Academic literature on the topic 'Subliminal cue'

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Journal articles on the topic "Subliminal cue"

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Guterstam, J., N. Jayaram-Lindström, J. Berrebi, P. Petrovic, M. Ingvar, P. Fransson, and J. Franck. "Subliminal cue reactivity in amphetamine dependence." European Neuropsychopharmacology 29 (2019): S177. http://dx.doi.org/10.1016/j.euroneuro.2018.11.301.

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Bejjani, Christina, Jack Dolgin, Ziwei Zhang, and Tobias Egner. "Disentangling the Roles of Cue Visibility and Knowledge in Adjusting Cognitive Control: A Preregistered Direct Replication of the Farooqui and Manly (2015) Study." Psychological Science 31, no. 4 (March 30, 2020): 468–79. http://dx.doi.org/10.1177/0956797620904045.

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Recent research suggests that people can learn to link the control process of task switching to predictive cues so that switch costs are attenuated following informative precues of switch likelihood. However, the precise conditions that shape such contextual cuing of control are not well understood. Farooqui and Manly (2015) raised the possibility that cued task switching is more effective when cues of control demand are presented subliminally. In the current study, we aimed to replicate and extend these findings by more systematically manipulating whether cues of control demand are consciously perceived or are presented subliminally and whether participants have explicit prior knowledge of the cue meaning or acquire cue knowledge through experience. The direct replication was unsuccessful: We found no evidence for effective subliminal cuing but observed some evidence for participants reducing switch costs with explicit, supraliminal cues. Thus, cognitive control may be guided most effectively by explicitly understood and consciously perceived precues.
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Chalfoun, Pierre, and Claude Frasson. "Subliminal Cues While Teaching: HCI Technique for Enhanced Learning." Advances in Human-Computer Interaction 2011 (2011): 1–15. http://dx.doi.org/10.1155/2011/968753.

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This paper presents results from an empirical study conducted with a subliminal teaching technique aimed at enhancing learner's performance in Intelligent Systems through the use of physiological sensors. This technique uses carefully designed subliminal cues (positive) and miscues (negative) and projects them under the learner's perceptual visual threshold. A positive cue, called answer cue, is a hint aiming to enhance the learner's inductive reasoning abilities and projected in a way to help them figure out the solution faster but more importantly better. A negative cue, called miscue, is also used and aims at obviously at the opposite (distract the learner or lead them to the wrong conclusion). The latest obtained results showed that only subliminal cues, not miscues, could significantly increase learner performance and intuition in a logic-based problem-solving task. Nonintrusive physiological sensors (EEG for recording brainwaves, blood volume pressure to compute heart rate and skin response to record skin conductivity) were used to record affective and cerebral responses throughout the experiment. The descriptive analysis, combined with the physiological data, provides compelling evidence for the positive impact of answer cues on reasoning and intuitive decision making in a logic-based problem-solving paradigm.
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Takahashi, Hiroshi, and Hirohiko Honda. "A Study on the Possibility of Applying Subliminal Visual Cue for Guiding Subject’s Attention." Journal of Advanced Computational Intelligence and Intelligent Informatics 16, no. 1 (January 20, 2012): 96–107. http://dx.doi.org/10.20965/jaciii.2012.p0096.

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This paper presents a new warning method for increasing drivers’ sensitivity for recognizing hazardous factors in the driving environment. The method is based on a subliminal effect. In this study, the presentation of a visual cue at a lower contrast ratio than that of the background scenery was investigated as subliminal visual information instead of flashing information quickly. This method was chosen in consideration of its use in real-world driving situations where changes in ambient brightness are among the biggest visual disturbances experienced by drivers. Accordingly, it is necessary to have amethod that is applicable in the context of dynamic changes in brightness. The results of many experiments performed with a threedimensional head-mounted display show that the response time for detecting a flashing mark tended to decrease when a subliminal mark was shown in advance. A priming effect is observed for subliminal visual information. This paper also proposes a scenario for implementing this method in real vehicles.
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van Diepen, Rosanne M., Sabine Born, David Souto, Angélique Gauch, and Dirk Kerzel. "Visual Flicker in the Gamma-Band Range Does Not Draw Attention." Journal of Neurophysiology 103, no. 3 (March 2010): 1606–13. http://dx.doi.org/10.1152/jn.00629.2009.

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External transients, such as a flash or a startling sound, are believed to capture attention. Bauer, Cheadle, Parton, Müller, and Usher reported that attention can also be captured by a stimulus that flickers subliminally at 50 Hz, presumably by entrainment of neurons to the flicker frequency. In their reaction time (RT) task, participants had to locate a subtle change in the spatial frequency content of one of three Gabors (the target). Prior to target onset, presumably subliminal 50-Hz flicker in one of the Gabors served as a spatial cue. Bauer et al. found faster RTs when the cued location was congruent with the target location than when the cue was incongruent with the target location. In their experiments, the cue stopped to flicker at 50 Hz at target onset and was replaced by a stimulus flickering at 100 Hz (i.e., the screen refresh rate). In the present study, we show that the transition from 50 to 100 Hz results in a flash-like impression that can be localized above chance. We suggest that the illusory transition flash interfered with the localization of the subtle target, which contributed to the congruency effect. In support of this view, participants selected the flickering object more often than the non-flickering object when they failed to respond to the target. Further, no cueing effects were observed when the cue continued to flicker until the end of the trial or when the target was a salient change in polarity. In our view, the cueing effect occurs because observers confuse the illusory transition flash with the target when the two are similar. When truly subliminal flicker is used (70-Hz flicker), very small cueing effects persist in the absence of an illusory transition flash but may be accounted for by small effects on reaction time unrelated to attention.
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Ivanov, I., and A. Werner. "Colour and spatial cue for action: Subliminal colour cue effects motor behaviour." Journal of Vision 7, no. 15 (March 28, 2010): 68. http://dx.doi.org/10.1167/7.15.68.

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Wei-Lun, C., and S. L. Yeh. "How does a subliminal cue influence object-based attention?" Journal of Vision 10, no. 7 (August 2, 2010): 179. http://dx.doi.org/10.1167/10.7.179.

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Imaruoka, Toshihide, and Tomo Shimizu. "Facilitation by a subliminal spatial cue on inefficient visual search." Proceedings of the Annual Convention of the Japanese Psychological Association 81 (September 20, 2017): 1D—054–1D—054. http://dx.doi.org/10.4992/pacjpa.81.0_1d-054.

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CHEN, Airui, Bo DONG, Ying FANG, Changyu YU, and Ming ZHANG. "The Role of Cue Type in the Subliminal Gaze-cueing Effect." Acta Psychologica Sinica 46, no. 9 (2014): 1281. http://dx.doi.org/10.3724/sp.j.1041.2014.01281.

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Gutner, Cassidy A., Joel Weinberger, and Stefan G. Hofmann. "The Effect ofd-Cycloserine on Subliminal Cue Exposure in Spider Fearful Individuals." Cognitive Behaviour Therapy 41, no. 4 (December 2012): 335–44. http://dx.doi.org/10.1080/16506073.2012.711770.

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Dissertations / Theses on the topic "Subliminal cue"

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Gutner, Cassidy. "Effects of augmentation agents on emotional memory consolidation and subliminal cue exposure to fear-relavent stimuli." Thesis, Boston University, 2013. https://hdl.handle.net/2144/12772.

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Thesis (Ph.D.)--Boston University PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis or dissertation. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.
Seminal research demonstrated that both systemic administration and direct intra-amygdala infusions of d-cycloserine (DCS) in rats enhances extinction learning of fear. This research catalyzed further investigation of cognitive enhancers in preclinical and clinical populations, offering support for a beneficial effect of these agents on exposure-based learning. However, the exact mechanisms of action involved remain unclear. The two studies presented in this paper explore potential mechanisms of action of cognitive enhancers in memory consolidation and extinction learning. Study 1 examined the effect of DCS and cortisone, another cognitive enhancer, on emotional memory consolidation in a nonclinical sample to investigate the effect of these augmentation agents on emotional recall. Men with no current psychological disorder participated in a two-day study involving randomization to one of four groups: DCS, cortisone, DCS plus cortisone, and placebo. All participants completed an emotional memory task on day 1 and completed a recall test on day 2. Participants receiving DCS demonstrated differential memory for negative stimuli, in that memory for negative items was significantly worse for individuals taking a single dose of DCS. Study 2 examined the effect of DCS in a two-day design on extinction learning through a subliminal cue paradigm that activates the amygdala without conscious awareness. Participants that met criteria for a specific phobia of spiders (excluding the daily interference criteria) were randomized to receive placebo or DCS on day 1. All participants completed a subliminal cue exposure task to spiders on day 1. Results demonstrated that individuals in the DCS group had significantly greater reductions in disgust on day 2 as compared to the placebo group. However, there was no significant reduction in fear between the groups. Analyses were then conducted on the portion of the sample that did not report seeing spiders on the subliminal task, and the same pattern of results was demonstrated with disgust, while fear approached significance at a trend level. These findings have implications for clarifying mechanisms of action with respect to cognitive enhancers, which may ultimately help reduce time patients spend in exposure-based treatments.
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Hammersley, Jonathan. "THE MODULATION OF COVERT ATTENTION BY EMOTION: AUTOMATIC PROCESSING OF EMOTIONAL VERSUS NEUTRAL VALENCED CUES IN A COVERT ATTENTION PARADIGM." OpenSIUC, 2010. https://opensiuc.lib.siu.edu/dissertations/155.

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Selective attention has been studied extensively and it is shown, for example, that individuals with conditions such as anxiety show attention bias to threat-related stimuli. It has been proposed that humans are predisposed or that it is naturally adaptive to selectively attend to emotional stimuli (Lang, 2000). Similarly, LeDoux (1996) and others have proposed limbic brain networks allowing for quick and automatic, but sometimes inaccurate, processing of emotion which bypasses primary cortical areas. Along these lines, automatic attention bias to subliminal image cues in an adapted Posner Covert Attention Task was examined in the current study. A sample of 64 participants was used in each of three separate experiments to examine how individuals were cued subliminally by negative or positive emotional vs. neutral images and the modulation of covert attention by emotion. Due to automatic or motivated attention to emotionally salient stimuli, participants were expected to be facilitated in task performance by negative and positive emotional image cues, relative to neutral cues. Further, state anxiety and depression were expected to impact performance on emotional cueing as well. As expected in Experiment 1, subliminal images produced significant covert attentional cueing and only negative image cues compared to neutral ones produced response time (RT) reduction by valid cueing across both cue-target delay conditions. Further, cueing differences between neutral and negative images were seen only at short delays, supporting differential subliminal processing of emotional cues in attentional paradigms and supporting previous evidence of unconscious fear processing and specialized automatic fear networks. Moreover, in Experiment 2, when delays following subliminal cues were extended further, emotional cues did not differentially modulate covert attention, suggesting that subliminal emotional cueing seems to occur more immediately. Positive subliminal imagery in Experiment 3 was largely unsuccessful in differentially modulating covert attention compared to neutral cues, suggesting that positive information is either not effective in modulating covert attention or occurs over similar immediate time durations as negative cues in Experiment 1. Finally, the presence of self-reported state anxiety and depression affected task performance, especially in Experiment 1 negative for subliminal discrimination of negative vs. neutral image cues. Overall, the current study adds to the research literature which demonstrates that emotional information, especially negative imagery processed at short intervals, can be processed below awareness to modulate attention in a different manner than less salient neutral stimuli and this modulation is further influenced by state anxiety or depressive symptomatology. Implications of these findings and future directions for research are discussed.
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Brusattin, Lorenzo. "The impact of political sophistication on the use cognitive shortcuts: evidence from experiments and secondary data." Doctoral thesis, Universitat Pompeu Fabra, 2012. http://hdl.handle.net/10803/85409.

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This research project assesses the role played by political sophistication in terms of itsimpact on the voters’ resort to cognitive shortcuts, with reference both to the consciousand non-conscious components of voting decisions. The investigation scrutinisesempirically the way both sophisticated and unsophisticated individuals make politicaljudgments when prompted with cognitive cues in three different settings. In each ofthem a specific type of cue impinges on the political judgment of individuals at adifferent level and leads to a specific decisional outcome. The overall findings castdoubts on the virtues of heuristic reasoning as effective remedy for voters who have tofind their bearings in the ballot box, but they also downplay the importance of politicalsophistication when visual or subliminal cues are involved in the decision.
Aquest projecte de recerca avalua el paper exercit per la sofisticació política en termesdel seu impacte sobre el recurs dels votants als atalls cognitius, amb referència tant alscomponents conscients i no conscients de les decisions de vot. La investigació examinaempíricament la manera com ambdós individus sofisticats i no sofisticats fan judicispolítics quan si li estimuli amb senyals cognitives de tres tipus diferents. En cada und'ells un tipus específic de atall incideix en el judici polític dels individus en un nivelldiferent i condueix a un resultat específic de presa de decisions. Els resultats generalsposen en dubte les virtuts del raonament heurístic com a remei eficaç per als votants ques’han d'orientar a les urnes, sinó que també minimitzen la importància de la sofisticaciópolítica, quan senyals visuals o subliminals estan involucrats en la decisió.
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Polli, Anna Maria. "Interactive Narratives with 3D Environments." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3497.

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One of the major problems in human computer interaction in a 3D virtual world is the extreme difficulty to deal with vast quantities of information in everyday life. This condition leads to problems such as indecisions of the human that outlines stress factors and causes an undesirable user experience. Part of the problem is that little findings have been contributed in research to this problem of assisting the human to make decisions quickly and provide rapid responses in respect to user experience. User experience evaluation of the human’s communication appears well situated to problems of this nature as it can be analyzed based upon interactive performance factors that help in the decision making process. For this reason, scenarios, adaptive narratives and frameworks were investigated and created as a potential tool to improve the human’s experience using cues of user’s interest related suggestions. For the purpose of a fluent interaction, a balance between passive and active interaction is aimed at and at last to achieve an immersive user experience an adaptive interactive narrative is generated that supports customizable feedback. To introduce a sophisticated version of a framework and design techniques, literature reviews, video recordings, questionnaires and personal experience evaluation have been conducted. A new platform for immersive interactions in a 3D virtual world has evolved. However, it turned out to be surprisingly difficult to evaluate the design in a setting that includes new technologies, where not much research has been done before. Based on these difficulties, the concept of three design techniques were developed and employed, in order to deal with the issue of decision-making that exists in daily life. These three techniques represent the scientific contribution to the stated major problems such as balanced interaction, immersive user experience and customizable data. This Master thesis discusses and concludes a generalizable framework on the result that was obtained when the adaptive narrative was created with its vast quantity of information that is applicable into other related installations in the commercial product design industry.
Ett av de stora problemen i människa-dator interaktion i en virtuell 3D- värld är det extremt svårt att hantera stora mängder information i vardagen. Detta tillstånd leder till problem såsom indecisions av människan som beskriver stressfaktorer och orsakar en oönskad användarupplevelse. En del av problemet är att små fynd har bidragit i forskningen på detta problem är att bistå människor att fatta beslut snabbt och ge snabba svar i förhållande till användarens upplevelse. Användare erfarenhet utvärdering av människans kommunikation verkar bra läge att problem av detta slag eftersom den kan analyseras baserat på interaktiva prestanda faktorer som hjälper i beslutsprocessen. Av denna anledning har scenarier, adaptiva berättelser och ramverk utreds och skapades som ett potentiellt verktyg för att förbättra människans erfarenhet av att använda ledtrådar i användarens intresse relaterade förslag. För en flytande interaktion, är en balans mellan passiv och aktiv samverkan som syftar till och till sist för att uppnå en uppslukande användarupplevelse en adaptiv interaktivt berättande genereras som stöder anpassningsbara återkoppling. Att införa en sofistikerad version av en ram och design tekniker, litteraturstudier, videoinspelningar, frågeformulär och personlig erfarenhet utvärdering har genomförts. En ny plattform för uppslukande interaktioner i en virtuell 3D- värld har utvecklats. Dock visade det sig vara förvånansvärt svårt att utvärdera designen i en miljö som innehåller ny teknik, där inte mycket forskning har gjorts tidigare. Baserat på dessa svårigheter, var begreppet tre design tekniker utvecklas och utnyttjas, i syfte att ta itu med frågan om beslutsfattande som finns i det dagliga livet. Dessa tre tekniker utgör den vetenskapliga bidrag till de angivna allvarliga problem såsom balanserad växelverkan, uppslukande användarupplevelse och anpassade uppgifter. Detta examensarbete behandlar och avslutar en generalizable ram på resultatet som erhölls när den adaptiva berättelsen skapades med dess stora mängd information som är tillämplig i andra installationer i kommersiella produkten designbranschen.
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MELE, Sonia. "Inhibition of return: subliminal cue effect." Doctoral thesis, 2007. http://hdl.handle.net/11562/337934.

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Il termine Inibizione di ritorno (IOR) è usato per indicare l'effetto che si verifica quando il soggetto tende ad evitare di riorientare l'attenzione su posizioni spaziali od oggetti già esplorati. In un compito di tempo di reazione semplice per il rilevamento di uno stimolo bersaglio, il soggetto riceve prima un segnale lateralizzato (S1) non informativo e poi un altro stimolo (S2), pure lateralizzato, al quale deve rispondere rapidamente. La risposta è più rapida quando la posizione di S1 coincide con quella di S2 rispetto a quando le due posizioni non coincidono. Tuttavia, se il tempo fra S1 ed S2 è superiore a 200 ms, il vantaggio per la posizione segnalata si trasforma in uno svantaggio (inibizione di ritorno). Nella presente tesi ho verificato l'effetto sulla risposta ad S2 da parte di S1 aventi differenti luminanze e conseguentemente con diversi gradi di visibilità. Sono stati condotti esperimenti in cui venivano confrontate condizioni con S1 soprasoglia e privi di qualsiasi effetto implicito (esperimenti 2 b, 3 b). S1 visibili hanno prodotto sia un effetto di facilitazione che un effetto IOR, mentre S1 sottosoglia ma con effetti impliciti hanno provocato soltanto effetti IOR. S1 sottosoglia e senza effetti impliciti non hanno modificato la risposta ad S2. Questi risultati suggeriscono che gli effetti di facilitazione e di inibizione abbiano basi neurali in parte o in tutto diverse. Per chiarire ulteriormente la natura di entrambi gli effetti ho confrontato la risposta ad S2 preceduti da S1 pienamente visibili con la risposta ad S2 non preceduti da S1 (esperimento 4). I risultati hanno messo in evidenza che l'effetto IOR deriva da almeno due componenti, una inibizione nella posizione di S1 ed uno simultanea facilitazione nella posizione opposta. L'interpretazione attenzionale di questi fenomeni non riesce a spiegare in modo esaustivo i dati esposti in questa tesi, che suggeriscono l'importanza per i fenomeni descritti di meccanismi puramente sensoriali. ciò richiede una revisione del termine inibizione di ritorno.
Simple reaction time (RT) to visual targets following irrelevant cues is generally modulated in a biphasic pattern, involving RT facilitation followed by RT inhibition. The term inhibition of return (IOR) expresses the assumption that attention is first attracted to the cued location and then repelled and prevented from returning to it. However, for RT inhibition to be an obligatory index of a bias against re-attending, the prior presence of attention at that location should be proven. When a location in inhibited without prior facilitation, inhibition of the return of attention to that location cannot be invoked as the cause of RT inhibition. This thesis describes RT inhibition effect from low luminance cues, mostly unavailable to awareness, which are not preceded by facilitation, and most probably result directly from an unattended and unseen sensory stimulation. However cues of such low luminance that cannot be localized in space do not yield inhibitory effect. Additional result suggest that RT inhibition at cued locations is coupled with facilitation at uncued locations, implying that typical measures of IOR-like effect may actually compound inhibition and facilitazion. Thus IOR-like effect are not always and not necessarily a hallmark of covert attentional reactions, and canonical IOR accounts of facilitation followed by inhibition cannot be expected to represent and explain all RT modulations by prior irrelevant visual stimulation.
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Books on the topic "Subliminal cue"

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Ice cube sex: The truth about subliminal advertising. Notre Dame, Ind., U.S.A: Cross Cultural Publications, 1994.

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Theeuwes, Jan. Spatial Orienting and Attentional Capture. Edited by Anna C. (Kia) Nobre and Sabine Kastner. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199675111.013.005.

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The present review discusses basic findings and current controversies regarding spatial orienting and attentional capture. Endogenous and exogenous spatial orienting and their interaction are discussed in relation to recent debates regarding the role of orienting in the preparation of eye movements, in relation to subliminal cueing, and to the debate whether spatial attention is needed for the detection of basic features. The review also discusses whether it is possible to cue a distractor location in order to reduce its effect on target processing. Stimulus-driven attentional capture and contingent capture are discussed in relation to controversies regarding non-spatial filtering, the existence of assumed search modes, and the concept of the attentional window. The review concludes that contingent capture may be nothing other than endogenous orienting.
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Haberstroh, Jack. Ice Cube Sex: The Truth About Subliminal Advertising. Cross Cultural Publications, 1995.

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Conference papers on the topic "Subliminal cue"

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Huang, Tai-Hsiang, Yung-Hao Yang, Hsin-I. Liao, Su-Ling Yeh, and Homer H. Chen. "Directing visual attention by subliminal cues." In 2012 19th IEEE International Conference on Image Processing (ICIP 2012). IEEE, 2012. http://dx.doi.org/10.1109/icip.2012.6467051.

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Baumeister, James, Michael R. Marner, Ross T. Smith, Mark Kohler, and Bruce H. Thomas. "Visual Subliminal Cues for Spatial Augmented Reality." In 2015 IEEE International Symposium on Mixed and Augmented Reality Workshops (ISMARW). IEEE, 2015. http://dx.doi.org/10.1109/ismarw.2015.11.

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Hwang, Eugene, and Jeongmi Lee. "Attention Guidance Technique Using Visual Subliminal Cues And Its Application On Videos." In IMX '21: ACM International Conference on Interactive Media Experiences. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3452918.3458800.

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Pastae, Veronica. "INTERPERSONAL COMMUNICATION IN THE ERA OF E-COMMUNICATION." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-111.

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What we want to investigate in this article is the impact of the pervasive role of technology, and especially of computers in human interaction. The main focus, however, will be on the challenges posed by computer-mediated communication to interpersonal communication. We shall address both positive and negative aspects of technology use in interpersonal communication experiences. Additionally, we shall approach the ways in which the recourse to computer - mediated communication has influenced the teacher-student interaction. e-mail messages, instant messaging, chat rooms, online social networks - virtual worlds, in general, may be very appealing from the perspective of interpersonal communication, mainly due to the fact that they seem less threatening. These means of communication offer plenty of benefits, but there are quite a lot of challenges and hazards to face in this respect. Another thing we want to turn our attention to is how the interaction in the field of education is affected by the use of technology. Is computer-mediated learning better or worse than face-to-face learning? In what ways? What are the advantages and disadvantages of this practice in terms of interaction? What are the present trends and what are the reasons behind them? Given the fact that e-communication lacks non-verbal cues or subliminal information, how does this influence interpersonal communication in the process of learning? In this paper we shall also investigate the ways and the extent to which these drawbacks are dealt with. We shall prove that people have looked for answers to these intricate questions and have come up with some solutions to solve the problem of remoteness during communication.
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