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Social cognition in context: validating a cartoon-based attributional measure for urban girls.

Standard approaches to the development of psychological measures emphasize the role of the research team in identifying constructs, generating and retaining items, and establishing psychometric soundness. Although there are a number of strengths associated with these methods, the resulting measures may not be culturally sensitive to minority cultural groups. In order to address this need, the authors partnered with African American inner-city 3rd- and 4th-grade girls (predominantly 9- and 10-year-olds) to design and validate a cartoon-based hostile attributional bias measure that is developmentally and culturally sensitive. This paper illustrates how a partnership-based research model can be used to design measurement tools sensitive to the ways in which developmental processes are influenced by an urban, low-income, ecological context.

Cartoons as Topic↗

The prototype effect in recognition memory: intact in autism?

BACKGROUND: There are two accounts of categorization performance in autism: that there is an impairment in prototype formation (Klinger & Dawson, 2001) and that there is an impairment in processing features held in common between stimuli (Plaisted, O'Riordan, & Baron-Cohen, 1998). These accounts, together with central coherence theory (Frith, 1989; Frith & Happé, 1994), imply a reduced or absent prototype effect in autism. METHOD: Children with autism or Asperger syndrome (n = 15) matched on age, gender, and verbal mental age with typically developing children (n = 15) completed a picture recognition task (Experiment 1). These participants also studied categories of cartoon animals possessing either an average prototype structure (Experiment 2) based on (Younger's 1985) stimuli or a modal structure (Experiment 3) based on (Hayes and Taplin's 1993b) stimuli. Following the study phases, participants completed recognition tests comprising prototypes and other exemplars with varying degrees of similarity to the prototypes. RESULTS: For both participant groups, recognition memory appeared intact (Experiment 1) and a full prototype effect in recognition memory was observed in both Experiment 2 and Experiment 3. CONCLUSIONS: The present studies fail to support predictions of impaired prototype effects in autism. The discussion focuses on key methodological differences between these studies and those that support claims that central coherence, prototype formation, and common feature processing are impaired in autism.

Adolescent↗

Photosensitive seizures provoked while viewing "pocket monsters," a made-for-television animation program in Japan.

PURPOSE: To describe the recent epidemic of photosensitive seizure that occurred in relation to an episode of the television animation program "Pocket Monsters," we report four patients who experienced seizures while watching the episode in question. We also report some technical aspects of the program episode. METHODS: We investigated the clinical symptoms of the four patients and performed routine EEGs with intermittent photic stimulation (IPS). If IPS provoked no photoparoxysmal response (PPR) during the routine EEG examination, a second EEG was performed with the photic stimulator placed 10 cm from the patient's eyes. In addition, we reviewed the "Pocket Monsters" episode, focusing our attention on the visual techniques used with reference to the Independent Television Commission (ITC) guidelines. RESULTS: One patient who had myoclonic jerks before the convulsion in question was diagnosed as having juvenile myoclonic epilepsy, and the diagnosis of another patient was pure photosensitive epilepsy. The remaining two patients had their first seizures, which could be occasional seizures, and we therefore could not reach a diagnosis of epilepsy. In our four patients, only one showed PPR on the routine EEG. Two patients revealed PPR on the second EEG, and the remaining patient showed no PPR. Rapid changes in color are believed to be responsible for the photosensitive seizures because all four patients had seizures at around 18:50, when seconds of deep red and bright blue flashes, alternating at a frequency of 12 Hz, were shown. CONCLUSIONS: Regulations for technical aspects of children's programming, including the use of colors, are urgently needed in Japan to prevent a repeated incident. In addition, the IPS procedure needs to be standardized, especially for patients who are suspected to have photosensitivity.

Adolescent↗

Epileptic seizures induced by animated cartoon, "Pocket Monster".

PURPOSE: A large number of children had fits while watching the animated cartoon television (TV) program "Pocket Monster." To elucidate the seizures associated with the TV program, we administered a questionnaire survey in Aichi Prefecture, Japan. METHODS: The questionnaires were sent to 75 hospitals located in and around Aichi prefecture. The presence of epileptic seizures and the types of seizures were determined by three pediatric neurologists. RESULTS: Sixty-one hospitals responded to the questionnaire survey. Among 95 patients living in Aichi prefecture for whom enough information on seizure manifestations and EEG was available, < or =93 patients were considered to have epileptic seizures while watching the TV program. Most seizures occurred at a scene in which red and blue frames alternated at 12 Hz. Sixty-nine (74%) patients had no history of epilepsy. Thirty-nine patients had generalized seizures, and 49 patients had partial seizures. Partial seizures occurred more frequently in the younger age group than did generalized seizures. The EEG revealed a photoparoxysmal response (PPR) in 43% of patients. PPR was present not only in patients with a history of epilepsy (54%) but also in those with no history of epilepsy (38%). CONCLUSIONS: Almost all seizures induced by the TV program "Pocket Monster" were epileptic, and partial seizures were induced more frequently than generalized seizures. The incidence of this "Pocket Monster"-induced seizures was roughly estimated as > or =1 in 4,923 individuals aged 6-18 years.

Adolescent↗

Partial seizure with aphasic speech arrest caused by watching a popular animated TV program.

On the evening of December 16, 1997, about 700 children across Japan were hospitalized because of convulsive seizures or vomiting experienced while watching a popular animated TV program that included blue and red stimuli that alternated at 12 flashes per second. In one case, an 11-year-old girl developed a hallucination in the right visual field and a subsequent cramp on the right side of her face, with aphasic speech arrest. She had no history of seizures. Her electroencephalogram (EEG) showed normal background activity and no epileptiform discharges. Intermittent photic stimulation provoked a photoparoxysmal response. Her main clinical manifestation was a TV-induced left occipital lobe seizure spreading toward the left inferior frontal lobe. This suggested a functional link from the occipital lobe to the frontal operculum.

Aphasia↗

Photic- and pattern-induced seizures: a review for the Epilepsy Foundation of America Working Group.

PURPOSE: This report summarizes background material presented to a consensus conference on visually provoked seizures, convened by the Epilepsy Foundation of America. METHODS: A comprehensive review of literature was performed. RESULTS: Photosensitivity, an abnormal EEG response to light or pattern stimulation, occurs in approximately 0.3-3% of the population. The estimated prevalence of seizures from light stimuli is approximately 1 per 10,000, or 1 per 4,000 individuals age 5-24 years. People with epilepsy have a 2-14% chance of having seizures precipitated by light or pattern. In the Pokemon cartoon incident in Japan, 685 children visited a hospital in reaction to red-blue flashes on broadcast television (TV). Only 24% who had a seizure during the cartoon had previously experienced a seizure. Photic or pattern stimulation can provoke seizures in predisposed individuals, but such stimulation is not known to increase the chance of subsequent epilepsy. Intensities of 0.2-1.5 million candlepower are in the range to trigger seizures. Frequencies of 15-25 Hz are most provocative, but the range is 1-65 Hz. Light-dark borders can induce pattern-sensitive seizures, and red color also is a factor. Seizures can be provoked by certain TV shows, movie screen images, video games, natural stimuli (e.g, sun on water), public displays, and many other sources. CONCLUSIONS: Recommendations on reducing risk of seizures have been developed by agencies in the United Kingdom, Japan, and the International Telecommunications Union, affiliated with the United Nations. The Epilepsy Foundation of America has developed a consensus of medical experts and scientists on this subject, reported in an accompanying work.

Cartoons as Topic↗

Epilepsies after Pocket Monster seizures.

BACKGROUND: We conducted a 5-year follow-up study in patients with a seizure induced by animated cartoon "Pocket Monster." METHODS: A recurrence of seizures was observed in 25 of 91 patients with a Pocket Monster seizure. The patients were divided into two groups: Epilepsy group of 12 patients with a history of epilepsy and Nonepilepsy group of 13 patients without a history of epilepsy. RESULTS: Age below 12 years and generalized seizures were more often in Nonepilepsy group than in Epilepsy group. Seizure recurrence was earlier in Epilepsy group than in Nonepilepsy group. Photoparoxysmal response was relatively infrequent in Epilepsy group. The majority of patients were classified into idiopathic generalized epilepsies in Nonepilepsy group, whereas most patients were categorized into localization-related epilepsies in Epilepsy group. CONCLUSIONS: Epilepsies after Pocket Monster seizures were different according to the presence or absence of a history of epilepsy. These results will be useful in order to determine the treatment of a patient with a visually induced seizure.

Cartoons as Topic↗

Communicating information to patients: the use of cartoon illustrations to improve comprehension of instructions.

OBJECTIVE: To evaluate the effect of cartoon illustrations on patient comprehension of and compliance with ED release instructions. METHODS: A prospective, randomized, controlled study of consecutive patients who presented to the ED of a community teaching hospital with lacerations necessitating wound repair during a three-month study period. At ED release, the patients were randomly assigned to receive wound care instructions with or without cartoon illustrations. Three days later, the patients were followed up by telephone. A blinded investigator asked a series of questions designed to test the patient's recall of, understanding of, and compliance with wound care instructions. RESULTS: A total of 234 patients were successfully contacted by telephone; 105 (45%) had been given ED release instructions with cartoons, 129 (55%), without cartoons. There was no significant difference in age, gender, level of education, or satisfaction with the ED visit between the two groups. The patients given cartoon instructions were more likely to have read the instructions (98% vs 79%, p < 0.001), were more likely to answer all wound care questions correctly (46% vs 6%, p < 0.001), and were more compliant with daily wound care (77% vs 54%, p < 0.01). Subset analysis of those patients who had less than a high school education (n = 57) demonstrated even larger differences between the two treatment groups in terms of comprehension of and compliance with ED release instructions. CONCLUSION: Cartoon illustrations are an effective strategy for conveying information and may improve patient compliance with ED release instructions.

Adolescent↗

The psychiatrist in American cartoons, 1941-1990.

The portrayal of psychiatrists in cartoons from the United States was examined. A total of 404 cartoons from 1941 to 1990 were obtained and arranged chronologically. The appearance, behaviour, treatment methods and efficacy of the cartoon psychiatrist were assessed. It was found that there has been little change in these parameters over the past 50 years. This finding is partly explained by the constraints of the cartoon medium and by the workings of humour and stereotyping. Psychiatric cartoons from other countries and those drawn by psychiatrists themselves do not depart from the American pattern. The differences between the representation of psychiatrists in the cartoon and in other media, such as the film, are highlighted. It is postulated that the cartoon serves to stabilize the more mutable portrayals of psychiatrists in other media. Further studies are suggested.

Cartoons as Topic↗

The cartoon in doctor-patient communication. Further study of the Arthritis and Rheumatism Council handbook on gout.

A sample of 50 consecutive patients with gout was tested by means of a multiple-choice knowledge-testing questionnaire based on the Arthritis and Rheumatism Council's Gout: A Handbook for Patients. Patients were divided into two groups: (a) those tested with an illustrated booklet containing 89 cartoons, and (b) those tested with an unillustrated booklet with text exactly the same as in the illustrated booklet. No significant difference was observed in either the overall test scores between the two groups or between individual question scores. It was concluded that increasing the number of illustrations in the Arthritis and Rheumatism Council's handbook on gout had not significantly increased the value of this material as a communication aid. Certain sources of error have been discussed including the possibility of an 'interest factor' due to the inevitable interest patients have in reading about their own disease, and also the possibility that technical factors to do with page layout and picture/text imbalance might be responsible for failing to show differences between the two groups.

Cartoons as Topic↗

Humor comprehension and appreciation: an FMRI study.

Humor is a unique ability in human beings. Suls [A two-stage model for the appreciation of jokes and cartoons. In P. E. Goldstein & J. H. McGhee (Eds.), The psychology of humour. Theoretical perspectives and empirical issues. New York: Academic Press, 1972, pp. 81-100] proposed a two-stage model of humor: detection and resolution of incongruity. Incongruity is generated when a prediction is not confirmed in the final part of a story. To comprehend humor, it is necessary to revisit the story, transforming an incongruous situation into a funny, congruous one. Patient and neuroimaging studies carried out until now lead to different outcomes. In particular, patient studies found that right brain-lesion patients have difficulties in humor comprehension, whereas neuroimaging studies suggested a major involvement of the left hemisphere in both humor detection and comprehension. To prevent activation of the left hemisphere due to language processing, we devised a nonverbal task comprising cartoon pairs. Our findings demonstrate activation of both the left and the right hemispheres when comparing funny versus nonfunny cartoons. In particular, we found activation of the right inferior frontal gyrus (BA 47), the left superior temporal gyrus (BA 38), the left middle temporal gyrus (BA 21), and the left cerebellum. These areas were also activated in a nonverbal task exploring attribution of intention [Brunet, E., Sarfati, Y., Hardy-Bayle, M. C., & Decety, J. A PET investigation of the attribution of intentions with a nonverbal task. Neuroimage, 11, 157-166, 2000]. We hypothesize that the resolution of incongruity might occur through a process of intention attribution. We also asked subjects to rate the funniness of each cartoon pair. A parametric analysis showed that the left amygdala was activated in relation to subjective amusement. We hypothesize that the amygdala plays a key role in giving humor an emotional dimension.

Adult↗

Encoding apparent motion in animated mimic displays.

Animated mimic displays represent system components, the physical connections between components, and the analogical flow of information or resources. These displays have the potential to improve the effectiveness of both training and real-time performance. One animation technique that is particularly efficient (from a computational perspective) is color table animation, which produces a subjective impression of movement through apparent motion. Display variables likely to influence the effectiveness of apparent motion were investigated in two experiments. The primary experimental manipulations were the levels of chromatic and luminance contrast in the displays (temporal frequency and direction of apparent motion were also varied). The results suggest that both types of contrast can be used to encode apparent motion but that luminance contrast is more effective. Several additional variables likely to influence the effectiveness of animation were held constant and are discussed briefly.

Adolescent↗

Assessment of three-and-a-half-year-old children's emerging phonological awareness in a computer animation context.

Four computer-animated tasks were created to analyze the underlying structure of emerging phonological awareness at 3.5 years of age and to explore the factors that influence children's (N = 91) performance on the tasks. Our findings indicated that already at this young age, children are able to master tasks demanding identification, blending, and continuation of phonological units when the tasks are presented in a motivating assessment context. In line with earlier research, children showed higher mastery in dealing with words and syllables than in dealing with phonemes. Targets in the initial position of a word were easier for children to identify than those in the final position. Our analysis provided support for two major dimensions of emerging phonological awareness based on the cognitive operations of the tasks: identification and blending of phonological units.

Awareness↗

Perception of humor in cartoon riddles by adults with intellectual disability.

Young adults with intellectual disability, 15 with IQs of 55 to 75 and 15 with IQs of 40 to 54, rated 12 cartoon riddles of six levels of difficulty. Mirth and comprehension were also scored. Analyses indicated that participants considered the jokes funny but there was a strong tendency to respond to the visual aspects of the jokes rather than to the auditory aspects.

Adult↗