Testing The Validity of Videogame Modifications for Psychological Research
description: An experiment consisting of 40 participants sampled from both Lancaster University and the Sefton area investigated the validity of using video game modifications (Mods) to construct more reliable testing methods for video game research. Mods are additions to video game code that allow the manipulation of various otherwise unattainable features. It is typical of research in this area to use two different games when attempting to manipulate one variable, this often results in a failure to compare like for like leaving various extraneous variables unaccounted for. Building upon the work of Böche (2009), this present research uses a program Garry’s Mod to construct identical variations that were relatable to popular current games while attempting to manipulate a single variable, violence. Participants played both an antisocial and prosocial variation of the same game and were asked to fill out a survey documenting their opinions on the game and its traits. It was predicted that while features such as graphics, maps, difficulty and the player’s performance in the game would not differ, the self reported violence participants experienced between variations would significantly differ. Predicted trends were observed in ratings of violence t(39) = -22.06, p < .001 and whether the player character’s actions were perceived as prosocial t(39) = -14.64, p < .001. Contrary to predictions, participant’s reported enjoyment t(39) = -4.55, p< 0.001 and the similarity of the game mission to the current game market t(39) = -6.37, p < 0.001 also differed significantly between variations. The implications are discussed throughout the paper.
creator: Matthew McArthur
source: Participants were randomly allocated into two groups. The first group (“antisocial first”) played and answered questions concerning the antisocial version before then playing and answering questions concerning the prosocial version. The order was reversed for participants in the second group (“prosocial first”). Antisocial first. The group that played as soldiers first consisted of 14 males and 6 females. The ages of this sample ranged from 18 to 31 years with a mean of 22.25 and a standard deviation of 2.49. Prosocial first. A group of 14 males, 5 females and one individual who abstained from recording gender played the medic scenario first. The ages ranged from 19 to 26 years, with a mean of 22.3 standard deviation of 1.87. Task, Materials and Apparatus Several specialized items were required to set up and conduct this research. In order to attract participants, an email was sent to the Psychology students of Lancaster University as well as several flyers positioned around the department (See Appendix). These adverts offered a chance to win a £20 Amazon gift card for participation and provided individuals with the e-mail of researchers in order to set up meetings. Hardware. Data was collected using a Macbook Pro with a 13 inch screen. The laptop had a 2.5 GHz (Gigahertz) dual core processor, 4 GB (Gigabytes) of RAM (Random Access Memory), 500 GB Hard Drive memory space and an Intel HD Graphics 4000 graphics card. As well as the Macbook, an apple MagSafe power adapter, a wired optical mouse, a mouse mat and a USB powered laptop cooling pad were used (See Appendix). Software. The Macbook Pro operated the Mountain Lion operating system by Apple and several programs were required to run this experiment. Questionnaires concerning demographic information and perceptions of video games were created using an online research suite, Qualtrics. The questionnaire consisted of three sections (See Appendix). Firstly, participants were asked to input their demographic informatio…
publisher: Lancaster University
contributor: Lizzie Wardman
format: .csv file
language: English
type: Data
coverage: LA1 4YF

The Effect of Systematic Variance in Action Capabilities on Grasp Ability Perception.
subject: Embodied perception Grasp ability Affordance perception Virtual Reality
description: The ecological approach to visual perception asserts that individuals perceive environments relative to the possibility of action within their environment. Hence, to successfully interact with one’s environment, individuals must be able to accurately perceive the extent over which actions can be performed, widely referred to as action boundaries. Furthermore, as the world in which we inhabit is continually changing and subsequently placing various constraints upon ones action boundaries, it is necessary for individuals to be able to update their perceived action boundaries to accommodate for such variance. While research has displayed that individuals can update their perceptions to accommodate for variance, what is unclear in these circumstances is which action boundary does the perceptual system calibrate to. This study investigated this by analysing the effect of systematic variance on perceived grasp ability in virtual reality. Participants provided estimates of grasp ability following motor experience grasping with either a small, normal, large or a varied size hand. In the variance condition, participants experienced the small hand 25% of the time, the normal hand 25% of the time, and the large hand 50% of the time. The results indicated that participants’ perception of grasp ability reflected the artificial manipulation such that grasp ability was largest in the large hand condition. In addition, regarding the variable condition participants took all visual information into consideration however erred on the side of caution. However, it may be that factors such as age and personality influenced the results.
creator: Megan Rose Readman
source: Open Science Framework (OSF) This study has been pre-registered with the OSF; See https://osf.io/zkjdt/ for the main OSF project page. The following study deviated from the pre-registration in that data collection occurred for 12 days longer than initially intended as participant uptake was not as high as initially assumed it would be. Participants 30 Lancaster University Students (5 males and 25 females) aged between 18-26 (Mage = 21.07, SDage = 1.17), naïve to the purpose of this study, participated. All participants were recruited via opportunity sampling, utilising the Lancaster University Sona research participation system, advertisements and the researcher’s social network, and were paid £5 for their participation. Of these participants 29 were right-handed, and one was mixed-handed. The one mixed-handed participant elected to complete the study with their right hand, therefore, the following conclusions and data should be treated as all right-handed participants. In addition, all participants had normal or corrected-to-normal vision and had no known medical history of visual atypicalties, beyond being long or short-sighted, motoric or rheumatologic difficulties. All participants provided informed consent. Lancaster University Research Ethics Committee granted ethical approval for this study. Stimuli and apparatus A virtual environment was developed in Unity 3D© Gaming Engine with the Leap Motion plugin. The 3D VR colour display comprised a 3D model of a room in which a table was located in the centre. Upon this table were either two grey dots (in the calibration trials; See Panel A of Figure 2) or a grey block (block size manipulation trials; See Panel B Figure 2). The participant’s viewed the VR from a first-person perspective reflecting their natural eye-height. The environment was presented to participants through an Oculus Rift CV1 HMD, which displayed the stereoscopic reality at 2160×1200 at 90Hz split over both displays (Binstock, 2015). The movement of…
publisher: Lancaster University
date: 2018
contributor: Ellie Ball
rights: Open
relation: None
format: data/SPSS.sav
language: English
type: Data
coverage: LA1 4YF

Sketch Mental Reinstatement of Context: A Comparison of Autistic and Typically Able Children’s Drawings
description: The increasing number of children coming into contact with the criminal justice system is prompting further research into interviewing children. There is a lack of research in the area of children with developmental disorders such as autism (Mcrory, Henry & Happe, 2007). As sketching is one of the domains in which children develop favourably in comparison to their age matched peers it could be utilised in order to gain the most information. Sketch MRC has been used on typically developing individuals and has been very beneficial for a variety of reasons such as; gives structure to narrative, lessens cognitive demand of interviewer and also lessens social demand of interview. This study aims to see whether content and style of the drawings of typically developing and autistic group are similar. Also correlating data in the sketch to data from the interview recall would give insight into how the act of drawing may be beneficial. A group of 30 children who were either typically developing or autistic were split into 3 groups depending on the results of BPVS 3 and RPM. All children watched a film stimulus and were then asked to recall as much information as possible in a sketch MRC condition. The drawings were then analysed. Autistic children’s sketches when compared with mental ability matched children showed similarities in; number of salient items, number of items drawn, representational detail, detail in human figure drawings, number of correct, incorrect and confabulation as well as accuracy. A regression model indicated correct number of items recalled in verbal transcript significantly predicted the correct number of items in the sketch. By presenting a significant relationship between number of correct items sketched and recalled it can be said the act of drawing is useful in the sketch MRC condition. This indicates that the sketch MRC condition is just as useful for the autistic individuals as it is for the TD individuals.
creator: Mehar-Un-Nissa Masood
source: A between subject’s experimental design was employed with two independent variables: Group, with two levels: (i) autistic, (ii) typically developed, and Mental ability: low, intermediate, and high. The dependent variable was the drawings which were produced during the interview and were coded using a top down coding scheme measuring the number of correct, incorrect, confabulated items of recall and accuracy. Content including representational detail of human figure drawing and what the individual focuses whether it is on people or the environment. Qualitative analysis attempts to uncover a range of issues such as; is structure used in the sketch, whether the sketches depict movement or a still image, the detail with which the items are drawn, and if the sketch demand interaction. Materials Film stimulus – Each child individually viewed a non-violent crime film exactly one minute in duration. The stimulus film was one which had been previously used in police training sessions. Keeping in mind ethical guidelines the clip shown had no abuse or violence. The film depicted a busy road with a roundabout, two people walk from around the corner and into a shop. Moments later the two individuals run out of the shop with another individual chasing after them. The clip then ends. The British Picture Vocabulary Scale: Third Edition (BPVS3) is used in order to act as a distracter task but also determine the child’s mental ability. The BPVS3 plays an important role in assessing a child’s receptive vocabulary, from 3 years up to 16 years of age. Ravens Progressive Matrices (RPM) is also required not only to act as a distracter task but also determine the child’s mental ability. The RPM is a nonverbal group test ranging from 5 year olds to the elderly. It consists of 60 multiple choice questions listed in order of difficulty. iPad was used to show children the film stimulus with approximately a 8-inch screen. The child was able to hold the iPad themselves to watch the film stimulus…
publisher: Lancaster University
date: 2013
contributor: Nicola Cook
language: English
type: Data
coverage: LA1 4YF

The effects of ambient temperature on aggressive cognitions
subject: Ambient, temperature, aggression Linear mixed effects modelling, regression, correlation
description: The world is getting warmer and it is of interest to researchers to explore how changes in temperature experience affect human behaviour. The heat hypothesis suggests that an increase in heat is associated with an increase in antisocial behaviour (e.g. violence, aggression). However social embodiment studies have also demonstrated hotter temperatures to be associated with less antisocial behaviour (e.g. greater gift giving). This study investigated whether higher ambient temperatures are associated with more or less antisocial responding using a controlled laboratory approach. Participants were placed into either a cold room or a hot room whilst they completed two tasks that implicitly measured the accessibility of aggressive cognitions. Using a combination of linear mixed effects analyses and regression analyses, the results demonstrated that there was no significant difference between the two temperature conditions concerning the accessibility of aggressive cognitions in a lexical decision go/no-go task and a word fragment completion task. Consequently the heat hypothesis and theories based upon a social embodiment framework were not supported in this case. Possible alternative explanations and limitations of the study are discussed regarding the inconsistent results to that proposed by particular theoretical frameworks and illustrated in previous research. Directions for future research are suggested in light of the present findings.
creator: Melissa Barclay
source: Participants In total, 65 participants took part in this study. Unfortunately the preregistered sample size figure of 120 participants was unable to be reached due to recruitment limitations. Participants were recruited via Lancaster University’s SONA system, via adverts, were friends of the researcher or were recruited on an opportunistic basis around the Lancaster University campus. As a reward for participating, participants were entered into a prize draw to win one of 12 £10 Amazon vouchers. Participants were excluded if they met any of several a priori agreed upon rules for exclusion: (a) non-native English speaker, or (b) made a connection in the debrief section between the room temperature and aggression measurements. Three participants were excluded from the analyses on this basis. Therefore 62 participants data remained in the analyses. Demographic information was obtained using questions on the Qualtrics survey (Qualtrics, Provo, UT). The mean age of participants was 25.29 years (SD = 8.83; 43 female, 19 male). It was preregistered that participants must be between 18 and 55 years of age however due to the prospect of increasing the sample size, the age range was increased to 18 to 60 years of age. Participants were randomly assigned to the cold condition (n = 31) or the hot condition (n = 31). Materials Lexical decision go/no-go task. A lexical decision go/no-go task was used to gauge the accessibility of aggressive cognitions. The standard lexical decision task (LDT) is an indirect measure of semantic activation of specific constructs (e.g. aggression) and is an excellent method to assess the activation of such semantic networks (Marsh & Landau, 1995; see Parrott, Zeichner & Evces, 2005). Advantageously, as the task does not require conscious expression, it is not easily affected by demand characteristics (see Greitemeyer & Osswald, 2011). The LDT task was used in conjunction with a go/no-go response whereby participants are instructed to respond as quic…
publisher: Lancaster University
date: 2015
contributor: Ellie Ball
rights: Open
relation: None
format: Data/Excel.csv
language: English
type: Data
coverage: LA1 4YF

Infant Gesture and Parent Knowledge of Development
subject: None
description: Background: Before children can communicate verbally, they use gesture to tell us what they want. Our understanding of the importance of gesture in language development has expanded greatly over the past few decades. Furthermore, the methods used to measure gesture and language development have also progressed. Gesture and language assessment rely heavily on parent reports. It has been suggested that what parents know about development has also consequences for their child’s developmental outcomes. Aims: To validate the gesture section of the UK-CDI Words and Gestures (Alcock, Meints, & Rowland, 2017). And to explore parent knowledge of language and gesture milestones Methods & Procedure: Twenty-seven children and their parents participated in the first experiment. The parents completed the UK-CDI W&G and the children participated in an in- person gesture validation task. Thirty parents with a child 8-18 months participated in the second experiment. They completed the UK-CDI W&G as well as our new parent knowledge questionnaire. Results: In Experiment one, children’s score from the gesture task correlated significantly with parent-reported scores on the UK-CDI W&G. In experiment two, parents were more accurate at ordering and estimating the age of language milestones than they were gesture milestones. Conclusions: The findings for experiment one provides more support and confidence for the UK-CDI W&G as a language assessment tool. This will provide and benefit researchers and clinicians with a standardised tool and method for assessing language norms and delays. The findings for experiment two inform us that parents are not that knowledgeable within the developmental domain of gesture. This provides us with information on where parents need to be educated to benefit the developmental outcomes of their children.
creator: Miranda Sidman
source: Experiment 1 Method In this experiment we attempted to validate the gesture section of the UK-CDI Words and Gestures questionnaire through responses to the questionnaire and with an in-person gesture task procedure. Participants Twenty-seven children and their parent participated in this study. Participants included 10 girls and 17 boys between eight and eighteen months (M= 12.5 months, SD= 2.3 months) who were recruited from the Lancaster University Babylab and through social media (e.g. Facebook). The parents who participated in this study were 26 mothers and one father. To be eligible for this study all participants had to be native British English speakers. All participants were self-selected and received a children’s book for participant payment. Apparatus and Materials UK-CDI Words and Gestures The UK-CDI Words and Gestures (Alcock et al. 2013) is a parent-report questionnaire used to assess the language development of children aged eight to 18 months old. This questionnaire offers a checklist of words from several different categories (e.g., animals, toys, household items), with a total of 395 words. Parents are asked to indicate whether their child can say and understand, just understand, or does not know a word. The child obtains a score for total comprehension (sum of the words they understand) and a total score for production (sum of the words they say and understand). There is also a gesture section consisting of 57 gestures. The gesture section is divided into subsections (e.g., first communicative gestures, games, actions, pretending to be a parent, and imitating other adult actions). In the First Communicative Gesture section, parents are asked to indicate whether their child does a gesture often (two points), sometimes (one point), or not yet (zero points). For the remaining sections parents are asked to tick yes or no if their child does a gesture. A total gesture score is calculated by taking 0.5* the First Communicative Gesture section score and i…
publisher: Lancaster University
date: 2018
contributor: Rebecca James
rights: Open
relation: None
format: Data/SPSS.sav
language: English
type: Data
coverage: LA1 4YF

Exploring Guilt Appeals
subject: None
description: Guilt appeals are commonly used in charity advertising as a means of persuading a consumer to donate. This qualitative study uses an Indian sample to understand if there exists any differences in how they are perceived by individuals in a society that is not guilt based. Participants were exposed to 5 advertising campaigns in a focus group interview. The research also seeks to understand other factors that persuade a consumer to donate. It was found that guilt was only a supplementary factor in persuasion and factors of personal relevance and focus of action played a larger role in persuading with the sample used in this research. Guilt was effective in changing the attitude and beliefs of a consumer, but it was the factors of personal relevance and ease and convenience that were influential in changing donation intention into charitable behaviour. However, the small sample is also a limitation in generalising the responses to an entire culture.
creator: Mridhula Ravi
source: The purpose of this research was to understand the effectiveness of charity advertisements using guilt appeals in an Indian sample. Content analysis was then used to find patterns and themes in the responses of the participants. Research Design Focus Group Interviews Since the research aimed to create a narrative of the participants opinions and views, focus groups were employed. Focus groups also enable for understanding and exploring a topic in depth and understanding the nuances of the thoughts and opinions of the participants and thus understand how they respond to guilt appeals. Interviewer The primary researcher was used as the interviewer on the basis of being well versed with the material and thus the quality of establishing rapport and guiding the focus group discussion. Discussion Guide The primary aim of this research was to understand the perception of guilt appeals in charity adverts and the factors used in the adverts that contribute to donation intention. A discussion guide was formulated in line with the aim of the research and to provide a structure to the direction of the interview. Some of the questions included: ‘How do you feel when you look at this advertisement’, ‘The advertisements intend to use guilt. Do you think that was effective’ and ‘Did you feel guilty when you were exposed to the advertisements?’ (See Appendix A). However the questions were not asked in order and were chosen based on the responses chosen by the participants. Participants A focus group with 7 participants was organised. All the participants were Indian by nationality and graduate students of Lancaster University. Of the 7 participants. There were 5 males and 2 females. The only criteria for choosing the sample was that they had to have lived in India for at least 10 years or identify as an Indian national The age of the participants ranged from 20 to 25 years old. There was no difference by gender and gender was not considered as a variable in this research. Materials …
publisher: Lancaster University
date: 2015
contributor: Rebecca James
rights: Open
relation: None
format: None
language: English
type: None
coverage: LA1 4YF

The Complexity of Language Used by Parents of Children with Down Syndrome in Shared Reading Tasks
subject: Down Syndrome shared reading cognitive complexity prompts
description: Shared reading is a vital part of language development for children, and this is no less true for the development of language in children with Down Syndrome. Previous research has been concerned that parents use less complicated language when a child has Down Syndrome, and that parents should encourage their child to contribute more to the reading experience. This experiment attempted to evaluate the cognitive complexity of the language used by parents of children with Down Syndrome compared to the parents with typically developing children when reading aloud with their child, and whether including prompts inside a book could alter the complexity of the language used by parents. It was found that including prompts in a book appeared to make the experience more of a shared reading experience with turn-taking between parents and children increasing in the prompted condition. This means that prompted books should be considered as a tool to train parents to use dialogic reading techniques.
creator: Natalie Bosworth
source: Mothers of typically developing children and mothers of children with Down Syndrome were recorded whilst reading aloud with their child in both a business as usual condition where they would read together as they usually would at home, and a prompted condition where pre-determined questions were inserted into the book which the mothers were required to ask their child when the book indicated that they should. The recordings were then written into transcripts of speech and behaviour during the task. Two books were used in this experiment ‘Mooncake’ and ‘Skyfire’. The prompted condition and the business as usual condition were counterbalanced so that half of the participants read the unprompted book first, and half read the prompted book first, and half of the participants received ‘Mooncake’ as the prompted book, and the other half received ‘Skyfire’ as the prompted book. This was done to eliminate the chance that more was said during read due to a preference for one book over the other. However, both of the books were written by the same author, so the chance of a participant having a preference should have been minimal, and the books were similarly matched on difficulty and length to ensure that language would not be affected due to any differences in these criteria. The prompted book included 12 questions to scaffold the mothers into asking questions related to the book. The parent would read the text in black ink, which was the actual story, and then ask the question in blue ink inserted into the bottom of the page. These questions related to picture labelling (e.g. ‘What is that object’), vocabulary questions (e.g. ‘What does terrible mean?’), making inferences about the text (e.g. ‘Why did that character fall asleep?’), and questions which required general knowledge (e.g. ‘What else could be used in this situation?’). The language skills required to answer these questions ranged from a simpler understanding which asked a child to label objects and about simple …
publisher: Lancaster University
date: 2017
contributor: John Towse
rights: Open
format: data/SPSS.sav
language: English
type: Data
coverage: LA1 4YF

The Effect of Ambient Temperature on Cognitive Processing
subject: Ambient temperature Cognitive reflection Syllogistic reasoning Logistic mixed effects modelling.
description: Over recent decades, climate change has caused the world to get warmer and this trend is set to continue into the future. Relationships between increased temperature and changes in human behaviour, such as increased aggression, have been identified and it is therefore important to consider the impact it may have on other aspects of behaviour. At present, there are limited amounts of research on the effect of temperature on cognitive performance. Within the framework of dual-process theories of cognition and using a Cognitive Reflection Task (CRT) and a Syllogisms Task, the current report researches whether increased ambient temperature (artificially manipulated in a temperature lab) encourages the use of System 1 (i.e. fast, unconscious) processing as opposed to System 2 (i.e. slow, deliberate) processing. The paper asks whether increased temperature leads to more heuristic answers on the CRT and more belief bias on the Syllogisms task. We observed no effect of temperature on performance on the CRT or the Syllogisms task. Similarly, we observed no effect of ambient temperature on belief bias or confidence in answers to the Syllogisms task. However, an effect of ambient temperature was found on how many heuristic responses were given to the CRT, with those in the cold condition giving more heuristic answers than those in the hot condition. We conclude that these findings do not provide support for increased temperature impairing certain aspects of cognitive performance, but also explore unexpected results and discuss potential reasons for these
creator: Nicola Cook
source: Participants 65 individuals participated in this research study. Three were excluded for not meeting the pre-decided eligibility criteria of being a native English speaker aged between 18 and 65. This left 62 participants, 19 male and 43 female (Mage = 25.29 SDage = 8.83). Prior to the study, 1.61% had attained a PhD, 9.68% a Master’s degree, 40.32% a Bachelor’s degree, 33.87% A-Levels, 3.23% GSCEs, 9.68% a Certificate or Diploma and 1.61% had no qualifications. All participants completed the whole study, and none indicated awareness of the true aims of the study, thus, following pre-agreed exclusion criteria all participants were retained for analysis. Materials Cognitive Reflection Task. To test participants’ cognitive reflection, a form of the CRT (Frederick, 2005) was utilised. The CRT consists of a series of problem solving questions, with four multiple choice answers. For example, the question, ‘A bat and a ball cost £1.10 in total. The bat costs £1.00 more than the ball. How much does the ball cost?’ is presented alongside the following four options; ‘10p’, ‘5p’, ‘15p’ and ‘90p’. In this case the gut instinct is usually to respond with ‘10p’ however this is incorrect, and the correct response is, ‘5p’. Frederick’s (2005) original version of the task only consisted of three items and has since been criticised for being too short; about 44% of participants who are given the task have previously seen the questions and this leads to the inflation of their scores on subsequent testing sessions (Stieger & Reips, 2016). Consequently, both Primi, Morsanyi, Chiesi, Donati and Hamilton (2016) and Travers, Rolison and Feeney (2016) have since developed longer versions of the tasks; Primi et al.’s (2016) consisted of 6 items, whilst Travers, Rolison and Feeney’s (2016) consisted of 8. The present study combined items from both papers, taking 6 critical items from Primi et al. (2016) and 4 items, used as fillers, (adapted) from Travers, Rolison and Feeney (2016). The fill…
publisher: Lancaster University
date: 2018
contributor: Ellie Ball
rights: Open
relation: None
format: data/Excel.csv
language: English
type: Data
coverage: LA1 4YF

The effect of different question types during shared book reading on children’s narrative comprehension
subject: reading comprehension
description: This study investigated the effect of different question types on narrative comprehension in young children. Forty one five year olds participated in this study. One group (N=14) received three sessions of shared storybook reading in which they practised answering questions about literal information in the story, during the course of the storybook reading. A second group (N=13) practiced answering questions about information that had to be inferred. A third group of controls (N=14), did not receive any intervention. All groups completed two comprehension assessments before and after the intervention: one was a measure of general listening comprehension, the other included measures of both literal and inferential comprehension. Children’s engagement during the storybook reading was also assessed. Contrary to predictions, neither intervention benefitted post-test comprehension significantly. In addition engagement levels did not change over the course of the study. However, a consistent pattern was found for each comprehension measure: the group who received practice with answering inferential questions made the greatest gains. Implications for early literacy experiences are discussed.
creator: Nicola Pooley
source: Design The study was an intervention design with three phases: a pre-test, training phase and post-test. There were three groups: two experimental groups who participated in all phases and a control group who only completed the pre and post tests. The design is shown in Table One. In the pre and post test sessions, participants completed a general measure of listening comprehension (adapted from the Neale Analysis of Reading Ability II, Neale, 1997) and a bespoke measure of listening comprehension with questions to tap literal and inferential comprehension. Participants were assigned to groups on the basis of their scores in the pre-test so that the three groups (two intervention and one control) did not differ in their performance on these measures (see Table Five). Children in the intervention conditions listened to three stories in separate sessions and either received practice at answering literal or inferential questions throughout the stories. In the post test all children were again assessed on alternate forms of the same measures used in the pre-test. Table 1. Intervention design used. Group Pre Test 1 Training 2 3 Post test Control General + Bespoke Listening Comprehension. x x x General + Bespoke Listening Comprehension. Literal General + Bespoke Listening Comprehension. Literal Literal Literal General + Bespoke Listening Comprehension. Inferential General + Bespoke Listening Comprehension. Inferential Inferential Inferential General + Bespoke Listening Comprehension. Materials: Pre and Post test. General Measure of Listening Comprehension. The following stories taken from the Neale Analysis of Reading Ability (NARA, Neale, 1997) were read to each participant in either the pre or post test: Toys, Tree house, Lost and Found, Road Safety. Toys or Lost and Found were used as practice tasks at the beginning of the pre/post test to help develop rapport. The stories were chosen so that the level of difficulty was consistent pre and post test. Comprehension quest…
publisher: Lancaster University
date: 2010
contributor: John Towse
language: English
type: Project description
coverage: LA1 4YF

Cortical Hyper Excitability correlating with Visual Distortions and Hallucinations
subject: visual distortions cortical hyper excitability Pattern Glare Task
description: Background: The primary focus of our study is how the abnormalities in the visual experiences such as the visual distortions or hallucinations result in the increase in the cortical hyper excitability. The aberrant neural activity causes visual distortions. Susceptibility to such visual distortions reflects elevated levels of cortical hyper excitability. Methods: Forty-eight individuals completed the "Pattern Glare Task" (where they viewed certain striped grating patterns with different spatial frequencies). Participants also completed the Cortical Hyperexcitability Index (Chi) and the Cambridge Depersonalization Scale (CDS). Results: Pattern glare task showed that individuals experienced more visual distortions in the Medium Frequency (3 cpd). A very small sample of the population showed effects of depersonalisation disorder. Based on our results, we can say that individuals did show an elevated level of cortical hyperexcitability. Conclusion: The study suggests that non-clinical population also experiences a certain level of increase in cortical hyper excitability. It only establishes the utility of pattern glare with regards to CHi and CDS to add to our existing knowledge.
creator: Nishtha Bakshi
source: Pattern Glare Test The pattern glare task includes stripy patterns on three separate cards each with different spatial frequencies; low spatial frequency baseline grating (approx. 0.5 cycles per degree), high spatial frequency baseline grating (approx. 12 cpd), and the crucial medium spatial frequency grating (approx. 3 cpd). The computerised version of the pattern glare task was modified for this experiment, as we were using a paper-based version (Wilkins, 1995; Wilkins et al., 1984) for the same. The stimuli used in the experiment are given in FIGURE 1. The individuals are asked to stare at the white dot in the center of each pattern for approximately 10-15 seconds, while holding each pattern at arm's length. Following, a series of questions are asked to the participant i.e. if they experienced any blurring of lines, bending of lines, fading, shimmering, flickering or shadowy shapes. The participants on the basis of their experience on viewing each pattern, rate the above questions from a score of 0-7 where, 0-minimum and 7-maximum (Wilkins et al., 1984; Conlon et al., 1999). The score is obtained for each pattern and the difference between Pattern 2 and Pattern 3 is recorded, which is called as the '3-12 difference'; in other words, the difference between high frequency and the medium frequency (3cpd – 12cpd). Cambridge Depersonalisation Scale The CDS is a self-reporting questionnaire and is used to measure the duration and frequency of any depersonalisation symptoms that individual experiences in the time frame of the past six months. (Sierra and Berrios, 1999). The CDS is an instrument containing 29 items. Each of the items in the scale are rated on the basis of Likert-scale both for frequency (0-4; where, 0=never, 1=rarely, 2=often, 3=very often, and 4=all the time) and duration based on its average on how much the experiences last (1-6; where 1=few seconds, 2=few minutes, 3=few hours, 4=about a day, 5=more than a day, and 6=more than a week). Its global score…
publisher: Lancaster University
date: 2017
contributor: John Towse
rights: Open
relation: None
format: Data/data spreadsheet.xlsx
language: English
type: Data
coverage: LA1 4YF