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Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony

OBJECTIVE: This study was designed to replicate past research concerning reaction times to audiovisual stimuli with different stimulus onset asynchrony (SOA) using a large sample of crowdsourcing respondents. BACKGROUND: Research has shown that reaction times are fastest when an auditory and a visua...

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Autores principales: Bazilinskyy, Pavlo, de Winter, Joost
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6207992/
https://www.ncbi.nlm.nih.gov/pubmed/30036098
http://dx.doi.org/10.1177/0018720818787126
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author Bazilinskyy, Pavlo
de Winter, Joost
author_facet Bazilinskyy, Pavlo
de Winter, Joost
author_sort Bazilinskyy, Pavlo
collection PubMed
description OBJECTIVE: This study was designed to replicate past research concerning reaction times to audiovisual stimuli with different stimulus onset asynchrony (SOA) using a large sample of crowdsourcing respondents. BACKGROUND: Research has shown that reaction times are fastest when an auditory and a visual stimulus are presented simultaneously and that SOA causes an increase in reaction time, this increase being dependent on stimulus intensity. Research on audiovisual SOA has been conducted with small numbers of participants. METHOD: Participants (N = 1,823) each performed 176 reaction time trials consisting of 29 SOA levels and three visual intensity levels, using CrowdFlower, with a compensation of US$0.20 per participant. Results were verified with a local Web-in-lab study (N = 34). RESULTS: The results replicated past research, with a V shape of mean reaction time as a function of SOA, the V shape being stronger for lower-intensity visual stimuli. The level of SOA affected mainly the right side of the reaction time distribution, whereas the fastest 5% was hardly affected. The variability of reaction times was higher for the crowdsourcing study than for the Web-in-lab study. CONCLUSION: Crowdsourcing is a promising medium for reaction time research that involves small temporal differences in stimulus presentation. The observed effects of SOA can be explained by an independent-channels mechanism and also by some participants not perceiving the auditory or visual stimulus, hardware variability, misinterpretation of the task instructions, or lapses in attention. APPLICATION: The obtained knowledge on the distribution of reaction times may benefit the design of warning systems.
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spelling pubmed-62079922018-11-21 Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony Bazilinskyy, Pavlo de Winter, Joost Hum Factors Human-Robot Interaction OBJECTIVE: This study was designed to replicate past research concerning reaction times to audiovisual stimuli with different stimulus onset asynchrony (SOA) using a large sample of crowdsourcing respondents. BACKGROUND: Research has shown that reaction times are fastest when an auditory and a visual stimulus are presented simultaneously and that SOA causes an increase in reaction time, this increase being dependent on stimulus intensity. Research on audiovisual SOA has been conducted with small numbers of participants. METHOD: Participants (N = 1,823) each performed 176 reaction time trials consisting of 29 SOA levels and three visual intensity levels, using CrowdFlower, with a compensation of US$0.20 per participant. Results were verified with a local Web-in-lab study (N = 34). RESULTS: The results replicated past research, with a V shape of mean reaction time as a function of SOA, the V shape being stronger for lower-intensity visual stimuli. The level of SOA affected mainly the right side of the reaction time distribution, whereas the fastest 5% was hardly affected. The variability of reaction times was higher for the crowdsourcing study than for the Web-in-lab study. CONCLUSION: Crowdsourcing is a promising medium for reaction time research that involves small temporal differences in stimulus presentation. The observed effects of SOA can be explained by an independent-channels mechanism and also by some participants not perceiving the auditory or visual stimulus, hardware variability, misinterpretation of the task instructions, or lapses in attention. APPLICATION: The obtained knowledge on the distribution of reaction times may benefit the design of warning systems. SAGE Publications 2018-07-23 2018-12 /pmc/articles/PMC6207992/ /pubmed/30036098 http://dx.doi.org/10.1177/0018720818787126 Text en © 2018, Human Factors and Ergonomics Society http://www.creativecommons.org/licenses/by-nc/4.0/ This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (http://www.creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Human-Robot Interaction
Bazilinskyy, Pavlo
de Winter, Joost
Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony
title Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony
title_full Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony
title_fullStr Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony
title_full_unstemmed Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony
title_short Crowdsourced Measurement of Reaction Times to Audiovisual Stimuli With Various Degrees of Asynchrony
title_sort crowdsourced measurement of reaction times to audiovisual stimuli with various degrees of asynchrony
topic Human-Robot Interaction
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6207992/
https://www.ncbi.nlm.nih.gov/pubmed/30036098
http://dx.doi.org/10.1177/0018720818787126
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