Yixuan Ku
Biographic Data
| ID | 8339914 |
|---|---|
| NAME | Yixuan Ku |
| GIVEN NAMES | Yixuan |
| FAMILY NAME | Ku |
| SIGNATURE | KU Y |
| AFFILIATIONS | Sun Yat-sen University |
| ORCID | 0000-0003-2804-5123 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
From global to local
Temporal attentional bias to visual game stimuli in Internet gaming disorder
Replayable Augmented Reality Visualization for Robot Fault Diagnosis
Efficient fault diagnosis in autonomous robotic systems is essential for minimizing downtime. This study compares the effectiveness of an Augmented Reality (AR) interface and sensor data replay (featuring a 15-second loop before the fault) in diagnosing common robot faults. In a user study, 24 participants experienced a series of eight staged robot fault scenarios. A tablet-based interface, presenting identical information, was favoured over AR d…
Music-based casual video game training alleviates symptoms of subthreshold depression
Objectives: In this preregistered study, we investigated the beneficial effects of music-based casual video game training on the depression, anxiety and stress symptoms in a cohort of young individuals with subthreshold depression and the underlying mechanisms. Methods: = 28). The experimental group underwent music-based casual video game training for 4 weeks. During the same time, the control group participants conducted daily life activities wi…
Mnemonic attention in analogy to perceptual attention
Free-recall benefit, inhomogeneity and between-item interference in working memory
We investigated visual working memory (VWM) with a whole-report task, where participants were asked to sequentially recall all the items in an order either chosen by themselves (free recall) or randomly chosen by the computer (forced recall). Comparisons between free and forced recalls helped us understand important but largely neglected aspects of VWM, such as inhomogeneity (different levels of precision) and between-item interference. One uniqu…
Hypnotic and non-hypnotic suggestion to ignore pre-cues decreases space-valence congruency effects in highly hypnotizable individuals
Perceiving better, inhibiting better
摘要: 工作记忆的容量十分有限, 需要选择性地抑制与目标无关信息的干扰, 工作记忆容量高的个体, 其抑制干扰的能力也更强。本研究采用带有不同形状干扰刺激的色块颜色回忆任务考察干扰对工作记忆容量和表征精度的影响, 结果发现, 当负荷超出工作记忆容量范围时, 干扰减少了记忆所能表征客体的个数; 当负荷在工作记忆容量范围内时, 干扰降低了记忆中表征客体的精度。更进一步, 研究采用独立的知觉任务来测量知觉表征的精度, 并探讨作为信息加工的初始阶段的知觉表征如何影响工作记忆加工过程中抑制干扰的能力。将实验中收集的48名有效被试按照知觉表征精度的高低平均分为两组, 结果发现上述干扰效应主要表现在知觉表征精度较低的组中, 并且该组中知觉表征精度越高的个体, 其工作记忆抑制干扰的能力也越强。本研究为实践中通过知觉训练来提升工作记忆的抑制干扰能力提供了理论指导
No prominent works on this page.
Perceiving better, inhibiting better
摘要: 工作记忆的容量十分有限, 需要选择性地抑制与目标无关信息的干扰, 工作记忆容量高的个体, 其抑制干扰的能力也更强。本研究采用带有不同形状干扰刺激的色块颜色回忆任务考察干扰对工作记忆容量和表征精度的影响, 结果发现, 当负荷超出工作记忆容量范围时, 干扰减少了记忆所能表征客体的个数; 当负荷在工作记忆容量范围内时, 干扰降低了记忆中表征客体的精度。更进一步, 研究采用独立的知觉任务来测量知觉表征的精度, 并探讨作为信息加工的初始阶段的知觉表征如何影响工作记忆加工过程中抑制干扰的能力。将实验中收集的48名有效被试按照知觉表征精度的高低平均分为两组, 结果发现上述干扰效应主要表现在知觉表征精度较低的组中, 并且该组中知觉表征精度越高的个体, 其工作记忆抑制干扰的能力也越强。本研究为实践中通过知觉训练来提升工作记忆的抑制干扰能力提供了理论指导
Hypnotic and non-hypnotic suggestion to ignore pre-cues decreases space-valence congruency effects in highly hypnotizable individuals
Free-recall benefit, inhomogeneity and between-item interference in working memory
We investigated visual working memory (VWM) with a whole-report task, where participants were asked to sequentially recall all the items in an order either chosen by themselves (free recall) or randomly chosen by the computer (forced recall). Comparisons between free and forced recalls helped us understand important but largely neglected aspects of VWM, such as inhomogeneity (different levels of precision) and between-item interference. One uniqu…
Music-based casual video game training alleviates symptoms of subthreshold depression
Objectives: In this preregistered study, we investigated the beneficial effects of music-based casual video game training on the depression, anxiety and stress symptoms in a cohort of young individuals with subthreshold depression and the underlying mechanisms. Methods: = 28). The experimental group underwent music-based casual video game training for 4 weeks. During the same time, the control group participants conducted daily life activities wi…
Mnemonic attention in analogy to perceptual attention
Temporal attentional bias to visual game stimuli in Internet gaming disorder
Replayable Augmented Reality Visualization for Robot Fault Diagnosis
Efficient fault diagnosis in autonomous robotic systems is essential for minimizing downtime. This study compares the effectiveness of an Augmented Reality (AR) interface and sensor data replay (featuring a 15-second loop before the fault) in diagnosing common robot faults. In a user study, 24 participants experienced a series of eight staged robot fault scenarios. A tablet-based interface, presenting identical information, was favoured over AR d…
From global to local
Psychology (6 works) · Cognitive psychology (5 works) · Computer Science (5 works) · Cognition (4 works) · Neural and Behavioral Psychology Studies (4 works) · Neuroscience (4 works) · Perception (3 works) · Artificial Intelligence (2 works) · Digital Mental Health Interventions (2 works) · Medicine (2 works)