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Karadöller, D. Z., Peeters, D., Manhardt, F., Özyürek, A., & Ortega, G. (2024). Iconicity and gesture jointly facilitate learning of second language signs at first exposure in hearing non-signers. Language Learning, 74(4), 781-813. doi:10.1111/lang.12636.
Abstract
When learning a spoken second language (L2), words overlapping in form and meaning with one’s native language (L1) help break into the new language. When non-signing speakers learn a sign language as L2, such forms are absent because of the modality differences (L1:speech, L2:sign). In such cases, non-signing speakers might use iconic form-meaning mappings in signs or their own gestural experience as gateways into the to-be-acquired sign language. Here, we investigated how both these factors may contribute jointly to the acquisition of sign language vocabulary by hearing non-signers. Participants were presented with three types of sign in NGT (Sign Language of the Netherlands): arbitrary signs, iconic signs with high or low gesture overlap. Signs that were both iconic and highly overlapping with gestures boosted learning most at first exposure, and this effect remained the day after. Findings highlight the influence of modality-specific factors supporting the acquisition of a signed lexicon. -
Motiekaitytė, K., Grosseck, O., Wolf, L., Bosker, H. R., Peeters, D., Perlman, M., Ortega, G., & Raviv, L. (2024). Iconicity and compositionality in emerging vocal communication systems: a Virtual Reality approach. In J. Nölle, L. Raviv, K. E. Graham, S. Hartmann, Y. Jadoul, M. Josserand, T. Matzinger, K. Mudd, M. Pleyer, A. Slonimska, & S. Wacewicz (
Eds. ), The Evolution of Language: Proceedings of the 15th International Conference (EVOLANG XV) (pp. 387-389). Nijmegen: The Evolution of Language Conferences. -
Titus, A., Dijkstra, T., Willems, R. M., & Peeters, D. (2024). Beyond the tried and true: How virtual reality, dialog setups, and a focus on multimodality can take bilingual language production research forward. Neuropsychologia, 193: 108764. doi:10.1016/j.neuropsychologia.2023.108764.
Abstract
Bilinguals possess the ability of expressing themselves in more than one language, and typically do so in contextually rich and dynamic settings. Theories and models have indeed long considered context factors to affect bilingual language production in many ways. However, most experimental studies in this domain have failed to fully incorporate linguistic, social, or physical context aspects, let alone combine them in the same study. Indeed, most experimental psycholinguistic research has taken place in isolated and constrained lab settings with carefully selected words or sentences, rather than under rich and naturalistic conditions. We argue that the most influential experimental paradigms in the psycholinguistic study of bilingual language production fall short of capturing the effects of context on language processing and control presupposed by prominent models. This paper therefore aims to enrich the methodological basis for investigating context aspects in current experimental paradigms and thereby move the field of bilingual language production research forward theoretically. After considering extensions of existing paradigms proposed to address context effects, we present three far-ranging innovative proposals, focusing on virtual reality, dialog situations, and multimodality in the context of bilingual language production. -
Titus, A., & Peeters, D. (2024). Multilingualism at the market: A pre-registered immersive virtual reality study of bilingual language switching. Journal of Cognition, 7(1), 24-35. doi:10.5334/joc.359.
Abstract
Bilinguals, by definition, are capable of expressing themselves in more than one language. But which cognitive mechanisms allow them to switch from one language to another? Previous experimental research using the cued language-switching paradigm supports theoretical models that assume that both transient, reactive and sustained, proactive inhibitory mechanisms underlie bilinguals’ capacity to flexibly and efficiently control which language they use. Here we used immersive virtual reality to test the extent to which these inhibitory mechanisms may be active when unbalanced Dutch-English bilinguals i) produce full sentences rather than individual words, ii) to a life-size addressee rather than only into a microphone, iii) using a message that is relevant to that addressee rather than communicatively irrelevant, iv) in a rich visual environment rather than in front of a computer screen. We observed a reversed language dominance paired with switch costs for the L2 but not for the L1 when participants were stand owners in a virtual marketplace and informed their monolingual customers in full sentences about the price of their fruits and vegetables. These findings strongly suggest that the subtle balance between the application of reactive and proactive inhibitory mechanisms that support bilingual language control may be different in the everyday life of a bilingual compared to in the (traditional) psycholinguistic laboratory. -
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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