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76 result(s) for "Fan, Judith E."
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Parallel developmental changes in children’s production and recognition of line drawings of visual concepts
Childhood is marked by the rapid accumulation of knowledge and the prolific production of drawings. We conducted a systematic study of how children create and recognize line drawings of visual concepts. We recruited 2-10-year-olds to draw 48 categories via a kiosk at a children’s museum, resulting in >37K drawings. We analyze changes in the category-diagnostic information in these drawings using vision algorithms and annotations of object parts. We find developmental gains in children’s inclusion of category-diagnostic information that are not reducible to variation in visuomotor control or effort. Moreover, even unrecognizable drawings contain information about the animacy and size of the category children tried to draw. Using guessing games at the same kiosk, we find that children improve across childhood at recognizing each other’s line drawings. This work leverages vision algorithms to characterize developmental changes in children’s drawings and suggests that these changes reflect refinements in children’s internal representations. Children produce drawings prolifically throughout childhood. Here, the authors conducted a systematic study of how children create and recognize line drawings across development and suggest that changes in children’s drawings reflect refinements in how children represent visual concepts.
Visual resemblance and interaction history jointly constrain pictorial meaning
How do drawings—ranging from detailed illustrations to schematic diagrams—reliably convey meaning? Do viewers understand drawings based on how strongly they resemble an entity (i.e., as images) or based on socially mediated conventions (i.e., as symbols)? Here we evaluate a cognitive account of pictorial meaning in which visual and social information jointly support visual communication. Pairs of participants used drawings to repeatedly communicate the identity of a target object among multiple distractor objects. We manipulated social cues across three experiments and a full replication, finding that participants developed object-specific and interaction-specific strategies for communicating more efficiently over time, beyond what task practice or a resemblance-based account alone could explain. Leveraging model-based image analyses and crowdsourced annotations, we further determined that drawings did not drift toward “arbitrariness,” as predicted by a pure convention-based account, but preserved visually diagnostic features. Taken together, these findings advance psychological theories of how successful graphical conventions emerge. Drawings can vary in abstraction while still being meaningful. Here, the authors leverage a two-player drawing game to evaluate a cognitive account of pictorial meaning in which both visual and social information jointly support visual communication.
Evaluating convergence between two data visualization literacy assessments
Data visualizations play a crucial role in communicating patterns in quantitative data, making data visualization literacy a key target of STEM education. However, it is currently unclear to what degree different assessments of data visualization literacy measure the same underlying constructs. Here, we administered two widely used graph comprehension assessments (Galesic and Garcia-Retamero in Med Dec Mak 31:444–457, 2011; Lee et al. in IEEE Trans Vis Comput Graph 235:51–560, 2016) to both a university-based convenience sample and a demographically representative sample of adult participants in the USA ( N =1,113). Our analysis of individual variability in test performance suggests that overall scores are correlated between assessments and associated with the amount of prior coursework in mathematics. However, further exploration of individual error patterns suggests that these assessments probe somewhat distinct components of data visualization literacy, and we do not find evidence that these components correspond to the categories that guided the design of either test (e.g., questions that require retrieving values rather than making comparisons). Together, these findings suggest opportunities for development of more comprehensive assessments of data visualization literacy that are organized by components that better account for detailed behavioral patterns.
Drawing as a versatile cognitive tool
Drawing is a cognitive tool that makes the invisible contents of mental life visible. Humans use this tool to produce a remarkable variety of pictures, from realistic portraits to schematic diagrams. Despite this variety and the prevalence of drawn images, the psychological mechanisms that enable drawings to be so versatile have yet to be fully explored. In this Review, we synthesize contemporary work in multiple areas of psychology, computer science and neuroscience that examines the cognitive processes involved in drawing production and comprehension. This body of findings suggests that the balance of contributions from perception, memory and social inference during drawing production varies depending on the situation, resulting in some drawings that are more realistic and other drawings that are more abstract. We also consider the use of drawings as a research tool for investigating various aspects of cognition, as well as the role that drawing has in facilitating learning and communication. Taken together, information about how drawings are used in different contexts illuminates the central role of visually grounded abstractions in human thought and behaviour.
Drawing as a means to characterize memory and cognition
As psychological research embraces more naturalistic questions and large-scale analytic methods, drawing has emerged as an exciting tool for studying cognition. Drawing provides rich information about how we view the world, ranging from largely veridical perceptual representations to abstracted meta-cognitive representations. Drawing also requires the integration of multiple processes (e.g., vision, memory, motor learning), and experience with drawing can have an impact on such processes. As a result, drawing presents several interesting cognitive questions, while also providing a way to gain insight into a multitude of others. This Special Issue features 25 cutting-edge studies utilizing drawing to reveal discoveries transversing fields in psychology. These diverse studies investigate drawing across children, young adults, older adults, and special populations such as individuals with blindness, anterograde amnesia, apraxia, and semantic dementia. These studies detail new discoveries about the mechanisms underlying memory, attention, mathematical reasoning, and other cognitive processes. They employ a range of methods including psychophysical experiments, deep learning, and neuroimaging. Finally, many of these studies cover topics about the impact of drawing as a process on other cognitive processes, including how drawing expertise impacts other processes like visual memory or spatial abilities. Overall, this collection of studies paves the way for an exciting future of drawing as a commonplace tool used by psychologists to understand complex phenomena.
Using games to understand the mind
Board, card or video games have been played by virtually every individual in the world. Games are popular because they are intuitive and fun. These distinctive qualities of games also make them ideal for studying the mind. By being intuitive, games provide a unique vantage point for understanding the inductive biases that support behaviour in more complex, ecological settings than traditional laboratory experiments. By being fun, games allow researchers to study new questions in cognition such as the meaning of ‘play’ and intrinsic motivation, while also supporting more extensive and diverse data collection by attracting many more participants. We describe the advantages and drawbacks of using games relative to standard laboratory-based experiments and lay out a set of recommendations on how to gain the most from using games to study cognition. We hope this Perspective will lead to a wider use of games as experimental paradigms, elevating the ecological validity, scale and robustness of research on the mind. To study cognition, researchers have traditionally used laboratory-based experiments, but games offer a valuable alternative: they are intuitive and enjoyable. In this Perspective, Schulz et al. discuss the advantages and drawbacks of games and give recommendations for researchers.
The crowd is self-aware
Bentley et al.’s framework assigns phenomena of personal and collective decision-making to regions of a dual-axis map. Here, we propose that understanding the collective dynamics of decision-making requires consideration of factors that guide movement across the map. One such factor is self-awareness, which can lead a group to seek out new knowledge and re-position itself on the map.
Emotion Causes Targeted Forgetting of Established Memories
Reconsolidation postulates that reactivation of a memory trace renders it susceptible to disruption by treatments similar to those that impair initial memory consolidation. Despite evidence that implicit, or non-declarative, human memories can be disrupted at retrieval, a convincing demonstration of selective impairment in retrieval of target episodic memories following reactivation is lacking. In human subjects, we demonstrate that if reactivation of a verbal memory, through successful retrieval, is immediately followed by an emotionally aversive stimulus, a significant impairment is evident in its later recall. This effect is time-dependent and persists for at least 6 days. Thus, in line with a reconsolidation hypothesis, established human episodic memories can be selectively impaired following their retrieval.
Can ideas about food inspire real social change?
Fan discusses Peruvian gastronomy. She synthesizes observations and data accumulated over the course of eleven months of fieldwork based in Lima, Peru, in 2010 and 2011. Her inferences draw upon indepth interviews of twenty leading culinary professionals based in Lima (except one, located in Arequipa), including current or former restaurant chefs, proprietors of informal eateries known as huariques, street food specialists, and teaching chefs.
Evaluating convergence between two data visualization literacy assessments
Data visualizations play a crucial role in communicating patterns in quantitative data, making data visualization literacy a key target of STEM education. However, it is currently unclear to what degree different assessments of data visualization literacy measure the same underlying constructs. Here, we administered two widely used graph comprehension assessments (Galesic and Garcia-Retamero in Med Dec Mak 31:444–457, 2011; Lee et al. in IEEE Trans Vis Comput Graph 235:51–560, 2016) to both a university-based convenience sample and a demographically representative sample of adult participants in the USA ( N =1,113). Our analysis of individual variability in test performance suggests that overall scores are correlated between assessments and associated with the amount of prior coursework in mathematics. However, further exploration of individual error patterns suggests that these assessments probe somewhat distinct components of data visualization literacy, and we do not find evidence that these components correspond to the categories that guided the design of either test (e.g., questions that require retrieving values rather than making comparisons). Together, these findings suggest opportunities for development of more comprehensive assessments of data visualization literacy that are organized by components that better account for detailed behavioral patterns.