Publications by authors named "Kaitlin L Brunick"

Fractal patterns are seemingly everywhere. They can be analyzed through Fourier and power analyses, and other methods. Cutting, DeLong, and Nothelfer (2010) analyzed as time-series data the fluctuations of shot durations in 150 popular movies released over 70 years.

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Article Synopsis
  • Childhood obesity is linked to marketing tactics that use media characters to promote unhealthy products, leading researchers to study how a character-based gaming app impacts children's recall of nutritional content.
  • A study with 114 children aged 4-5 tested different levels of app exposure, revealing that those with repeated exposure liked the character more and recalled more healthy and unhealthy food items.
  • The findings suggest that repeated exposure to positively-reinforcing health-related content in a gaming app can enhance children's nutritional learning and engagement with the character.
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We selected 24 Hollywood movies released from 1940 through 2010 to serve as a film corpus. Eight viewers, three per film, parsed them into events, which are best termed subscenes. While watching a film a second time, viewers scrolled through frames and recorded the frame number where each event began.

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We measured 160 English-language films released from 1935 to 2010 and found four changes. First, shot lengths have gotten shorter, a trend also reported by others. Second, contemporary films have more motion and movement than earlier films.

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Three experiments assessed the influence of the Ebbinghaus illusion on size judgments that preceded verbal, grasp, or touch responses. Prior studies have found reduced effects of the illusion for the grip-scaling component of grasping, and these findings are commonly interpreted as evidence that different visual systems are employed for perceptual judgment and visually guided action. In the current experiments, the magnitude of the illusion was reduced by comparable amounts for grasping and for judgments that preceded grasping (Experiment 1).

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