University Presentation Showcase: Undergraduate Division

inattentional Blindness: A Virtual Reality Experiment

Presenter Information

Cindy V. Vasquez-CaballeroFollow

Presenter Hometown

Lexington

Major

Psychology

Department

Psychology

Degree

Undergraduate

Mentor

Alexander D. Varakin

Mentor Department

Psychology

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

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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.