Spatial Clustering During Memory Search.
ABSTRACT In recalling a list of previously experienced items, participants are known to organize their responses on the basis of the items' semantic and temporal similarities. Here, we examine how spatial information influences the organization of responses in free recall. In Experiment 1, participants studied and subsequently recalled lists of landmarks. In Experiment 2, participants played a game in which they delivered objects to landmarks in a virtual environment and later recalled the delivered objects. Participants in both experiments were simply asked to recall as many items as they could remember in any order. By analyzing the conditional probabilities of recall transitions, we demonstrate strong spatial and temporal organization of studied items in both experiments. (PsycINFO Database Record (c) 2012 APA, all rights reserved).
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ABSTRACT: Recent advances in neuroimaging and neural recording techniques have enabled researchers to make significant progress in understanding the neural mechanisms underlying human spatial navigation. Because these techniques generally require participants to remain stationary, computer-generated virtual environments are used. We introduce PandaEPL, a programming library for the Python language designed to simplify the creation of computer-controlled spatial-navigation experiments. PandaEPL is built on top of Panda3D, a modern open-source game engine. It allows users to construct three-dimensional environments that participants can navigate from a first-person perspective. Sound playback and recording and also joystick support are provided through the use of additional optional libraries. PandaEPL also handles many tasks common to all cognitive experiments, including managing configuration files, logging all internal and participant-generated events, and keeping track of the experiment state. We describe how PandaEPL compares with other software for building spatial-navigation experiments and walk the reader through the process of creating a fully functional experiment.Behavior Research Methods 04/2013; · 2.12 Impact Factor