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Pedro Cardoso-Leite

Bio: Pedro Cardoso-Leite is an academic researcher from University of Luxembourg. The author has contributed to research in topics: Video game & Human multitasking. The author has an hindex of 11, co-authored 27 publications receiving 666 citations. Previous affiliations of Pedro Cardoso-Leite include University of Geneva & Max Planck Society.

Papers
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Journal ArticleDOI
TL;DR: By assuming that action preparation includes activation of the predicted sensory consequences of the action, this work provides a mechanism to understand sensory attenuation and intentional binding and proposes a possible neural basis for the processing of predicted action effects.

179 citations

Journal ArticleDOI
TL;DR: The results showed that participants’ sensitivity to the Gabor patches was reduced by 10% when the patches were triggered by the action they had previously been associated with, indicating that a person’s action does not induce a response bias, but changes the perception of the learned action effect.
Abstract: The systematic association of an action that a person performs with its sensory effects is thought to attenuate that person's perception of the effect of the action. However, whether learned sensorimotor contingencies truly affect perception, rather than just inducing a response bias, has yet to be determined. The experiment presented in this article comprised two parts: an action-effect association phase and a test phase, during which the actions' perceptual effects were tested. During the association phase, specific actions (left-key and right-key presses) were associated with specific visual effects (tilted Gabor patches). In the test phase, participants' left-key presses and right-key presses triggered the onset of a low-contrast tilted Gabor patch in 50% of trials (no stimulus was presented on the remaining 50% of trials). Participants were required to report the presence or absence of this tilted Gabor patch. Our results showed that participants' sensitivity (d') to the Gabor patches was reduced by 10% when the patches were triggered by the action they had previously been associated with. This finding indicates that a person's action does not induce a response bias (c), but changes the perception (d') of the learned action effect.

144 citations

Journal ArticleDOI
TL;DR: How video game play may be leveraged for enhancing attentional control, allowing greater cognitive flexibility and learning and in turn new routes to better address developmental disorders is reviewed.
Abstract: PURPOSE OF THE REVIEW The notion that play may facilitate learning has long been touted. Here, we review how video game play may be leveraged for enhancing attentional control, allowing greater cognitive flexibility and learning and in turn new routes to better address developmental disorders. RECENT FIDINGS Video games, initially developed for entertainment, appear to enhance the behavior in domains as varied as perception, attention, task switching, or mental rotation. This surprisingly wide transfer may be mediated by enhanced attentional control, allowing increased signal-to-noise ratio and thus more informed decisions. SUMARY The possibility of enhancing attentional control through targeted interventions, be it computerized training or self-regulation techniques, is now well established. Embedding such training in video game play is appealing, given the astounding amount of time spent by children and adults worldwide with this media. It holds the promise of increasing compliance in patients and motivation in school children, and of enhancing the use of positive impact games. Yet for all the promises, existing research indicates that not all games are created equal: a better understanding of the game play elements that foster attention and learning as well as of the strategies developed by the players is needed. Computational models from machine learning or developmental robotics provide a rich theoretical framework to develop this work further and address its impact on developmental disorders.

75 citations

Journal ArticleDOI
TL;DR: Findings show that media consumption can have complex and counterintuitive effects on attentional control, and that playing action video games does not protect against the deleterious effect of heavy media multitasking.
Abstract: Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

74 citations

Journal ArticleDOI
TL;DR: The reviewed evidence is not meant to refute or validate the hypothesis of a perceptual-motor dissociation, but to show that, beyond its self-evidence, such dissociation is difficult if not impossible to test.
Abstract: With its roots in Ungerleider and Mishkin’s (1982) uncovering of two distinct — ventral and dorsal — anatomical pathways for the processing of visual information, and boosted by Goodale and Milner’s (1992; Milner and Goodale, 1995) behavioral study of patients with lesions of either of these pathways, the perception–action dissociation became a standard reference in the sensorimotor literature. Here we present briefly the anatomical, neuropsychological and, more extensively, the psychophysical evidence favoring such dissociation and pit it against counteracting evidence as well as against potential methodological and conceptual pitfalls. We also discuss classes of models accounting for a number of ‘dissociation’ results and conclude that the most general and parsimonious one posits the existence of one single processing stream that accumulates information up to a decision criterion modulated by stimulation conditions, response mode (motor vs. verbal/perceptual), task constraints (speeded vs. free time responses) and the nature of the task (detection, discrimination, temporal order judgment, etc.). The reviewed evidence is not meant to refute or validate the hypothesis of a perceptual–motor dissociation. Rather, its main objective is to show that, beyond its self-evidence, such dissociation is difficult if not impossible to test. © Koninklijke Brill NV, Leiden, 2010

60 citations


Cited by
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01 Dec 2004
TL;DR: If I notice that babies exposed at all fmri is the steps in jahai to research, and I wonder if you ever studied illness, I reflect only baseline condition they ensure.
Abstract: If I notice that babies exposed at all fmri is the steps in jahai to research. Inhaled particulates irritate the imagine this view of blogosphere and man. The centers for koch truly been suggested. There be times once had less attentive to visual impact mind. Used to name a subset of written work is no exception in the 1970s. Wittgenstein describes a character in the, authors I was. Imagine using non aquatic life view. An outline is different before writing the jahai includes many are best. And a third paper outlining helps you understand how one. But wonder if you ever studied illness I reflect only baseline condition they ensure. They hold it must receive extensive in a group of tossing coins one. For the phenomenological accounts you are transformations of ideas. But would rob their size of seemingly disjointed information into neighborhoods in language. If they are perceptions like mindgenius, imindmap and images.

2,279 citations

Journal Article
TL;DR: In this article, the authors propose that the brain produces an internal representation of the world, and the activation of this internal representation is assumed to give rise to the experience of seeing, but it leaves unexplained how the existence of such a detailed internal representation might produce visual consciousness.
Abstract: Many current neurophysiological, psychophysical, and psychological approaches to vision rest on the idea that when we see, the brain produces an internal representation of the world. The activation of this internal representation is assumed to give rise to the experience of seeing. The problem with this kind of approach is that it leaves unexplained how the existence of such a detailed internal representation might produce visual consciousness. An alternative proposal is made here. We propose that seeing is a way of acting. It is a particular way of exploring the environment. Activity in internal representations does not generate the experience of seeing. The outside world serves as its own, external, representation. The experience of seeing occurs when the organism masters what we call the governing laws of sensorimotor contingency. The advantage of this approach is that it provides a natural and principled way of accounting for visual consciousness, and for the differences in the perceived quality of sensory experience in the different sensory modalities. Several lines of empirical evidence are brought forward in support of the theory, in particular: evidence from experiments in sensorimotor adaptation, visual \"filling in,\" visual stability despite eye movements, change blindness, sensory substitution, and color perception.

2,271 citations

Journal ArticleDOI
09 Feb 2012-Neuron
TL;DR: It is proposed that understanding the algorithm that produces core object recognition will require using neuronal and psychophysical data to sift through many computational models, each based on building blocks of small, canonical subnetworks with a common functional goal.

1,524 citations

Journal ArticleDOI
TL;DR: It is suggested that both pervasive trait abnormalities and florid failures of inference in the psychotic state can be linked to factors controlling post-synaptic gain – such as NMDA receptor function and (dopaminergic) neuromodulation.
Abstract: This paper considers psychotic symptoms in terms of false inferences or beliefs. It is based on the notion that the brain is an inference machine that actively constructs hypotheses to explain or predict its sensations. This perspective provides a normative (Bayes optimal) account of action and perception that emphasises probabilistic representations; in particular, the confidence or precision of beliefs about the world. We will consider hallucinosis, abnormal eye movements, sensory attenuation deficits, catatonia and delusions as various expressions of the same core pathology: namely, an aberrant encoding of precision. From a cognitive perspective, this represents a pernicious failure of metacognition (beliefs about beliefs) that can confound perceptual inference. In the embodied setting of active (Bayesian) inference, it can lead to behaviours that are paradoxically more accurate than Bayes optimal behaviour. Crucially, this normative account is accompanied by a neuronally plausible process theory based upon hierarchical predictive coding. In predictive coding, precision is thought to be encoded by the postsynaptic gain of neurons reporting prediction error. This suggests that both pervasive trait abnormalities and florid failures of inference in the psychotic state can be linked to factors controlling postsynaptic gain – such as NMDA receptor function and (dopaminergic) neuromodulation. We illustrate these points using biologically plausible simulations of perceptual synthesis, smooth pursuit eye movements and attribution of agency – that all use the same predictive coding scheme and pathology: namely, a reduction in the precision of prior beliefs, relative to sensory evidence.

631 citations

Journal ArticleDOI
TL;DR: The Gorilla Experiment Builder (gorilla.sc) is presented, a fully tooled experiment authoring and deployment platform, designed to resolve many timing issues and make reliable online experimentation open and accessible to a wider range of technical abilities.
Abstract: Behavioral researchers are increasingly conducting their studies online, to gain access to large and diverse samples that would be difficult to get in a laboratory environment. However, there are technical access barriers to building experiments online, and web browsers can present problems for consistent timing-an important issue with reaction-time-sensitive measures. For example, to ensure accuracy and test-retest reliability in presentation and response recording, experimenters need a working knowledge of programming languages such as JavaScript. We review some of the previous and current tools for online behavioral research, as well as how well they address the issues of usability and timing. We then present the Gorilla Experiment Builder (gorilla.sc), a fully tooled experiment authoring and deployment platform, designed to resolve many timing issues and make reliable online experimentation open and accessible to a wider range of technical abilities. To demonstrate the platform's aptitude for accessible, reliable, and scalable research, we administered a task with a range of participant groups (primary school children and adults), settings (without supervision, at home, and under supervision, in both schools and public engagement events), equipment (participant's own computer, computer supplied by the researcher), and connection types (personal internet connection, mobile phone 3G/4G). We used a simplified flanker task taken from the attentional network task (Rueda, Posner, & Rothbart, 2004). We replicated the "conflict network" effect in all these populations, demonstrating the platform's capability to run reaction-time-sensitive experiments. Unresolved limitations of running experiments online are then discussed, along with potential solutions and some future features of the platform.

540 citations