in a wide range of simple
DPT variants, and has even been found in more complex scene layouts with
non-standard avatars (Baker
et al., 2016; Mattan et al., 2015). The unexpected lack of altercentric
interference in Experiments 1–3 can nonetheless be reconciled with the wider
literature. The DPT variants that have used non-standard avatars have been
explicit, and our Experiment 1 using Lego figures suggests that an explicit task
may be sufficient to drive perspective-taking. Implicit tasks make up a limited
sub-section of the DPT literature, and all use the standard avatar, or the
standard avatar with minor modifications such as a blindfold or barrier (Cole et al., 2016; Conway et al., 2017;
Samson et al.,
2010; Santiesteban et al., 2014). There are two notable exceptions. First,
Langton (2018)
uses photographs of people in an implicit occlusion task, finding results
consistent with directional orienting. This is coherent with both explanations
discussed above; that is, that a photograph of a human would provide greater
directional cues or clearer evidence of agentiveness than Lego figures in the
same way that humanoid avatars would. Langton (2018) also uses live human
experimenters in an uncued task that has a substantial delay between the
orientation of the experimenter and the appearance of dots; as this is analogous
to other uncued tasks that manipulate stimulus onset asynchrony (Bukowski et al., 2015;
Gardner et al.,
2018b), the finding of directional orienting in this task is not
surprising. Second, Santiesteban et al. (2014) find an altercentric effect on an
implicit task using arrows as stimuli; as discussed above, this is consistent
with the explanation that sufficient directional cueing in a stimulus may be
sufficient to trigger directional orienting.These results contribute to the evidence suggesting that, while the altercentric
effect may be widely replicated, it is nonetheless surprisingly sensitive to
small differences in task design that prompt attention to the avatar and the
relevance of its perspective. Prompts hinting at the relevance of certain kinds
of agentive stimuli, such as discussion of the avatar’s perspective and the
inclusion of the YOU cue on every trial, may produce the altercentric effect in
implicit tasks (Cole et al.,
2016; Conway et
al., 2017; Langton, 2018; Samson et al., 2010; Santiesteban et al., 2014), while other
measures drawing attention to the avatar, such as the appearance of the avatar
before the dots, may achieve the same effect (Bukowski et al., 2015; Gardner et al., 2018b).
The results from Experiment 4 reported here suggest that the perception of
agency of the avatar may be an alternative method of drawing attention to the
avatar. They also provide further evidence against the automaticity of either a
perspective-taking or directional orienting effect in the DPT, but combined with
the results of an explicit task found in Experiment 1, suggest that ongoing
attention drawn to the avatar leads to a rapid, involuntary (spontaneous)
perspective-taking effect.The simplified scene design used in Experiment 4 makes it impossible to determine
whether the altercentric effect we observe here represents perspective-taking or
directional orienting. This distinction requires an occlusion task, and these
results suggest that the implicit occlusion tasks in Experiments 1 and 2 may
have produced null results because of the use of Lego stimuli. We therefore
conducted an implicit occlusion task using the original DPT avatars, to
establish whether the effect found in Experiment 4 is best explained by
directional orienting or perspective-taking, and whether the null results in the
implicit tasks of Experiments 1 and 2 can be attributed to the stimuli used.
Experiment 5: occlusion task with original stimuli
The original DPT stimuli were edited to create barriers in the same positions as
in the Lego stimuli (see Figure 12). Because the new scene layout required dots to be
displayed in positions other than on a flat wall, floating red orbs were used
instead of the red discs used in the original DPT. A colour picking tool was
used to create the colour for the orbs, and shadows were added to create depth.
They were positioned within the eyeline of the avatars, in the same positions as
in the Lego stimuli.
Figure 12.
Occlusion task using avatars from the original DPT. The upper four images
show example scenes; note that each scene that participants saw featured
a single avatar and a maximum of four balls. The lower image shows both
potential placement positions for avatars (left or right of the central
table) and all possible ball positions (five possible positions, a
maximum of two balls in any one position, and a maximum of four balls
per scene).
Occlusion task using avatars from the original DPT. The upper four images
show example scenes; note that each scene that participants saw featured
a single avatar and a maximum of four balls. The lower image shows both
potential placement positions for avatars (left or right of the central
table) and all possible ball positions (five possible positions, a
maximum of two balls in any one position, and a maximum of four balls
per scene).Because this task differed from Experiment 2 only in images used, and in the
position of the fixation crosses and pretrial instructions, it was not
preregistered separately, as all other details of the preregistration were the
same.We used the same sample size as in Experiments 1–4. Thirty participants were
recruited through the University of Edinburgh Student and Graduate
Employment Service. They were compensated with 4 for their participation, which lasted approximately
30 min. Data were excluded from one participant whose task was interrupted
by disconnection of the response box, and one participant who had
participated in an earlier DPT. Data from these two participants were
replaced by new participants. Participants gave written consent, including
consent for anonymised data to be shared publicly. Ethical approval was
granted by the University of Edinburgh’s PPLSREC, reference number
188-1718/2.This task used the same procedure and task design as the implicit condition
in Experiment 1.We applied the data exclusions and transformations described in Experiment 1,
removing timed-out trials (0.40%, n = 31) and erroneous
responses (2.51%, n = 192). There were no responses below
100 ms.Following the analysis used in Experiments 1 and 2, data limited to the three
relevant comparisons (Behind avatar vs. Avatar sees,
Avatar faces [central] vs. Avatar
sees, and Avatar faces
[peripheral] vs. Behind avatar) were
modelled using three models identical to those used in Experiment 2.As in Experiments 1 and 2, and as predicted, the models showed a significant
difference between Avatar sees and Behind
avatar (23.88 ms), and no significant difference between
Avatar faces (central) and Avatar
sees trials (−0.76 ms, see Table 8). However, contrary to our
predictions, there was also no significant difference between Avatar
faces (peripheral) and Behind
avatar trials, at 3.31 ms (Figure 13). This suggests that there was
no directional orienting effect in this task, and that the difference between
Avatar sees and Behind avatar trials was
driven by the spatial distribution of the balls.
Table 8.
Results of Experiment 5.
Slope
β
SE
χ2
df
p
Behind avatar versus Avatar
sees
.021
0.005
17.97
1
<.001***
Avatar faces (central)
versus Avatar sees
−.0007
0.005
0.03
1
.86
Behind avatar versus Avatar
faces (peripheral)
.003
0.005
0.4
1
.53
SE: standard error.
p < .001
Figure 13.
Results of Experiment 5. (a) Mean RT for Behind avatar
and Avatar sees conditions; error bars indicate 95% CIs
on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT. Mean RT is higher (i.e.,
participants respond more slowly) for Behind avatar
trials (a); a majority of participants show this effect (b). However,
there is no difference in RT between (c, d) Avatar sees
and Avatar faces (central) or (e, f)
Behind avatar and Avatar faces
(peripheral).
Results of Experiment 5.SE: standard error.p < .001Results of Experiment 5. (a) Mean RT for Behind avatar
and Avatar sees conditions; error bars indicate 95% CIs
on the mean of the by-participant means. (b) Each individual
participant’s difference between mean Behind avatar RT
and mean Avatar sees RT. Mean RT is higher (i.e.,
participants respond more slowly) for Behind avatar
trials (a); a majority of participants show this effect (b). However,
there is no difference in RT between (c, d) Avatar sees
and Avatar faces (central) or (e, f)
Behind avatar and Avatar faces
(peripheral).These results do not support the hypothesis that directional orienting played any
role in this implicit task. This continues to conflict with findings of
altercentric effects in implicit tasks (Cole et al., 2016; Conway et al., 2017; Langton, 2018; Samson et al., 2010;
Santiesteban et al.,
2014), and is difficult to explain. One important difference between
Experiment 5 and other implicit tasks is the visual complexity of the scene:
where other implicit tasks have used an avatar in a consistent position within
the scene, we have used two avatars in two possible positions; and where
previous tasks have used goggles, a telescope, a single barrier, or a pair of
barriers (one behind and one in front of the avatar), we have three different
barriers in our scene, two of which are in front of the avatar. The addition of
the second barrier, and the distance between the avatar and any balls behind
this barrier on the periphery of the scene, may be sufficient to prevent
directional orienting. The visual complexity of this scene design may,
therefore, simply be too high for directional orienting to play a role in
participants’ comprehension of each image.It would be instructive to replicate Experiment 1 (explicit, implicit, and uncued
conditions) using a range of different stimuli, including a simple screen with a
window that may be open or closed (Cole et al., 2016), a scene with more
realistic depth in the third dimension but still only one barrier (Baker et al., 2016),
pictures of humans or human experimenters (Langton, 2018), and alternative
occlusion methods such as opaque goggles (Conway et al., 2017; Furlanetto et al.,
2016). Further manipulations such as colour saturation and the spacing of
dots may also be useful. It is clear that properties of the stimuli affect
results in the DPT in a variety of ways, and exploring these effects
systematically would greatly clarify the nature and triggering conditions of the
altercentric effect. Given the clear range of individual participant differences
in responses to the tasks, it may also be the case that much of the DPT
literature is underpowered and suffers from sampling error; further research
into the individual differences underlying participant responses would be
valuable.The results of Experiment 5 yield no further evidence on whether
perspective-taking or directional orienting underlies the altercentric effect
found in Experiment 4. It may be the case that the visual complexity of this
occlusion task is too high to induce an effect on an implicit task, and that
this paradigm is therefore not able to determine whether a consistency effect on
a simple implicit task is the result of perspective-taking or directional
orienting.
Conclusion and discussion
The results of these five experiments collectively provide evidence that differences
in stimuli and task demands, and particularly in perception of the agency and
relevance of the on-screen characters, play a substantial role in mediating the
results of the DPT. That is, when avatars are more humanoid and realistic, they are
more likely to create an altercentric effect, but only in a task of sufficient
visual simplicity; and when the avatar’s perspective is relevant to the task, it
drives a perspective-taking effect.Experiment 1 showed that uncued tasks (as predicted) do not result in altercentric
interference, and that explicit versions of the DPT (Baker et al., 2016; Capozzi et al., 2014; Furlanetto et al., 2016; Marshall et al., 2018;
Mattan et al., 2015,
2016; Samson et al., 2010; Wilson et al., 2017) likely
do provide evidence of visual perspective-taking, rather than directional orienting.
This coheres with our analysis of the literature as containing discrepant findings
based on varying implementations of the DPT; namely, that explicit tasks find
results consistent with visual perspective-taking rather than directional
orienting.This “visual perspective-taking” could plausibly be achieved by different
mechanisms—for instance, by participants spatially representing the dots/discs that
are visible from a certain point in the room, regardless of what occupies this
position, or by representing the visual perspective of an on-screen figure. The use
of a control condition using non-social stimuli such as arrows, lamps, or cameras in
an explicit occlusion task could be useful in distinguishing between these
mechanisms. That is, if there is a perspective-taking effect on an explicit task for
humanoid stimuli, but not for non-social stimuli, it would suggest that the effect
is driven by perspective-taking specific to stimuli that represent a human-like
perspective. If, however, a perspective-taking effect is found regardless of
stimulus type, this would suggest a spatial representation effect. It is important
to note, though, that on-screen avatars have no perspective to represent (they are
avatars, not agents), and so perhaps it should be expected that avatars and
non-social stimuli would show similar results. It is also possible that spatial
representation may be the primary mechanism by which visual perspective-taking is
achieved. This would be a fruitful avenue for further research.This visual perspective-taking is not purely stimulus-driven, instead requiring that
participants are motivated to take the perspective of the avatars throughout the
task. Given this continuous perspective-taking, it seems that participants maintain
awareness of the avatar’s perspective (which is relevant on some scenes) throughout
the experiment (even on scenes where it is not relevant), and therefore use the
avatar’s perspective as a cue throughout the task. Mean RT for the explicit
condition (720.91 ms) was higher than implicit (594.37 ms) or uncued (578.00 ms)
conditions; the experiment was not powered to determine whether this
between-subjects difference was statistically significant, but confirmatory research
analysing this would be informative, as slower responses on an explicit task could
indicate that holding the avatar’s perspective in working memory is somewhat
effortful. The evidence from Experiment 1 suggests that visual perspective-taking
should not be considered automatic, but rather spontaneous, occurring only when
relevant; but may still occur involuntarily and rapidly, on trials where it is not
necessary for the immediate task (recall that all of our analyses are conducted on
trials where participants are only required to take their own perspective).Although we predicted that the implicit task in Experiment 1 would show directional
orienting effects, our results in Experiments 1–3 and 5 failed to match previous
findings of directional orienting in implicit versions of the DPT (Cole et al., 2016; Conway et al., 2017; Langton, 2018; Santiesteban et al., 2014).
Experiments 2 and 3 investigated whether this could be attributed to (failure to)
draw attention to the avatars by placement of the fixation cross and pretrial
instructions, or by the greater scene complexity of the stimuli with multiple
barriers, two avatars in different positions, and up to four balls. In Experiment 2
we used the fixation cross and instructions to draw attention to the avatar in an
implicit task, and still found no evidence of an altercentric effect consistent with
the avatar driving directional orienting; the only effect present was better
explained by the spatial distribution of the scene. Likewise, in Experiment 3 we
simplified our scenes and still found no altercentric effect in an implicit task.
However, in Experiment 4, an implicit task using the original DPT stimuli and
otherwise identical to Experiment 3 did find an altercentric effect, suggesting an
(unanticipated) sensitivity of implicit tasks to the details of the on-screen
characters (i.e., cartoon stimuli yield interference, Lego characters do not).Because of the simplified stimuli, it is not possible to determine whether the
altercentric effect found in Experiment 4 was a result of perspective-taking or
directional orienting. We therefore conducted an occlusion task using the original
avatar stimuli, and otherwise identical to the implicit task in Experiment 1. This
task found no evidence of directional orienting (or perspective-taking), with the
only effect best explained by the spatial distribution of the scene. This battery of
experiments therefore did not confirm one of our main predictions, which was that
implicit occlusion tasks would produce an altercentric effect consistent with
directional orienting. The greatly increased visual complexity of Experiment 5
stimuli compared with previous implicit occlusion tasks (Cole et al., 2016; Conway et al., 2017; Langton, 2018) may explain why we did not
find a directional orienting effect. The unexpected results for the battery of
implicit tasks presented in this article suggest the need for future research
exploring the variety of ways in which DPT stimuli may affect the results, and the
theoretical implications of these variations.Collectively, these five experiments point to a complex picture of visual
perspective-taking, as something occurring spontaneously in dynamic reaction to the
immediate environment, based on attentional cues. Our Experiment 1 provides evidence
that explicit versions of the DPT likely do provide evidence of visual
perspective-taking, rather than directional orienting. The contrast between explicit
and implicit/uncued conditions suggests that visual perspective-taking is not purely
stimulus-driven, instead requiring that participants are motivated to take the
perspective of the avatars throughout the task. Visual perspective-taking should
therefore not be considered automatic, but rather spontaneous, occurring only when
relevant.Our results across all five experiments also suggest that the visual complexity of
the scene and the perceived agency of the stimuli play a role in driving the
appearance of an altercentric effect, contributing further evidence that directional
orienting is not automatic, and is instead potentially dependent on the directional
cues provided by the stimulus, or on cues to consider the agent’s perspective as
relevant (albeit not sufficiently to sustain throughout the task, as in an explicit
task). Given this result, we emphasise that a clear distinction should be made
between processes that are automatic and processes that are spontaneous—that is, not
automatic but still rapid, involuntary, and unconscious, arising when necessary, as
prompted by the attentional system.The possibility that perspective taking might be spontaneous raises an important
theoretical issue. Specifically, it raises the possibility that directional
orienting and perspective taking are in fact not cognitively distinct alternatives.
Instead there might be more of a continuum between them, by which directional
orienting is a possible input to perspective-taking, with its effect modulated by
attention. This possibility is an important topic for future research, both
theoretical and empirical. Finally, we note that while the DPT is proving a fruitful
method for exploring questions regarding visual perspective-taking, our results
suggest that caution is required to interpret results from a range of tasks with
widely varying stimuli and implementation. Given the application of this task to
broader questions about theory of mind (Drayton et al., 2018; Yue et al., 2017), it is essential to
clarify the precise causes of altercentric interference before using this task to
establish group differences in, or the presence or absence of,
perspective-taking.Click here for additional data file.Supplemental material, Supplemental_material for Perspective-taking is
spontaneous but not automatic by Cathleen O’Grady, Thom Scott-Phillips, Suilin
Lavelle and Kenny Smith in Quarterly Journal of Experimental Psychology
Authors: Mitchell R P LaPointe; Rachael Cullen; Bianca Baltaretu; Melissa Campos; Natalie Michalski; Suja Sri Satgunarajah; Michelle L Cadieux; Matthew V Pachai; David I Shore Journal: Can J Exp Psychol Date: 2016-02-15
Authors: Cristelle Rodriguez; Marie-Louise Montandon; François R Herrmann; Alan J Pegna; Panteleimon Giannakopoulos Journal: Front Psychol Date: 2022-05-02