Our research focuses on the concept of presence, which is the subjective experience that users undergo in both physical and virtual worlds. Through the episodic and narrative game Life Is Strange 2 we sought to explore the impact of choices, whether direct or indirect, made by players on their presence in game.Our hypothesis was that the more choices that are positively centered on Daniel (Sean’s brother, whom we embody), the stronger the presence experienced by the player will be. With one female player, we used the thematic analysis of discourse (ACT) method to analyze nearly 8 hours of real activity, gameplay, and interview data. Unfortunately, our study does not allow us to confirm or refute our hypothesis. We propose a follow-up study with more participants, exploring additional episodes of Life Is Strange 2 while incorporating quantitative data and a parasocial dimension regarding the relationship between the player and the in-game character.
Our research focuses on temporal preparation. Which enables us to direct our attention so as to be more effective at specific moments in time. We studied the orientation of temporal selective attention with two hypotheses. The first was to observe a population of healthy aging adults and see if there was any preservation of the effects of the four components of temporal attention, namely: endogenous temporal orientation, the foreperiod effect, the sequential effect and the rhythm effect. The second hypothesis was to compare older adults with a group of younger adults by studying the benefits of visual or auditory cueing to the different components of temporal attention. With regard to our first hypothesis, the ability to orient foreperiod, sequential effects and rhythm in time with visual cues was preserved. We found no effect on the ability to orient the attention of the elderly group for the effects of endogenous temporal orientation and rhythm with auditory cues. Finally, with regard to our second hypothesis, younger and older adults showed a significant difference in their ability to orient with the components of endogenous temporal orientation and rhythm (with visual and auditory cues). The results of our sample suggest that in healthy aging, it is still possible to orient oneself in time on the basis of passing time (foreperiod), the previous trial on the current trial (sequential) and rhythm (with visual cueing).
Our research focuses on attention and more precisely on its orientation in time. We had two hypotheses. The first was to see if it was possible to measure the four components of temporal attention in the same test. The four components are : endogenous temporal orientation, the foreperiod effect, the sequential effect and the rhythm effect. The second was to see if certain components would be underpinned by the same subsystems, depending on the more or less automatic nature of certain components. Therefore, we developed an experimental protocol on the OpenSesame software that allows us to evaluate the four components in a single session of about forty minutes. Our results are significant and representative with the literature for all components. We found a correlation between the sequential effect and the endogenous temporal orientation effect. Unfortunately, we noticed a problem in the script of our experiment that probably distorted our data for many of our participants. The results being nevertheless encouraging, we plan to make a new version of the experiment, more stable, during the summer of 2022 and to test it as soon as possible from September.
A brief review of the literature in the neuropsychology of music, presenting the different types of amusia (expressive, receptive) through theoretical models such as the MRS (Musical Recognition System).