Policing Fish at Boston's Museum of Science: Studying audiovisual interaction in the wild

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Abstract

Boston's Museum of Science supports researchers whose projects advance science and provide educational opportunities to the Museum's visitors. For our project, 60 visitors to the Museum played ''Fish Police!!,'' a video game that examines audiovisual integration, including the ability to ignore irrelevant sensory information. Players, who ranged in age from 6 to 82 years, made speeded responses to computer-generated fish that swam rapidly across a tablet display. Responses were to be based solely on the rate (6 or 8 Hz) at which a fish's size modulated, sinusoidally growing and shrinking. Accompanying each fish was a task-irrelevant broadband sound, amplitude modulated at either 6 or 8 Hz. The rates of visual and auditory modulation were either Congruent (both 6Hz or 8 Hz) or Incongruent (6 and 8 or 8 and 6 Hz). Despite being instructed to ignore the sound, players of all ages responded more accurately and faster when a fish's auditory and visual signatures were Congruent. In a controlled laboratory setting, a related task produced comparable results, demonstrating the robustness of the audiovisual interaction reported here. Some suggestions are made for conducting research in public settings.

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APA

Goldberg, H., Sun, Y., Hickey, T. J., Shinn-Cunningham, B., & Sekuler, R. (2015). Policing Fish at Boston’s Museum of Science: Studying audiovisual interaction in the wild. I-Perception, 6(4), 1–11. https://doi.org/10.1177/2041669515599332

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