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    <title>OAR@UM Collection:</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/74118</link>
    <description />
    <pubDate>Tue, 07 Apr 2026 13:14:24 GMT</pubDate>
    <dc:date>2026-04-07T13:14:24Z</dc:date>
    <item>
      <title>Exploring the differences in social and non-social cue responses in relation to autism spectrum quotient scores in the general population</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/74240</link>
      <description>Title: Exploring the differences in social and non-social cue responses in relation to autism spectrum quotient scores in the general population
Abstract: There are a number of events taking place in our surrounding environment every minute of&#xD;
our lives, all sending different types of information. The individual’s immediate experience&#xD;
of these events and his awareness gives rise to the process of attention. Humans have evolved&#xD;
an adaptive mechanism to encode useful information through eye gaze as well as the ability&#xD;
to shift their attention towards the direction another individual is looking at. However, this&#xD;
process of attention shifting might cause some issues for individuals with attention disorders&#xD;
due to their lack of social skills leading to less eye contact (Conway, Jones, DeBruine &amp;&#xD;
Little, 2007; McCallum, 2015; Lawson, Aylward, Roiser &amp; Rees, 2017). This has motivated&#xD;
the current research study. Firstly, it looked at the difference in reaction times between social&#xD;
(human avatar) and non-social (arrows) cues through two different computer-based tasks.&#xD;
Secondly, it looked at the autism spectrum traits of the general population and compared their&#xD;
response times to their social cueing performance. Results showed an interaction between cue&#xD;
types and validity for the first task but only a main effect of validity for the second task. No&#xD;
correlation was found between the participants’ autism quotient scores and their social cue&#xD;
scores. Despite the limitations, the current study helped to further explore the shift of&#xD;
attention to social and non-social cues in both valid and in valid trials. Also it encourages&#xD;
further research to explore spatial cueing in relation to different levels of autism spectrum&#xD;
traits in the general population.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/74240</guid>
      <dc:date>2019-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Exploring visual capabilities of the marbled shore crab (Pachygrapsus marmoratus)</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/74234</link>
      <description>Title: Exploring visual capabilities of the marbled shore crab (Pachygrapsus marmoratus)
Abstract: The following work aimed at exploring visual capabilities of the marbled shore crab,&#xD;
Pachygrapsus marmoratus, with a special focus on motion detection. Previous work has&#xD;
shown that the species responds to looming stimuli by receding away from the stimulus.&#xD;
Furthermore, individuals are able to detect movement across their entire visual field. There&#xD;
are indications that the crabs carefully monitor speed and direction of an ongoing approach to&#xD;
adjust their reactions accordingly. However, it is yet unclear which aspects of an approaching&#xD;
object trigger an escape response. In an attempt to answer this question, 26 crabs were&#xD;
presented with video clips from different categories. Results from this study showed that P.&#xD;
marmoratus reacted most sensitively towards octopus videos, suggesting that the crabs were&#xD;
perhaps able to recognise octopuses to some extent. Yet, closer investigation did not deliver&#xD;
significant results. The question remains whether P. marmoratus can distinguish between&#xD;
different types of pictorial content and movement, leaving behind a demand for further&#xD;
research.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/74234</guid>
      <dc:date>2019-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Influence of active control on motion-induced position shift in a 3-dimensional setting</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/74232</link>
      <description>Title: Influence of active control on motion-induced position shift in a 3-dimensional setting
Abstract: It is well known that the perceived location of an object can be considerably&#xD;
influenced by motion signals. The position of a stationary Gaussian window with a locally&#xD;
drifting sinusoidal grating - a Gabor patch, appears to shift in the direction of motion of the&#xD;
carrier stimulus. This robust, illusory phenomenon is referred to as motion-induced position&#xD;
shift (MIPS). It has also been theorized that actions are less prone to visual illusions than are&#xD;
perceptions because the same visual information is coded through anatomically distinct&#xD;
pathways and in a different way for perception as for action. Recent studies have used the&#xD;
motion-induced position shift illusion to explore the effect of active control on the perceived&#xD;
physical position of a target. The results indicated that action systems not only are unable to&#xD;
counteract this form of visual illusion but indeed that the illusionary effect was consistently&#xD;
larger under active conditions. These studies, like much research to date has typically&#xD;
presented the stimuli in a frontoparallel, 2-dimensional plane. To pursue the possibility of&#xD;
creating a more ecologically valid stimulus presentation, this study had the goal to explore&#xD;
the influence of motion-induced position shift during active perceptual tasks in a 3-&#xD;
dimensional setting. For this purpose, a novel game experiment was created using Unity3D to&#xD;
measure and analyse the effect of action under globally moving but locally static or drifting&#xD;
visual stimuli. In one task, participants were required to follow with a drifting Gabor patch a&#xD;
curving line along the floor of a virtual tunnel. The other task entailed participants steering&#xD;
the Gabor to collide with block objects lying along the floor of the tunnel. Clear evidence&#xD;
suggesting an effect of embedded motion on global positional error was recorded in both&#xD;
tasks. The current study suggests that the influence of the illusory position shift due to motion&#xD;
extends to action performed in a 3D setting.&#xD;
Mislocalization of position due to motion is not merely an academic oddity, but can&#xD;
also have real life consequences. Every day, people are required to make judgements about&#xD;
what actions to execute based on what they see and safety research recognizes the import of the influence perceptual visual biases can have on this choice of action in human-machine&#xD;
interactions. This research also adds to the understanding on how these interactions can be&#xD;
designed such that unsafe outcomes can be predicted, avoided or eliminated.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/74232</guid>
      <dc:date>2019-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>The cognitive mechanism behind the Bouba Kiki effect : conventional or synaesthetic sound symbolism?</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/74194</link>
      <description>Title: The cognitive mechanism behind the Bouba Kiki effect : conventional or synaesthetic sound symbolism?
Abstract: The Bouba Kiki effect shows a sound symbolic association between sound and meaning&#xD;
where “rounded” and “angular” nonwords are matched to rounded and angular shapes (or&#xD;
images) respectively. This effect has been widely replicated across languages and cultures&#xD;
causing speculation for its categorisation as a form of synaesthetic sound symbolism, however&#xD;
the possibility of its classification as a form of conventional sound symbolism, or a combination&#xD;
of both forms of sound symbolism, has not yet been ruled out. Here we investigate sound&#xD;
symbolism within a Maltese adult population. A group of participants was trained to oppose the&#xD;
typical Bouba Kiki pattern via a five-day training programme consisting of alternative forced&#xD;
choice tasks. After the training, the trained experimental group sat for a post-test experiment,&#xD;
while a control group solely sat for the post-test experiment. We report that (i) the typical Bouba&#xD;
Kiki effect can be replicated with naïve participants from a Maltese population using Maltese&#xD;
language as a basis for nonwords, and (ii) when compared to naïve participants who were correct&#xD;
more often on items that followed the typical Bouba Kiki pattern, trained participants were&#xD;
correct more often on items that opposed the typical Bouba Kiki pattern, though that latter&#xD;
preference was not strong and failed to reach significance. While these results cannot completely&#xD;
confirm that the Bouba Kiki effect is a form of conventional sound symbolism or a combination&#xD;
of both synaesthetic and conventional sound symbolism, it suggests that sound symbolic&#xD;
associations can be learnt, warranting further research on cross modal associations via the Bouba&#xD;
Kiki effect.
Description: M.SC.COGNITIVE SCIENCE</description>
      <pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/74194</guid>
      <dc:date>2019-01-01T00:00:00Z</dc:date>
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