利用基于游戏的测评和网络大数据考察视觉空间能力的可塑性及其个体差异
Alternative TitleGame-based assessment on visuospatial ability in a large population of human participants: an Internet-based big-data approach
Shan Xu; Xiang-Zhen Kong; Yiying Song; Jia Liua
2016
Conference Name2016年第一届北京视觉科学会议
Conference Date2016-07
Conference Place北京
Funding Organization中国科学院心理研究所
Other Abstract

PURPOSE: Mental rotation of complex 3D structure is an important visuospatial ability. To examine the plasticity of this ability, traditional laboratory approaches rely on laborious data collection involving multiple training sessions, and thus are normally limited to small sample size and sometimes insuffcient training. Our study presented an innovative approach combining the advantages of game-based assessment and Internet-based data collection, and demonstrated the potential of this approach in providing new insights on the plasticity of visuospatial ability.
METHODS: In each session of a game-like assessment, participants were presented with a mental rotation problem in each trial, and the difficulty of each trial increased gradually. The number of successfully completed trials in a session was recorded as a score indexing the participants’ visuospatial ability. This game was distributed in a social-networking mobile application (i.e., WeChat), and a large sample (N = 119,662) of participants voluntarily played the game more than once. The changes in scores between sessions were used to illustrate the learning effeciency, or the plasticity, of the visuospatial ability. We asked how the plasticity of the visuospatial ability changed as a function of age.
RESULTS: The performance in visuospatial ability peaked at the age of 26-30, whereas the improvement of the performance was observed over repetitive participation in all ages, which peaked at the age of 15-20 and dramatically reduced over 50s. In short, the present study demonstrated that the visuospatial ability can be improved by training, and its plasticity varied across ages.
CONCLUSIONS: The present study was a ?rst attempt of using game-based assessment and large-scale internet-based data collection in cognitive plasticity, and illustrated the potential of this approach in large-scale data collection, especially in research fields requiring large sample size and repetitive participation.

KeywordMental rotation plasticity game-based assessment big data individual difference
Subject Area感知觉心理学
URL查看原文
Indexed By其他
Language英语
Document Type会议论文
Identifierhttp://ir.psych.ac.cn/handle/311026/20793
Collection心理所主办、承办、协办学术会议_2016年第一届北京视觉科学会议_会议摘要
AffiliationSchool of Psychology; State Key Laboratory of Cognitive Neuroscience and Learning & IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China, 100875
Recommended Citation
GB/T 7714
Shan Xu,Xiang-Zhen Kong,Yiying Song,等. 利用基于游戏的测评和网络大数据考察视觉空间能力的可塑性及其个体差异[C]. 见:2016年第一届北京视觉科学会议. 北京. 2016-07.http://vision.csp.escience.cn/dct/page/1.
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