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Indiana University



Symbolic Accessibility

Annie Lang, Rachel Bailey, & Sean Connolly

Words and images are both symbolic of real world objects, however, images seem to be more direct representations of those objects. This study wishes to examine how words and images that are symbolic of the same real world objects differ in recognition and valence accessibility. This study also examines the role of individual differences in this accessibility. Individual differences in trait motivational reactivity, executive functioning, need for cognition and other personality factors are being examined.

Real Ideal: The influence of video game character idealization and realism on body attitude

Nic Matthews, Teresa Lynch, & Nicole Martins

Video games often present players with an array of content that varies in terms of character idealization and realism. Social Comparison Theory argues that comparison is far more likely to occur when evaluators perceive an evaluation object as realistic and achievable. Previous research shows that video games cause body image disturbance. However, in regards to body image, the interaction between realism and idealization has never been investigated within video games. Real Ideal aims to explore these factors from a perspective guided by evolutionary psychology. 

Audio Habituation 2

Rob Potter, Matt Falk, Soyoung Bae, Teresa Lynch, Nic Matthews, Ashley Kraus, & Sharon Mayell

We know from past work that changes in the auditory environment cause people to briefly but automatically pay attention to the message.  We also know that the auditory structural feature of the voice change does this and doesn’t habituate.  The Audio Habituation studies are designed to look at automatic attention to repeated instances of audio production effects, jingles, and silence.  For more information, contact Rob Potter.

Cortical Response to Relevance

Alan Dennis, Rob Potter, Randy Minas, Valerie Bartelt, Soyoung Bae, & Matt Falk

Virtual teams are increasingly common in today’s organizations, yet they often make poor decisions. This experiment investigates these demands on participants during a virtual team decision-making process using electroencepholography (EEG), electrodermal response (EDR), and cardiac activity (EKG) as neural and psychophysiological correlates. Subjects are presented with a virtual team chat room environment, examining how virtual team members respond to targeted information, including factual information about the decision alternatives, normative information about other team member’s preferences for alternatives, and irrelevant information.