University Presentation Showcase: Undergraduate Division
inattentional Blindness: A Virtual Reality Experiment
Presenter Hometown
Lexington
Major
Psychology
Department
Psychology
Degree
Undergraduate
Mentor
Alexander D. Varakin
Mentor Department
Psychology
Recommended Citation
Vasquez-Caballero, Cindy V., "inattentional Blindness: A Virtual Reality Experiment" (2020). University Presentation Showcase Event. 5.
https://encompass.eku.edu/swps/2020/undergraduate/5
Abstract
Inattentional blindness (IB) is the failure to detect visible objects even when looking directly at them. IB has been demonstrated using different stimulus types such as shapes, pictures, movies, and real objects, and in many different contexts. In this experiment, the role of perceptual load (high vs low) in the detection of unexpected impossible events was examined using virtual reality (VR) as a new approach to the inattentional blindness phenomenon. Participants (N =74) played a version of a whack-a-mole game in a VR arcade. Participants were randomly assigned to either low or high perceptual load condition, and to physically possible or impossible events. Participants were instructed to play the game, and changes occurred in front of them while they were playing. Participants had to report any changes they detected while still playing. It is expected to find a larger number of detections of physically impossible events compared to physically possible events. In addition, the corrected detection of physically impossible events would not be influenced by perceptual load conditions.
Presentation format
Poster
inattentional Blindness: A Virtual Reality Experiment
Inattentional blindness (IB) is the failure to detect visible objects even when looking directly at them. IB has been demonstrated using different stimulus types such as shapes, pictures, movies, and real objects, and in many different contexts. In this experiment, the role of perceptual load (high vs low) in the detection of unexpected impossible events was examined using virtual reality (VR) as a new approach to the inattentional blindness phenomenon. Participants (N =74) played a version of a whack-a-mole game in a VR arcade. Participants were randomly assigned to either low or high perceptual load condition, and to physically possible or impossible events. Participants were instructed to play the game, and changes occurred in front of them while they were playing. Participants had to report any changes they detected while still playing. It is expected to find a larger number of detections of physically impossible events compared to physically possible events. In addition, the corrected detection of physically impossible events would not be influenced by perceptual load conditions.