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Coventry, K. R., Gudde, H. B., Diessel, H., Collier, J., Guijarro-Fuentes, P., Vulchanova, M., Vulchanov, V., Todisco, E., Reile, M., Breunesse, M., Plado, H., Bohnemeyer, J., Bsili, R., Caldano, M., Dekova, R., Donelson, K., Forker, D., Park, Y., Pathak, L. S., Peeters, D. and 25 moreCoventry, K. R., Gudde, H. B., Diessel, H., Collier, J., Guijarro-Fuentes, P., Vulchanova, M., Vulchanov, V., Todisco, E., Reile, M., Breunesse, M., Plado, H., Bohnemeyer, J., Bsili, R., Caldano, M., Dekova, R., Donelson, K., Forker, D., Park, Y., Pathak, L. S., Peeters, D., Pizzuto, G., Serhan, B., Apse, L., Hesse, F., Hoang, L., Hoang, P., Igari, Y., Kapiley, K., Haupt-Khutsishvili, T., Kolding, S., Priiki, K., Mačiukaitytė, I., Mohite, V., Nahkola, T., Tsoi, S. Y., Williams, S., Yasuda, S., Cangelosi, A., Duñabeitia, J. A., Mishra, R. K., Rocca, R., Šķilters, J., Wallentin, M., Žilinskaitė-Šinkūnienė, E., & Incel, O. D. (2023). Spatial communication systems across languages reflect universal action constraints. Nature Human Behaviour, 77, 2099-2110. doi:10.1038/s41562-023-01697-4.
Abstract
The extent to which languages share properties reflecting the non-linguistic constraints of the speakers who speak them is key to the debate regarding the relationship between language and cognition. A critical case is spatial communication, where it has been argued that semantic universals should exist, if anywhere. Here, using an experimental paradigm able to separate variation within a language from variation between languages, we tested the use of spatial demonstratives—the most fundamental and frequent spatial terms across languages. In n = 874 speakers across 29 languages, we show that speakers of all tested languages use spatial demonstratives as a function of being able to reach or act on an object being referred to. In some languages, the position of the addressee is also relevant in selecting between demonstrative forms. Commonalities and differences across languages in spatial communication can be understood in terms of universal constraints on action shaping spatial language and cognition.Additional information
supplementary sections 1–7,figs. 1 and 2, and tables 1–79 -
Huizeling, E., Alday, P. M., Peeters, D., & Hagoort, P. (2023). Combining EEG and 3D-eye-tracking to study the prediction of upcoming speech in naturalistic virtual environments: A proof of principle. Neuropsychologia, 191: 108730. doi:10.1016/j.neuropsychologia.2023.108730.
Abstract
EEG and eye-tracking provide complementary information when investigating language comprehension. Evidence that speech processing may be facilitated by speech prediction comes from the observation that a listener's eye gaze moves towards a referent before it is mentioned if the remainder of the spoken sentence is predictable. However, changes to the trajectory of anticipatory fixations could result from a change in prediction or an attention shift. Conversely, N400 amplitudes and concurrent spectral power provide information about the ease of word processing the moment the word is perceived. In a proof-of-principle investigation, we combined EEG and eye-tracking to study linguistic prediction in naturalistic, virtual environments. We observed increased processing, reflected in theta band power, either during verb processing - when the verb was predictive of the noun - or during noun processing - when the verb was not predictive of the noun. Alpha power was higher in response to the predictive verb and unpredictable nouns. We replicated typical effects of noun congruence but not predictability on the N400 in response to the noun. Thus, the rich visual context that accompanied speech in virtual reality influenced language processing compared to previous reports, where the visual context may have facilitated processing of unpredictable nouns. Finally, anticipatory fixations were predictive of spectral power during noun processing and the length of time fixating the target could be predicted by spectral power at verb onset, conditional on the object having been fixated. Overall, we show that combining EEG and eye-tracking provides a promising new method to answer novel research questions about the prediction of upcoming linguistic input, for example, regarding the role of extralinguistic cues in prediction during language comprehension. -
Raghavan, R., Raviv, L., & Peeters, D. (2023). What's your point? Insights from virtual reality on the relation between intention and action in the production of pointing gestures. Cognition, 240: 105581. doi:10.1016/j.cognition.2023.105581.
Abstract
Human communication involves the process of translating intentions into communicative actions. But how exactly do our intentions surface in the visible communicative behavior we display? Here we focus on pointing gestures, a fundamental building block of everyday communication, and investigate whether and how different types of underlying intent modulate the kinematics of the pointing hand and the brain activity preceding the gestural movement. In a dynamic virtual reality environment, participants pointed at a referent to either share attention with their addressee, inform their addressee, or get their addressee to perform an action. Behaviorally, it was observed that these different underlying intentions modulated how long participants kept their arm and finger still, both prior to starting the movement and when keeping their pointing hand in apex position. In early planning stages, a neurophysiological distinction was observed between a gesture that is used to share attitudes and knowledge with another person versus a gesture that mainly uses that person as a means to perform an action. Together, these findings suggest that our intentions influence our actions from the earliest neurophysiological planning stages to the kinematic endpoint of the movement itself. -
Dijkstra, T., Peeters, D., Hieselaar, W., & van Geffen, A. (2022). Orthographic and semantic priming effects in neighbour cognates: Experiments and simulations. Bilingualism: Language and Cognition, 26(2), 371-383. doi:10.1017/S1366728922000591.
Abstract
To investigate how orthography and semantics interact during bilingual visual word recognition, Dutch–English bilinguals made lexical decisions in two masked priming experiments. Dutch primes and English targets were presented that were either neighbour cognates (boek – BOOK), noncognate translations (kooi – CAGE), orthographically related neighbours (neus – NEWS), or unrelated words (huid - COAT). Prime durations of 50 ms (Experiment 1) and 83 ms (Experiment 2) led to similar result patterns. Both experiments reported a large cognate facilitation effect, a smaller facilitatory noncognate translation effect, and the absence of inhibitory orthographic neighbour effects. These results indicate that cognate facilitation is in large part due to orthographic-semantic resonance. Priming results for each condition were simulated well (all r's >.50) by Multilink+, a recent computational model for word retrieval. Limitations to the role of lateral inhibition in bilingual word recognition are discussed. -
Huizeling, E., Peeters, D., & Hagoort, P. (2022). Prediction of upcoming speech under fluent and disfluent conditions: Eye tracking evidence from immersive virtual reality. Language, Cognition and Neuroscience, 37(4), 481-508. doi:10.1080/23273798.2021.1994621.
Abstract
Traditional experiments indicate that prediction is important for efficient speech processing. In three virtual reality visual world paradigm experiments, we tested whether such findings hold in naturalistic settings (Experiment 1) and provided novel insights into whether disfluencies in speech (repairs/hesitations) inform one’s predictions in rich environments (Experiments 2–3). Experiment 1 supports that listeners predict upcoming speech in naturalistic environments, with higher proportions of anticipatory target fixations in predictable compared to unpredictable trials. In Experiments 2–3, disfluencies reduced anticipatory fixations towards predicted referents, compared to conjunction (Experiment 2) and fluent (Experiment 3) sentences. Unexpectedly, Experiment 2 provided no evidence that participants made new predictions from a repaired verb. Experiment 3 provided novel findings that fixations towards the speaker increase upon hearing a hesitation, supporting current theories of how hesitations influence sentence processing. Together, these findings unpack listeners’ use of visual (objects/speaker) and auditory (speech/disfluencies) information when predicting upcoming words.Additional information
Huizeling_SupplementaryMaterial1_April2021.docx Huizeling_SupplementaryMaterial2_2021July26.docx -
Maes, A., Krahmer, E., & Peeters, D. (2022). Understanding demonstrative reference in text: A new taxonomy based on a new corpus. Language and Cognition, 14(2), 185-207. doi:10.1017/langcog.2021.28.
Abstract
Endophoric demonstratives such as this and that are among the most frequently used words in written texts. Nevertheless, it remains unclear how exactly they should be subdivided and classified in terms of their different types of use. Here, we develop a new taxonomy of endophoric demonstratives based on a large-scale corpus including three written genres: news items, encyclopedic texts, and book reviews. The taxonomy enables analysts to reliably code endophoric demonstratives based on objectively applicable criteria, while at the same time making them aware of many subtle borderline cases. We consider the taxonomy as a theoretical foundation for future theoretical and empirical work into endophoric demonstratives, and as an analytical tool allowing researchers to unify and compare the results of studies on endophoric demonstratives coming from different genres and languages. -
Misersky, J., Peeters, D., & Flecken, M. (2022). The potential of immersive virtual reality for the study of event perception. Frontiers in Virtual Reality, 3: 697934. doi:10.3389/frvir.2022.697934.
Abstract
In everyday life, we actively engage in different activities from a first-person perspective. However, experimental psychological research in the field of event perception is often limited to relatively passive, third-person computer-based paradigms. In the present study, we tested the feasibility of using immersive virtual reality in combination with eye tracking with participants in active motion. Behavioral research has shown that speakers of aspectual and non-aspectual languages attend to goals (endpoints) in motion events differently, with speakers of non-aspectual languages showing relatively more attention to goals (endpoint bias). In the current study, native speakers of German (non-aspectual) and English (aspectual) walked on a treadmill across 3-D terrains in VR, while their eye gaze was continuously tracked. Participants encountered landmark objects on the side of the road, and potential endpoint objects at the end of it. Using growth curve analysis to analyze fixation patterns over time, we found no differences in eye gaze behavior between German and English speakers. This absence of cross-linguistic differences was also observed in behavioral tasks with the same participants. Methodologically, based on the quality of the data, we conclude that our dynamic eye-tracking setup can be reliably used to study what people look at while moving through rich and dynamic environments that resemble the real world. -
Eichert, N., Peeters, D., & Hagoort, P. (2018). Language-driven anticipatory eye movements in virtual reality. Behavior Research Methods, 50(3), 1102-1115. doi:10.3758/s13428-017-0929-z.
Abstract
Predictive language processing is often studied by measuring eye movements as participants look at objects on a computer screen while they listen to spoken sentences. The use of this variant of the visual world paradigm has shown that information encountered by a listener at a spoken verb can give rise to anticipatory eye movements to a target object, which is taken to indicate that people predict upcoming words. The ecological validity of such findings remains questionable, however, because these computer experiments used two-dimensional (2D) stimuli that are mere abstractions of real world objects. Here we present a visual world paradigm study in a three-dimensional (3D) immersive virtual reality environment. Despite significant changes in the stimulus material and the different mode of stimulus presentation, language-mediated anticipatory eye movements were observed. These findings thus indicate prediction of upcoming words in language comprehension in a more naturalistic setting where natural depth cues are preserved. Moreover, the results confirm the feasibility of using eye-tracking in rich and multimodal 3D virtual environments.Additional information
13428_2017_929_MOESM1_ESM.docx -
Peeters, D. (2018). A standardized set of 3D-objects for virtual reality research and applications. Behavior Research Methods, 50(3), 1047-1054. doi:10.3758/s13428-017-0925-3.
Abstract
The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theory in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3D-objects for virtual reality research is important, as reaching valid theoretical conclusions critically hinges on the use of well controlled experimental stimuli. Sharing standardized 3D-objects across different virtual reality labs will allow for science to move forward more quickly. -
Peeters, D., & Dijkstra, T. (2018). Sustained inhibition of the native language in bilingual language production: A virtual reality approach. Bilingualism: Language and Cognition, 21(5), 1035-1061. doi:10.1017/S1366728917000396.
Abstract
Bilinguals often switch languages as a function of the language background of their addressee. The control mechanisms supporting bilinguals' ability to select the contextually appropriate language are heavily debated. Here we present four experiments in which unbalanced bilinguals named pictures in their first language Dutch and their second language English in mixed and blocked contexts. Immersive virtual reality technology was used to increase the ecological validity of the cued language-switching paradigm. Behaviorally, we consistently observed symmetrical switch costs, reversed language dominance, and asymmetrical mixing costs. These findings indicate that unbalanced bilinguals apply sustained inhibition to their dominant L1 in mixed language settings. Consequent enhanced processing costs for the L1 in a mixed versus a blocked context were reflected by a sustained positive component in event-related potentials. Methodologically, the use of virtual reality opens up a wide range of possibilities to study language and communication in bilingual and other communicative settings. -
Tromp, J., Peeters, D., Meyer, A. S., & Hagoort, P. (2018). The combined use of Virtual Reality and EEG to study language processing in naturalistic environments. Behavior Research Methods, 50(2), 862-869. doi:10.3758/s13428-017-0911-9.
Abstract
When we comprehend language, we often do this in rich settings in which we can use many cues to understand what someone is saying. However, it has traditionally been difficult to design experiments with rich three-dimensional contexts that resemble our everyday environments, while maintaining control over the linguistic and non-linguistic information that is available. Here we test the validity of combining electroencephalography (EEG) and Virtual Reality (VR) to overcome this problem. We recorded electrophysiological brain activity during language processing in a well-controlled three-dimensional virtual audiovisual environment. Participants were immersed in a virtual restaurant, while wearing EEG equipment. In the restaurant participants encountered virtual restaurant guests. Each guest was seated at a separate table with an object on it (e.g. a plate with salmon). The restaurant guest would then produce a sentence (e.g. “I just ordered this salmon.”). The noun in the spoken sentence could either match (“salmon”) or mismatch (“pasta”) with the object on the table, creating a situation in which the auditory information was either appropriate or inappropriate in the visual context. We observed a reliable N400 effect as a consequence of the mismatch. This finding validates the combined use of VR and EEG as a tool to study the neurophysiological mechanisms of everyday language comprehension in rich, ecologically valid settings.
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