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Reality monitoring and memory distortion: effects of negative, arousing content.

Although individuals often claim to vividly remember negatively arousing information, few studies have been performed to examine whether this emotional information is remembered more accurately than nonemotional information. In the present study, we investigated whether the emotional content of items modulates the accuracy with which individuals make reality-monitoring decisions. Participants (young adults, 18-35 years of age) distinguished imagined from seen words (Experiments 1 and 3A) or objects (Experiments 2 and 3B). Half of the items studied in each condition (presented and imagined) were negative and arousing, and half were neutral. The participants mistook imagined items for presented ones, but the number of reality-monitoring errors was lower for the arousing items than for the neutral items. Negative, arousing items appear to be remembered with contextual detail more frequently than are neutral items, leading memory for this emotional information to be less prone to distortion than is memory for neutral information. Thus, negative arousal can enhance not only the subjective vividness of a memory, but also a memory's accuracy.

Adolescent↗

Between reality and imagination: when is spatial updating automatic?

Spatial updating has been shown to occur automatically and operate on both real and imagined environments. In three experiments, we compared spatial updating in real and imagined environments and examined when automatic spatial updating occurs. Participants learned the locations of real objects in a room and imagined being in their kitchens. They turned to face either the kitchen or the room targets and pointed to the targets before and after turning. Although objects in the real environment were automatically updated when the participants turned in the imagined environment, targets in the imagined environment were not automatically updated when the participants turned in the real environment. However, explicit spatial updating of imagined environments was as efficient as that of real environments. Automatic updating of the real objects required perceptual experience of these targets, either visually or by touch, and did not occur when the targets were described verbally. Implications for spatial cognition research are discussed.

Adolescent↗

Readers' reality-driven and plot-driven analyses in narrative comprehension.

We suggest that when readers experience narratives, their expectations about the likelihood of narrative events are informed by two types of analyses. Reality-driven analyses incorporate real-world constraints involving, for example, time and space; plot-driven analyses incorporate concerns about outcomes that emerge from the plot. We explored the interaction of these two types of analyses in the application of temporal situation models. Participants read stories in which the final episode occurred after a minute time shift (i.e., "A minute later...") or hour time shift (i.e., "An hour later..."). Our experiments assessed participants' judgments and reading times for statements describing the state of events (e.g., the possibility that characters could carry out particular behaviors) following each type of time shift. Experiments 1A and 1B demonstrated that readers are appropriately sensitive to the real concomitants of time shifts. Experiments 2A and 2B demonstrated, even so, that plot-driven preferences modify judgments and reading times away from reality-driven expectations. Our results have implications for the role of the reader in theories of narrative comprehension.

Adult↗

Searching for impossible objects: processing form and attributes in early vision.

In five experiments, we investigated the extent to which form (shape) and metric attributes (three-dimensional, 3-D, orientation), both defined by relations between line elements, are processed in early vision. Search for a target defined by an abstract property of form (i.e., impossibility) was slow and serial. In contrast, search for a 3-D orientation target was considerably easier. Subsequent experiments suggest that this difference reflects the fact that 3-D orientation is derivable from localized sets of lines, whereas impossibility is an idiosyncratic property of the complete set of relations between lines. We conclude that only "gross" aspects of form are available in early vision as the complete set of line relations is not processed preattentively. However, localized processing of line relations is sufficient to derive 3-D orientation.

Analysis of Variance↗

Realism of confidence in sensory discrimination: the underconfidence phenomenon.

This paper documents a very pervasive underconfidence bias in the area of sensory discrimination. In order to account for this phenomenon, a subjective distance theory of confidence in sensory discrimination is proposed. This theory, based on the law of comparative judgment and the assumption of confidence as an increasing function of the perceived distance between stimuli, predicts underconfidence--that is, that people should perform better than they express in their confidence assessments. Due to the fixed sensitivity of the sensory system, this underconfidence bias is practically impossible to avoid. The results of Experiment 1 confirmed the prediction of underconfidence with the help of present-day calibration methods and indicated a good quantitative fit of the theory. The results of Experiment 2 showed that prolonged experience of outcome feedback (160 trials) had no effect on underconfidence. It is concluded that the subjective distance theory provides a better explanation of the underconfidence phenomenon than do previous accounts in terms of subconscious processes.

Adult↗

Reality monitoring of physically similar and conceptually related objects.

Three studies showed that information used in determining a target memory's source may be derived not only from the target event itself, but also from other nontarget events or memories. Subjects were more likely to claim that an imagined object was perceived when it physically resembled or was conceptually related to another specific item that was actually perceived, relative to when there was no physical resemblance or semantic relation. Furthermore, error rates for imagined items increased with the number of perceived items that they resembled. However, subjects' orienting task at encoding (perceptually biased or perceptually plus conceptually biased) did not systematically affect error rates. The results indicate that reality monitoring decisions about a target object are influenced by similar physical and conceptual information that was derived from other objects.

Adult↗

Measuring memory for source: some theoretical assumptions and technical limitations.

Henkel and Franklin (1998) present a series of well-designed experiments in support of the conclusion that memory for the source of an item is affected by the similarity between the item and other information in memory. Their principle analyses use an empirical measure of source memory that is a variant of a measure evaluated by Murnane and Bayen (1996). We point out an important assumption that underlies the use of this measure and question additional arguments and analyses that Henkel and Franklin offer in support of their conclusions. The problems discussed illustrate the need for careful consideration of the technical characteristics of measures and the theoretical assumptions on which measures rest when one is conducting research on source memory.

Cognitive Science↗

Comments on "Measuring memory for source: Some theoretical assumptions and technical limitations".

Researchers must consider limitations and assumptions inherent in their measure of source monitoring when drawing conclusions, an important point raised by Murnane and Bayen (1998). However, the issues they raise do not invalidate the conclusions we draw from the findings reported in Henkel and Franklin (1998). Issues regarding conclusions about source monitoring performance, the relation between recognition and source accuracy, and the use of empirical and multinomial analyses are discussed.

Cognitive Science↗

Unrealistic identity.

Explore the source record for details and available documents.

Attitude of Health Personnel↗

Medication: reasons and interventions for noncompliance.

1. There is a strong correlation between medication noncompliance and higher rates of illness relapse. The causes of noncompliance include side effects, knowledge deficits, and patient/therapist relationships. 2. The nurse's ongoing assessment and understanding of the patients' reasons for treatment resistance is the key to promoting medication compliance. 3. Because compliance requires patients' complete understanding of their illness and their need for medication treatment, patient education is the initial intervention in promoting medication adherence. 4. The patient must no longer be viewed as the guilty party. The promotion of medication compliance must be the responsibility of both the health care professional and the patient.

Defense Mechanisms↗

Personality impairment in male pedophiles.

BACKGROUND: Despite the large body of literature on the psychological sequelae of childhood sexual abuse, the literature on the psychopathology of pedophiles is surprisingly underdeveloped. The present article explores the hypothesis that pedophiles evidence deficits in interpersonal functioning (lack of assertiveness and empathy, passive-aggressiveness) and in self-concept, which might contribute to the motivation for pedophilic acts, as well as elevated sociopathy, impulsivity, and propensity for cognitive distortions, which might underlie the inhibitory failure. METHOD: Twenty male heterosexual pedophiles (DSM-IV criteria) recruited from an outpatient clinic for sex offenders were compared with 24 demographically similar, healthy male controls using 3 personality instruments: the Millon Clinical Multiaxial Inventory-II, the Dimensional Assessment of Personality Impairment-Questionnaire, and the Temperament and Character Inventory. RESULTS: The data suggested that pedophiles have impaired interpersonal functioning, specifically, reduced assertiveness and elevated passive-aggressiveness, as well as impaired self-concept. Regarding disinhibitory traits, pedophiles demonstrated elevated sociopathy and propensity for cognitive distortions. CONCLUSION: Our data are consistent with previous reports of pathologic personality traits in pedophiles and lend support to a hypothesis that such pathology is related to both motivation for and failure to inhibit pedophilic behavior. Such information could potentially have important treatment implications.

Adult↗

[Effects of specificity of schema on false recall: an analysis from the viewpoint of eyewitness testimony].

The purpose of this study was to investigate the effects of two levels of specificity of schema on generation of false recall. One level is widely applied to things and is shared by the general public (less specific schema) and the other is specifically applied to individual things (more specific schema). Sixty female undergraduates watched a video. After two days, they were required to recall the contents of the story. Students were divided into two groups according to whether they have the more specific schema or not. In each group, they were assigned to either free recall task or reality monitoring task. The results showed that (1) the amounts of false recall by the group having the less specific schema only decreased by reality monitoring. (2) The group having the more specific schema had no differential effects on false recall for both tasks. (3) The effect of specificity of schema on false recall was not observed for the scene which did not activate the more specific schema. These results were discussed in terms of the levels of specificity of schema and effectiveness of reality monitoring for eyewitness memory.

Adult↗

Bridging the gap between dreams and realities related to employment and mental health: implications for policy and practice.

Access to valued resources, especially to employment and income, is a critical issue in community mental health. Appropriate public policy and services are needed to bridge the gap between dreams and realities related to employment for people with a serious mental health illness. This article reviews current literature in the area of employment and mental health, and describes the findings of a research study focusing on these issues in one community in Southern Ontario. This study used a participatory, action-oriented approach to understand the ideal employment situation for people with a serious mental health illness, and to explore the barriers preventing them from finding, getting, and keeping work. Concrete areas for action (generated by people with a serious mental health illness working with service providers in this field) are suggested in order to respond to employment barriers at various levels and to make employment a reality for people experiencing a serious mental health illness.

Adult↗

A haptic interface for virtual simulation of endoscopic surgery.

Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

Computer Simulation↗

The effects of immersiveness on physiology.

The effects of varying levels of immersion in virtual reality environments on participant's heart rate, respiration rate, peripheral skin temperature, and skin resistance levels were examined. Subjective reports of presence were also noted. Participants were presented with a virtual environment of an airplane flight both as seen from a two-dimensional computer screen and as seen from within a head-mounted display. Subjects were randomly assigned to different order of conditions presented, but all subjects received both conditions. Differences between the non-phobics' physiological responses and the phobic's response when placed in a virtual environment related to the phobia were noted. Also noted were changes in physiology based on degree of immersion.

Adult↗

Virtual reality: a new clinical setting lab.

Virtual Reality (VR) is a new technology halfway between television and computer. It constitutes another step in the evolution of our use of a tool that allows us to see, to hear and to feel in a world created graphically in three dimensions, and to interact with it. VR is, mainly, a mental experience which makes the user believe that "he is there", that he is present in the virtual world. With this new tool, the user is no longer a mere observer of that which is happening on a screen, but he "feels" that he is immersed in that world and participates in it, in spite of the fact that they are spaces and objects that only exist in the memory of the computer and in the user's mind. This chapter seeks to carry out different reflections at different levels. First, we will analyze the relationships between VR and Psychology, one of the disciplines that has made more efforts in order to understand how we obtain knowledge from the world and from ourselves. We will also analyze the impact VR can have in one of the applied disciplines of Psychology, which is Clinical Psychology. With regard to this application environment, VR becomes a tool which can generate useful models for Psychology (both normal and abnormal), and it is offered as a research context for Clinical Psychology; as a "realistic" laboratory where we can study behaviours, emotions, thoughts, etc.; and a new means to develop psychological treatments.

Computer Simulation↗