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Biomedical subjects

Otto H MacLin

Publications and source records attributed to Otto H MacLin.

8 recordsLinked to original sources

An evaluation of response allocations to concurrently available slot machine simulations.

Gambling behavior often involves making choices between concurrently available game options. With regard to slot machine gambling, multiple games allow for choices to be made with respect to which game to play. The authors of the present study used a slot machine simulation created in Visual Basic.NET to examine gambling preference. The specific question addressed was whether gamblers prefer a smaller payout more often (averaging around every 10 spins) over a larger payout less often (averaging around every 50 spins). Two types of reinforcement were examined during the study: frequency of payouts and the amount of credits won. The results indicate that participants had a preference for a slot machine with the more frequent payout as opposed to one with more intermittent payout. These results support existing literature on theories of choice and provide a step toward understanding human gambling behavior.

Computer Simulation↗

PC_Eyewitness and the sequential superiority effect: computer-based lineup administration.

Computer technology has become an increasingly important tool for conducting eyewitness identifications. In the area of lineup identifications, computerized administration offers several advantages for researchers and law enforcement. PC_Eyewitness is designed specifically to administer lineups. To assess this new lineup technology, two studies were conducted in order to replicate the results of previous studies comparing simultaneous and sequential lineups. One hundred twenty university students participated in each experiment. Experiment 1 used traditional paper-and-pencil lineup administration methods to compare simultaneous to sequential lineups. Experiment 2 used PC_Eyewitness to administer simultaneous and sequential lineups. The results of these studies were compared to the meta-analytic results reported by N. Steblay, J. Dysart, S. Fulero, and R. C. L. Lindsay (2001). No differences were found between paper-and-pencil and PC_Eyewitness lineup administration methods. The core findings of the N. Steblay et al. (2001) meta-analysis were replicated by both administration procedures. These results show that computerized lineup administration using PC_Eyewitness is an effective means for gathering eyewitness identification data.

Adult↗

Coding observational data: a software solution.

The analysis of observational data, particularly from social interactions, is often made difficult by the process of transcribing the verbal and behavioral interactions, having observers code on the transcriptions, and then transferring those codes to a statistical analysis program. The advent of computer-aided coding schemes has, to some extent, eliminated this laborious and time-consuming process. However, existing programs may not fulfill the needs of all of the researchers interested in this methodology, and furthermore, the expense of current systems may put these tools out of reach for some. The Observational Data Coding System (ODCS) software package presented here is a flexible coding tool designed to make efficient the process of coding observational data. A control panel allows the researcher to customize the program and coding system to suit his or her research questions. A variety of media (including video, audio, image, and text) can be read directly into the Windows-based program; trained observers can then code a variety of factors via buttons on the screen while the file is playing. An example of using the program to analyze conversation is provided. ODCS is a flexible, free tool for the coding of observational data.

Adult↗

PC_Eyewitness: a computerized framework for the administration and practical application of research in eyewitness psychology.

Eyewitness identification evidence is an important aspect of our legal system. Society relies on witnesses to identify suspects whom they have observed during the commission of a crime. Because a witness has only a mental representation of the individual he or she observed, law enforcement must rely on verbal descriptions and identification procedures to document eyewitness evidence. The present article introduces and details a computer program, referred to as PC_Eyewitness (PCE), which can be used in laboratories to conduct research on eyewitness memory. PCE is a modular program written in Visual Basic 6.0 that allows a researcher to present stimuli to a participant, to conduct distractor tasks, to elicit verbal descriptors regarding a target individual, and to present a lineup for the participant to provide an identification response. To illustrate the versatility of the program, several classic studies in the eyewitness literature are recreated in the context of PCE. The program is also shown to have applications in the conduct of field research and for use by law enforcement to administer lineups in everyday practice. PCE is distributed at no cost.

Computers↗

Eyewitness decisions in simultaneous and sequential lineups: a dual-process signal detection theory analysis.

Many eyewitness researchers have argued for the application of a sequential alternative to the traditional simultaneous lineup, given its role in decreasing false identifications of innocent suspects (sequential superiority effect). However, Ebbesen and Flowe (2002) have recently noted that sequential lineups may merely bring about a shift in response criterion, having no effect on discrimination accuracy. We explored this claim, using a method that allows signal detection theory measures to be collected from eyewitnesses. In three experiments, lineup type was factorially combined with conditions expected to influence response criterion and/or discrimination accuracy. Results were consistent with signal detection theory predictions, including that of a conservative criterion shift with the sequential presentation of lineups. In a fourth experiment, we explored the phenomenological basis for the criterion shift, using the remember-know-guess procedure. In accord with previous research, the criterion shift in sequential lineups was associated with a reduction in familiarity-based responding. It is proposed that the relative similarity between lineup members may create a context in which fluency-based processing is facilitated to a greater extent when lineup members are presented simultaneously.

Adult↗

The alias advantage and perceptions of guilt.

The present study is an examination of the perception of guilt based on the number of aliases used by a defendant. Participants in Experiment 1 (N = 275) reviewed materials summarizing an actual crime in which the defendant was identified with no alias information or with 1, 5, or 9 aliases. Participants were asked to decide if the suspect was guilty and if so, what his sentence should be. Results showed that the presence of alias information influenced perceptions of guilt. However, in conditions where the defendant had more aliases, the maximum sentence was imposed less often. Relationship information linking the suspect and the victim in the materials was removed for some of the participants in Experiment 2. Participants (N = 265) were provided with either no alias information or all 9 aliases. An interaction was found in Experiment 2 demonstrating the alias advantage only when the relationship information was present. However, the relationship information had minimal effect on the attributions made toward the victim.

Crime↗

A computerized simulation for investigating gambling behavior during roulette play.

The present paper describes a computerized roulette program for the conducting of psychological research on gambling behavior. The program was designed to simulate an actual roulette game found in casinos and gambling riverboats throughout North America. The roulette program collects detailed trial-by-trial data on player/participant behavior that can easily be transferred into data analysis and graphics programs. This multimedia simulation was designed in the Visual Basic programming language, and it is capable of running on any IBM-compatible personal computer running the Windows 2000 or higher operating system.

Computer Simulation↗