Showing posts with label false memories. Show all posts
Showing posts with label false memories. Show all posts

Sunday, March 8, 2015

Review: Imagination Inflation: Imagining a Childhood Event Inflates Confidence that it Occurred

#Title#
Imagination Inflation: Imagining a Childhood Event Inflates Confidence that it Occurred

#Authors#
Maryanne Garry, Charles G. Manning, Elizabeth F. Loftus

#Venue#
Psychonomic Bulletin & Review
3 (2), 208-214

#DOI#
http://cogprints.org/590/1/199801004.html

#Abstract#
Counterfactual imaginings are known to have far reaching implications. In the present experiment, we ask if imagining events from one's past can affect memory for childhood events. We draw on the social psychology literature showing that imagining a future event increases the subjective likelihood that the event will occur. The concepts of cognitive availability and the source monitoring framework provide reasons to expect that imagination may inflate confidence that a childhood event occurred. However, people routinely produce myriad counterfactual imaginings (i.e., daydreams and fantasies) but usually do not confuse them with past experiences. To determine the effects of imagining a childhood event, we pretested subjects on how confident they were that a number of childhood events had happened, asked them to imagine some of those events, and then gathered new confidence measures. For each of the target items, imagination inflated confidence that the event had occurred in childhood. We discuss implications for situations in which imagination is used as an aid in searching for presumably lost memories.

#Comments#
Am strongly interested in the effect of false memories on the process of expert elicitation.  In particular, the stimulus used in the process of extracting the information from experts.

So, in this paper, I am interested in the quality of the inputs into a session.  Could one plant false memories of the work or knowledge using such systems.  Could it be that using a virtual world to perform the elicitation, if incorrectly configured, will introduce more errors, due to the creation of powerful false memories from the visuals created.  Hmmmm.

Interesting to note that the effect is easier with early childhood memories - attributed to vagueness of distant memory.  This is also possibly related to the credulity of young children; do you become a little childlike by remembering your childhood?  If the effect is consistent, this opens up all sorts of possibilities for creation of beneficial false memories, or to reduce the effects of bad environments (GTA 5 comes to mind) by making sure the rules in such environments make moral sense, removing the effect of such false memories induced by gameplay.

So what is War Thunder doing to me?  Do I know have false memories of driving a Tiger I?

The weird part would be the eerie familiarity of driving the Tiger in real life, the eerie familiarity is my false memory of driving in a game, but I experience familiarity in real life.  Would I discern the difference, can I, as the familiarity is beyond my control to an extent.

Interestingly enough, this experimental method almost reads like an elicitation session.  The experiment manager states to the participant: "What are you likely to do next" while imagining the false event.  They are, in concept, creating a false sequence of events or episodes in the memory.

Note, the early estimate of past memory was repeated after the experimenter has faked losing their results - might be dodgy, could people see through this.  I wonder if they controlled for insight into the ruse; it is not noted in the description of results.

So, the data showed a consistent increase in confidence of remembering the fake event, especially after imagining the event (personal VR :-) ).  They controlled for big jumps, conjectured to be actual priming of actual lost memories; this is important in elicitation.  They also note that the number of big jumps is small.  Also note, that people who did not imagine between tests still went up, but not as much.  Another effect in play, maybe regression to the mean, or just a familiarity effect.  These effects are important in any elicitation test; just repeating questions may bring about a false memory - this is what cops and psychologists do.

They also bring up the issue of self being in the imagination session.  Brings up the idea that an avatar should represent the person who is doing the elicitation, to bring the participant a sense of performing the task in world; might increase the concept of presence.

#ImportantRefs#

Thursday, January 8, 2015

Review: Virtually True: Children’s Acquisition of False Memories in Virtual Reality

#Title#
Virtually True: Children’s Acquisition of False Memories in Virtual Reality

#Authors#
KATHRYN Y. SEGOVIA and JEREMY N. BAILENSON

#Venue#
Journal of Media Psychology, 12:371–393, 2009

#DOI#
DOI: 10.1080/15213260903287267

#Abstract#
Previous work on human memory has shown that prompting participants with false events and self-relevant information via different types of media such as narratives, edited 2-dimensional images, and mental imagery creates false memories. This study tested a new form of media for studying false memory formation: Immersive Virtual Environment Technology (IVET). Using this tool, we examined how memory was affected by viewing dynamic simulations of avatars performing novel actions. In the study, 55 preschool and elementary children were randomly assigned to 1 of 4 memory prompt conditions (idle, mental imagery, IVET simulation of another child, or IVET simulation of self). Each child was questioned 3 different times: once before the memory prompt, once immediately after the memory prompt, and once approximately 5 days after the memory prompt. Results showed that preschool children were equally likely to develop false memories regardless of memory prompt condition. But, for elementary children, the mental imagery and IVET self conditions caused significantly more false memories than the idle condition. Implications regarding the use of digital media in courtroom settings, clinical therapy settings, entertainment, and other applications are discussed.

#Comments#

Interesting, another acronym - Immersive Virtual Environment Technology (IVET).  I don't like it, prefer 3D virtual worlds.  But I guess the use of immersive is pertinent here.

Note here that experiments were performed with children, not adults.  They state that the vulnerability of preschool children to suggestive influences is very high, so may not apply to adults.

They also bring up the source monitoring judgement as an experimental task; viz. the identification of sources of memories, and how it is actually poorly managed on the part of the brain.

They also state that narratives are commonly used to test false memories.  Are these analogous to workflows, and the place of false memories in elicitation?!?!?

Conjecture: Is the imposition of a process a form of false memory imputation over the actuality of the work processes in an enterprise?  Or, for any elicitation process for that matter?  Thus the more real the stimuli, the more likely to get the truth?  Possible research question here.

They note that narrative information previously used in experiments is not that rich.  The media richness theory suggests a greater effect from IVETs.

Interesting passage:

"In another set of studies, college students heard simple action statements and in some conditions either performed or imagined the action as well (Goff & Roediger, 1998). In a second session, participants imagined performing actions (some of which came from the first session and some of which were new) either one, three, or five times. In the third session, participants were asked to identify actions only if they had occurred in the first session and, if identified, to tell whether the action statement had been carried out, imagined, or merely heard. The main finding was that increasing the number of imaginings during the second session caused participants to later remember that they had performed an action during the first session when in fact the participant had not."

Note the influence of imagination over the actual memory of a performed event.  This seems to hold across familiar and non-familiar actions - relevant to knowledge elicitation.  If you get people to imagine badly, they will report badly.

They also note the power of imaging past actions; very close and personal stimuli and feedback interactions in the person's head.  May be part of a feedback loop.

Another key factor here:


"We believe that the manipulation explored by Strange and colleagues (2008) is important and would like to offer a complementary hypothesis to explain the reported effect. We propose that personalized photographs were more powerful stimuli because they fulfilled the personal focus criterion in- volved in media richness. The personal focus involved in the media richness criteria is influential in the memory process because it causes humans to self-reference; people encode more attributes when they are engaged in self-referent processing than other types of processing (Symons & Johnson, 1997). The greater the amount of information encoded the more similar the memory becomes to a memory of a physical world event, and the greater the likelihood that a source monitoring error will occur."

This is the key here to me, not regarding false memories, but regarding actual memories.  Such an idea lends further weight to the fact that elicitation is enhanced by personal recollection, but may be further confounded if the personal recollection has edits introduced.  So, we have a mechanism here for the noise involved in recollection, especially that which is false, not just knocked out due to functional problems, such as random memory lapses.

They note that use of media may provide a low-cognitive organisation environment, compared to abstract representations, such as text.  This may lead, in fact, to more inaccuracy, as errors are amplified by the nature of the immersion involved.

Their summation indicates that children are affected by false narratives, even in a passive viewing, non-interactive manner, with the IVET.  This indicates a predictable effect on people of experiencing false stories in IVETs, and leads to the conclusion that such environments should be used with caution, but that they hold promise in enabling better recall, if the stimuli are accurate.

#ImportantRefs#