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. 2001 Aug 21;98(18):10509–10514. doi: 10.1073/pnas.181589198

Figure 1.

Figure 1

(Upper) Task examples of the computer game version 1 and 2 are presented. In version 1, the child had to choose which of the two visual patterns corresponds to the sound pattern that is played. In version 2, only one pattern is displayed on the screen, after which a sound pattern is played. The child has to press the space bar when the sound corresponding to the last element of the visual pattern is being played. (Lower) Examples of the patterns used in the game. An elevation of a visual element corresponds to a higher pitch sound, whereas sound intensity is visually coded with element thickness and sound duration with element length. (A) A simple good Gestalt formed by the upward scale. Although the pattern itself is simple, the lack of repetition complicates the perception of the structure. (B) Finding subgroups according to good Gestalts. Although there is no pause between the subgroups, the accents clearly mark their beginnings, which helps one to follow the pattern. (C) The subgroups clearly marked by the pause. The accents are perceived the easiest as the beginnings of the subgroups; the positions of the accents here thus require some structuring against good Gestalts. (D) Patterns having the same elements but different structures. Because the most probable expectation on the second group of elements is the repetition of the first, this task requires the change of expectations. Perceiving differences within the subgroups is also needed, for the beginnings and ends of the groups are similar.