Arthur Kramer - Academia.edu (original) (raw)
Papers by Arthur Kramer
Journal of Experimental Psychology: Human Perception and Performance, 1990
Two studies were performed to examine the role of consistency in the development and transfer of ... more Two studies were performed to examine the role of consistency in the development and transfer of automatic processing. Ss performed a rule-based memory search task in which they compared multidimensional probes to 1, 2, or 3 memory set rules. Results indicated that learning occurred in the absence of consistency at lower levels of task description (e.g., mapping of individual task components to responses) as long as higher level consistencies existed in the task (e.g., consistent) mapping of task components to a conceptual framework). However, the asymptotic level of this learning was modulated by the consistency with which conjunctions of task components were mapped to decisions. High positive transfer was obtained despite replacement of the exemplars of the memory set rules, suggesting that learning was not specific to the items encountered during training. On the other hand, the magnitude of positive transfer was reduced when the rules were replaced, suggesting that most of the learning took place at the level of specific rules. Some evidence was also obtained for more general process-based learning. Results are discussed in terms of their implications for models of learning and transfer.
Ergonomics, 1993
This research examined the processing demands imposed upon experienced pilots by two different co... more This research examined the processing demands imposed upon experienced pilots by two different communication formats, digital and verbal, in a high fidelity simulation of an advanced multi-function helicopter. The mental workload imposed by the type and magnitude of communications was assessed by a battery of subjective, performance, secondary, and physiological measures. The performance data indicated that the pilots had difficulty adhering to the Nap of the Earth altitude criterion with high communication demands, particularly with the digital communication system. This was presumably due to the requirement to spend more time scanning the multi-function displays with the digital than with the verbal communication system. On the other hand, the pilots were less prone to task shedding when they used the digital communication system possibly due to the provision of a permanent list of queries that was unavailable with the verbal system. Measures of heart rate variability and blink rate were larger with the verbal than with the digital system, presumably reflecting increased respiratory demands in the verbal condition as well as increased visual processing demands with the digital format. Finally, the probe evoked P300 component decreased in amplitude as a function of increases in the magnitude of communications. The results are discussed in terms of the structural and capacity demands of the communications systems that were proposed for the advanced multi-function helicopter.
Biological Psychology, 1988
Previous research has found that properties of automatic processing do not always co-occur, sugge... more Previous research has found that properties of automatic processing do not always co-occur, suggesting that the acquisition rates may differ. The present study investigated the acquisition rate of several of these properties by employing additive factors logic, dual task methodology, and event-related brain potentials. Seven subjects participated in a ten session experiment in which they performed two tasks, a visual/memory search task and a pursuit step tracking task, both together and separately. RT and P300 latency measures indicated that parallel processing of the display was achieved early in training in the consistent mapping condition. This processing was unaffected by dual task demands. An analysis of RT/P300 ratios suggests that another form of perceptual efficiency was achieved later in practice in both the varied and consistently mapped search tasks. This effect was larger in the consistent mapping condition. Reductions in the slope of the memory set function occurred significantly earlier for P300 latency than for RT, suggesting that the stimulus evaluation processes became automated more rapidly than the response selection components of memory search. Consistent with an analysis of the processing demands of the two tasks, the introduction of the tracking task and an increase in tracking difficulty produced equivalent interference during consistent and varied mapping conditions. Results are discussed in terms of models of skill, skill acquisition and component task automaticity.
Journal of Experimental Psychology: Learning, Memory, and Cognition, 1990
ABSTRACT
Journal of Experimental Psychology: Learning, Memory, and Cognition, 1994
ABSTRACT
Psychophysiology, 1992
This study examined the effects of memory search and related processes on both time and frequency... more This study examined the effects of memory search and related processes on both time and frequency domain components of electroencephalographic activity. More specifically, we were interested in the relationship between EEG and event-related potential (ERP) components as a function of memory load and response type. Subjects performed a semantic memory search task in which they matched word probes to category labels. Consistent with previous studies, reaction time increased and accuracy decreased with increasing memory loads. A negative component of the ERP (N400) was found to reflect semantic mismatch: N400s were larger for the nontargets than for the targets. Two ERP components were found to be reciprocally related to memory load. P300 decreased and Negative Slow Wave increased in amplitude with increases in the size of the memory set. These two ERP components were reflected by different components in a Principal Components Analysis. The power in the theta band (5-7 Hz) also increased as a function of memory load and appears to be functionally and topographically related to the Negative Slow Wave in the ERP. It is argued that both measures are jointly determined and reflect the difficulty of the conceptual operations during memory search.
Computers in Human Behavior, 2012
Many studies conducted in a laboratory or university setting are limited by funding, personnel, s... more Many studies conducted in a laboratory or university setting are limited by funding, personnel, space, and time constraints. In the present study, we introduce a method of data collection using a mobile application that circumvents these typical experiment administration issues. Using the application, we examined cross-sectional age differences in cognitive function. We obtained data from more than 15,000 participants and replicated specific patterns of age-related differences in cognition. Using a subset of these participants, we also examined the processing speed account of age-related cognitive differences, and the association of exercise and leisure activity with cognitive function across the lifespan. We discuss the relative advantages and disadvantages of data collection with a mobile application, and provide recommendations for the use of this method in research.
Frontiers in human neuroscience, 2014
Researchers have devoted considerable attention and resources to cognitive training, yet there ha... more Researchers have devoted considerable attention and resources to cognitive training, yet there have been few examinations of the relationship between individual differences in patterns of brain activity during the training task and training benefits on untrained tasks (i.e., transfer). While a predominant hypothesis suggests that training will transfer if there is training-induced plasticity in brain regions important for the untrained task, this theory lacks sufficient empirical support. To address this issue we investigated the relationship between individual differences in training-induced changes in brain activity during a cognitive training videogame, and whether those changes explained individual differences in the resulting changes in performance in untrained tasks. Forty-five young adults trained with a videogame that challenges working memory, attention, and motor control for 15 2-h sessions. Before and after training, all subjects received neuropsychological assessments ta...
Psychonomic Bulletin & Review, 2006
Inhibition of return (IOR) has long been viewed as a foraging facilitator in visual search. We in... more Inhibition of return (IOR) has long been viewed as a foraging facilitator in visual search. We investigated the contribution of IOR in a task that approximates natural foraging more closely than typical visual search tasks. Participants in a fully immersive virtual reality environment manually searched an array of leaves for a hidden piece of fruit, using a wand to select
Frontiers in Psychology, 2014
Brain training programs have proliferated in recent years, with claims that video games or comput... more Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a nocontact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual games.
Human Factors: The Journal of the Human Factors and Ergonomics Society, 2004
Journal of Experimental Psychology: Applied, 1995
... For example, although older study participants show larger dual task processing decrements th... more ... For example, although older study participants show larger dual task processing decrements than younger participants in tasks that rely heavily on working memory (Park et al., 1989; Parkinson, Lindholm, & Urell, 1980; Salthouse et al., 1984), age-related decrements have also ...
Journal of Experimental Psychology: Learning, Memory, and Cognition, 1994
ABSTRACT
PLoS ONE, 2013
Introduction: There is a growing trend of inactivity among children, which may not only result in... more Introduction: There is a growing trend of inactivity among children, which may not only result in poorer physical health, but also poorer cognitive health. Previous research has shown that lower fitness has been related to decreased cognitive function for tasks requiring perception, memory, and cognitive control as well as lower academic achievement.
Acta Psychologica, 2013
The idea that video games or computer-based applications can improve cognitive function has led t... more The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to "train the brain." However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n = 209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program.
Journal of Experimental Psychology: Human Perception and Performance, 1990
Two studies were performed to examine the role of consistency in the development and transfer of ... more Two studies were performed to examine the role of consistency in the development and transfer of automatic processing. Ss performed a rule-based memory search task in which they compared multidimensional probes to 1, 2, or 3 memory set rules. Results indicated that learning occurred in the absence of consistency at lower levels of task description (e.g., mapping of individual task components to responses) as long as higher level consistencies existed in the task (e.g., consistent) mapping of task components to a conceptual framework). However, the asymptotic level of this learning was modulated by the consistency with which conjunctions of task components were mapped to decisions. High positive transfer was obtained despite replacement of the exemplars of the memory set rules, suggesting that learning was not specific to the items encountered during training. On the other hand, the magnitude of positive transfer was reduced when the rules were replaced, suggesting that most of the learning took place at the level of specific rules. Some evidence was also obtained for more general process-based learning. Results are discussed in terms of their implications for models of learning and transfer.
Ergonomics, 1993
This research examined the processing demands imposed upon experienced pilots by two different co... more This research examined the processing demands imposed upon experienced pilots by two different communication formats, digital and verbal, in a high fidelity simulation of an advanced multi-function helicopter. The mental workload imposed by the type and magnitude of communications was assessed by a battery of subjective, performance, secondary, and physiological measures. The performance data indicated that the pilots had difficulty adhering to the Nap of the Earth altitude criterion with high communication demands, particularly with the digital communication system. This was presumably due to the requirement to spend more time scanning the multi-function displays with the digital than with the verbal communication system. On the other hand, the pilots were less prone to task shedding when they used the digital communication system possibly due to the provision of a permanent list of queries that was unavailable with the verbal system. Measures of heart rate variability and blink rate were larger with the verbal than with the digital system, presumably reflecting increased respiratory demands in the verbal condition as well as increased visual processing demands with the digital format. Finally, the probe evoked P300 component decreased in amplitude as a function of increases in the magnitude of communications. The results are discussed in terms of the structural and capacity demands of the communications systems that were proposed for the advanced multi-function helicopter.
Biological Psychology, 1988
Previous research has found that properties of automatic processing do not always co-occur, sugge... more Previous research has found that properties of automatic processing do not always co-occur, suggesting that the acquisition rates may differ. The present study investigated the acquisition rate of several of these properties by employing additive factors logic, dual task methodology, and event-related brain potentials. Seven subjects participated in a ten session experiment in which they performed two tasks, a visual/memory search task and a pursuit step tracking task, both together and separately. RT and P300 latency measures indicated that parallel processing of the display was achieved early in training in the consistent mapping condition. This processing was unaffected by dual task demands. An analysis of RT/P300 ratios suggests that another form of perceptual efficiency was achieved later in practice in both the varied and consistently mapped search tasks. This effect was larger in the consistent mapping condition. Reductions in the slope of the memory set function occurred significantly earlier for P300 latency than for RT, suggesting that the stimulus evaluation processes became automated more rapidly than the response selection components of memory search. Consistent with an analysis of the processing demands of the two tasks, the introduction of the tracking task and an increase in tracking difficulty produced equivalent interference during consistent and varied mapping conditions. Results are discussed in terms of models of skill, skill acquisition and component task automaticity.
Journal of Experimental Psychology: Learning, Memory, and Cognition, 1990
ABSTRACT
Journal of Experimental Psychology: Learning, Memory, and Cognition, 1994
ABSTRACT
Psychophysiology, 1992
This study examined the effects of memory search and related processes on both time and frequency... more This study examined the effects of memory search and related processes on both time and frequency domain components of electroencephalographic activity. More specifically, we were interested in the relationship between EEG and event-related potential (ERP) components as a function of memory load and response type. Subjects performed a semantic memory search task in which they matched word probes to category labels. Consistent with previous studies, reaction time increased and accuracy decreased with increasing memory loads. A negative component of the ERP (N400) was found to reflect semantic mismatch: N400s were larger for the nontargets than for the targets. Two ERP components were found to be reciprocally related to memory load. P300 decreased and Negative Slow Wave increased in amplitude with increases in the size of the memory set. These two ERP components were reflected by different components in a Principal Components Analysis. The power in the theta band (5-7 Hz) also increased as a function of memory load and appears to be functionally and topographically related to the Negative Slow Wave in the ERP. It is argued that both measures are jointly determined and reflect the difficulty of the conceptual operations during memory search.
Computers in Human Behavior, 2012
Many studies conducted in a laboratory or university setting are limited by funding, personnel, s... more Many studies conducted in a laboratory or university setting are limited by funding, personnel, space, and time constraints. In the present study, we introduce a method of data collection using a mobile application that circumvents these typical experiment administration issues. Using the application, we examined cross-sectional age differences in cognitive function. We obtained data from more than 15,000 participants and replicated specific patterns of age-related differences in cognition. Using a subset of these participants, we also examined the processing speed account of age-related cognitive differences, and the association of exercise and leisure activity with cognitive function across the lifespan. We discuss the relative advantages and disadvantages of data collection with a mobile application, and provide recommendations for the use of this method in research.
Frontiers in human neuroscience, 2014
Researchers have devoted considerable attention and resources to cognitive training, yet there ha... more Researchers have devoted considerable attention and resources to cognitive training, yet there have been few examinations of the relationship between individual differences in patterns of brain activity during the training task and training benefits on untrained tasks (i.e., transfer). While a predominant hypothesis suggests that training will transfer if there is training-induced plasticity in brain regions important for the untrained task, this theory lacks sufficient empirical support. To address this issue we investigated the relationship between individual differences in training-induced changes in brain activity during a cognitive training videogame, and whether those changes explained individual differences in the resulting changes in performance in untrained tasks. Forty-five young adults trained with a videogame that challenges working memory, attention, and motor control for 15 2-h sessions. Before and after training, all subjects received neuropsychological assessments ta...
Psychonomic Bulletin & Review, 2006
Inhibition of return (IOR) has long been viewed as a foraging facilitator in visual search. We in... more Inhibition of return (IOR) has long been viewed as a foraging facilitator in visual search. We investigated the contribution of IOR in a task that approximates natural foraging more closely than typical visual search tasks. Participants in a fully immersive virtual reality environment manually searched an array of leaves for a hidden piece of fruit, using a wand to select
Frontiers in Psychology, 2014
Brain training programs have proliferated in recent years, with claims that video games or comput... more Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a nocontact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual games.
Human Factors: The Journal of the Human Factors and Ergonomics Society, 2004
Journal of Experimental Psychology: Applied, 1995
... For example, although older study participants show larger dual task processing decrements th... more ... For example, although older study participants show larger dual task processing decrements than younger participants in tasks that rely heavily on working memory (Park et al., 1989; Parkinson, Lindholm, & Urell, 1980; Salthouse et al., 1984), age-related decrements have also ...
Journal of Experimental Psychology: Learning, Memory, and Cognition, 1994
ABSTRACT
PLoS ONE, 2013
Introduction: There is a growing trend of inactivity among children, which may not only result in... more Introduction: There is a growing trend of inactivity among children, which may not only result in poorer physical health, but also poorer cognitive health. Previous research has shown that lower fitness has been related to decreased cognitive function for tasks requiring perception, memory, and cognitive control as well as lower academic achievement.
Acta Psychologica, 2013
The idea that video games or computer-based applications can improve cognitive function has led t... more The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to "train the brain." However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n = 209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program.