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Recent evidence has shown that practice recognizing certain objects hurts memories of objects from the same category, a phenomenon called recognition-induced forgetting. In all previous studies of this effect, the objects have been related by semantic category (e.g., instances of vases). However, the relationship between objects in many real-world visual situations stresses temporal grouping rather than semantic relations (e.g., a weapon and getaway car at a crime scene), and temporal grouping is thought to cluster items in models of long-term memory. The goal of the present study was to determine whether temporally grouped objects suffer recognition-induced forgetting. To this end, we implemented a modified recognition-induced forgetting paradigm in which the objects were temporally clustered at study. Across four experiments, we found that recognition-induced forgetting occurred only when the temporally clustered objects were also semantically related. We conclude by discussing how these findings relate to real-world vision and inform models of memory.  相似文献   
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Despite being able to rapidly and accurately infer their own and other peoples’ visual perspectives, healthy adults experience difficulty ignoring the irrelevant perspective when the two perspectives are in conflict; they experience egocentric and altercentric interference. We examine for the first time how the age of an observed person (adult vs. child avatar) influences adults’ visual perspective-taking, particularly the degree to which they experience interference from their own or the other person’s perspective. Participants completed the avatar visual perspective-taking task, in which they verified the number of discs in a visual scene according to either their own or an on-screen avatar’s perspective (Experiments 1 and 2) or only from their own perspective (Experiment 3), where the two perspectives could be consistent or in conflict. Age of avatar was manipulated between (Experiment 1) or within (Experiments 2 and 3) participants, and interference was assessed using behavioral (Experiments 13) and ERP (Experiment 1) measures. Results revealed that altercentric interference is reduced or eliminated when a child avatar was present, suggesting that adults do not automatically compute a child avatar’s perspective. We attribute this pattern to either enhanced visual processing for own-age others or an inference on reduced mental awareness in younger children. The findings argue against a purely attentional basis for the altercentric effect, and instead support an account where both mentalising and directional processes modulate automatic visual perspective-taking, and perspective-taking effects are strongly influenced by experimental context.  相似文献   
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Studies of spatial navigation in real‐world settings have been limited to neighborhoods, campuses, and buildings. These locations have structural components, such as roads or hallways, which may direct navigation. The current study assessed navigational skills within a large‐scale forested environment that contained few pre‐established paths. Participants were asked to find flags using only a map and compass; dependent variables included target‐finding accuracy and efficiency. In addition, measurements of sense of direction, strategy, and working memory were taken to identify how these cognitive abilities influence performance. The results demonstrate the expected correlations between sense of direction and navigational success. An unexpected correlation between spatial working memory and navigational success was also found, which was the only significant predictor of performance when all measures were regressed together. These results suggest that studies should not forget basic cognitive abilities, which may predict success more than measures of sense of direction. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
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Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
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