Publications by authors named "Babette Rae"

Constant decision-making underpins much of daily life, from simple perceptual decisions about navigation through to more complex decisions about important life events. At many scales, a fundamental task of the decision-maker is to balance competing needs for caution and urgency: fast decisions can be more efficient, but also more often wrong. We show how a single mathematical framework for decision-making explains the urgency/caution balance across decision-making at two very different scales.

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Decision-makers effortlessly balance the need for urgency against the need for caution. Theoretical and neurophysiological accounts have explained this tradeoff solely in terms of the quantity of evidence required to trigger a decision (the "threshold"). This explanation has also been used as a benchmark test for evaluating new models of decision making, but the explanation itself has not been carefully tested against data.

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Many psychological experiments require participants to complete lots of trials in a monotonous task, which often induces boredom. An increasingly popular approach to alleviate such boredom is to incorporate gamelike features into standard experimental tasks. Games are assumed to be interesting and, hence, motivating, and better motivated participants might produce better data (with fewer lapses in attention and greater accuracy).

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Miller (1956) identified his famous limit of 7 ± 2 items based in part on absolute identification-the ability to identify stimuli that differ on a single physical dimension, such as lines of different length. An important aspect of this limit is its independence from perceptual effects and its application across all stimulus types. Recent research, however, has identified several exceptions.

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