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    <title>OAR@UM Collection:</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/30058</link>
    <description />
    <pubDate>Thu, 09 Apr 2026 17:00:58 GMT</pubDate>
    <dc:date>2026-04-09T17:00:58Z</dc:date>
    <item>
      <title>Location memory in visual search : the multi-item localization (MILO) task : a tool for investigation</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/30067</link>
      <description>Title: Location memory in visual search : the multi-item localization (MILO) task : a tool for investigation
Abstract: In the current study, the Multi-Item Localization Task (MILO; Thornton &amp; Horowitz, 2004)&#xD;
was used as a tool to explore location memory in visual search. Previous studies provide&#xD;
evidence that whilst visually searching for a specific target, participants are able to ignore&#xD;
locations that have already been visited, making their ongoing search more efficient&#xD;
(Thornton &amp; Horowitz, 2004). This is referred to as location tagging and the current study&#xD;
sought to explore if this ability could be disrupted. The overall goal was to increase&#xD;
knowledge regarding the resources needed for location tagging to take place. Specifically, we&#xD;
manipulated concurrent spatial working memory workload while performing the MILO task&#xD;
to examine if location tagging could be disrupted. In Experiment 1, participants (N = 12) had&#xD;
to select eight numerical targets that appeared on an iPad screen by touching each item in&#xD;
sequence. There were three conditions. On Vanish trials, items disappeared when they were&#xD;
touched, removing them from the search array. On Remains trials, items did not vanish,&#xD;
leaving them available to interfere with subsequent search. Previous studies found identical&#xD;
response time patterns for these two conditions, the signature of location tagging. Here, we&#xD;
also introduced Chess trials where memory workload was heavily increased as participants&#xD;
were asked to simultaneously remember a chess layout whilst completing the Remains MILO&#xD;
task. Results for the Vanish &amp; Remains conditions replicated previous studies, indicating the&#xD;
presence of location tagging. However, the workload added in the Chess trials was not&#xD;
enough to disrupt location tagging. In Experiment 2 participants (N = 12) completed the same&#xD;
three conditions, but had to select six targets made up of chess pieces in the game’s&#xD;
precedence order. This was a novel sequence, that would also be expected to interfere with&#xD;
memory during the Chess trials. Again, there was no evidence that location tagging was&#xD;
disrupted. However, when comparing the results of Experiments 1 and 2, it appeared that overall search-behaviour was affected by using the chess items for the MILO task as patterns&#xD;
relating to future planning were noticeably different. In terms of our main goals, however, we&#xD;
can conclude that participants were still able to remember where they have been before when&#xD;
searching for the current target, even when the memory workload was increased, suggesting&#xD;
that location tagging may be an automatic process that either does not make demands on&#xD;
central resources or at least uses resources that are different from those needed during explicit&#xD;
location memory.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/30067</guid>
      <dc:date>2017-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Cognitive distraction while multitasking in an aircraft simulator</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/30066</link>
      <description>Title: Cognitive distraction while multitasking in an aircraft simulator
Abstract: The purpose of this study was to investigate the effects of a conversation and interacting with&#xD;
an electronic tablet on the performance of 14 pilots in a PC based flight simulator.&#xD;
Performance was assessed using flight parameters and control strategies. The additional&#xD;
conversation and dual conversation and tablet tasks had an effect on how well participants&#xD;
could maintain a target airspeed. Additionally, phase of flight was an important&#xD;
consideration, with pilots being less prone to distraction on final approach when assessed on&#xD;
maintaining a target airspeed and vertical speed. Final approach also resulted in a different&#xD;
flight control strategy when compared to other phases of flight. This suggests an attentional&#xD;
shift while landing resulting in better performance despite the cognitive load of the&#xD;
distractions remaining constant throughout the experiment.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/30066</guid>
      <dc:date>2017-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>The effect of cognitive fatigue on decision making in sports</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/30065</link>
      <description>Title: The effect of cognitive fatigue on decision making in sports
Abstract: The study aimed to investigate the effects of cognitive fatigue in sports decisions. Nonathletes&#xD;
were exposed to a five minutes congruent Stroop task and incongruent Stroop&#xD;
task to establish a baseline and assess the effects of exercise in this task. Basketball&#xD;
athletes cycled on a bicycle ergometer till reaching target heart rate (THR) and&#xD;
performed two sets of five minute Stroop task (one set of congruent trails only and one&#xD;
of incongruent trails only). Each Stroop task set was followed by a basketball video&#xD;
judgement task. Both athletes and non-athletes were significantly slower in reacting to&#xD;
incongruent Stroop trials compared to congruent trials. Furthermore, athletes made&#xD;
more errors when presented with the incongruent Stroop version. Physical activity&#xD;
affected reaction time difference between athletes and non-athletes: participants&#xD;
performing both activities, cycling and Stroop task, were significantly slower on the&#xD;
Stroop task than those only performing the Stroop task. The basketball group was&#xD;
significantly slower when responding to the video judgement task when exposed to the&#xD;
incongruent trails beforehand compared to decisions made after the congruent trials.&#xD;
Moreover, athletes seem to suffer further onset fatigue as their reaction time in decision&#xD;
to the last videos deteriorated compared to the initial videos. Results suggest that&#xD;
cognitive fatigue caused by incongruent trials of the Stroop task led to athletes’ slower&#xD;
responses when making basketball related decisions. Mental fatigue affects attention&#xD;
and the ability to use important information to perform efficiently. Furthermore, results&#xD;
suggest that cognitive processing suffers a decline when tested during exercise due to&#xD;
resources, competition and attention allocation. Understanding how mental fatigue&#xD;
affects sports performance and other physical and cognitive demanding activities is key&#xD;
to minimize such impairments.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/30065</guid>
      <dc:date>2017-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>The compatibility problem : an investigation into folk intuitions on the compatibility of free will, determinism and moral responsibility</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/30064</link>
      <description>Title: The compatibility problem : an investigation into folk intuitions on the compatibility of free will, determinism and moral responsibility
Abstract: The main aim of this study is to explore folk intuitions about moral responsibility, free will and&#xD;
determinism, as well as the factors which contribute to the generation of these intuitions. To&#xD;
avoid the significant problem of defining determinism in easily understandable and accurate&#xD;
terms, the present study employed a scenario describing a traffic accident involving an&#xD;
autonomous vehicle as a metaphor for the determinist thesis. The study also employed a 40-&#xD;
item personality inventory to measure personality traits and the Free Will Inventory to measure&#xD;
basic intuitions about free will and determinism. The sample was made up of 132 participants&#xD;
(n=132; 53 males, 79 females). The role of affect, personality traits, strength of belief in&#xD;
determinism and strength of belief in free will were tested as potential factors generating&#xD;
participants intuitions about moral responsibility and determinism. A weak role of affect was&#xD;
noted, with increased affect pushing people to not assign blame to the agent described in the&#xD;
scenario. The remaining three factors did not have any predictive power on the resultant&#xD;
intuitions. The influential NBAR Hypothesis, which postulates that an individual will always&#xD;
seek to assign blame once a norm has been violated, was able to explain the findings in the&#xD;
present study. An addition to this rule was suggested, whereby the aforementioned factors, and&#xD;
many others, are recruited only when the norm violation is not sufficiently salient.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/30064</guid>
      <dc:date>2017-01-01T00:00:00Z</dc:date>
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