AI will revolutionise our lives within the next 20 years – be part of a project to maximise the benefits and minimise the risks! Your specific topic would be by negotiation, but would involve some aspect of the interaction between psychology / neuroscience and AI applications (e.g. ChatGPT, autonomous vehicles, household robots). The project would necessarily involve some aptitude in, or at least a willingness to learn, coding.
Traditionally, people with autism have been thought to show reduced theory of mind (ToM) and be poor perspective takers. As anthropomorphism (the process of applying human-like mental states to non-human agents) can be thought of as an extension of ToM, it was also theorised that individuals with autism show less anthropomorphism. More recently, these accounts have been called into question. A growing body of work shows that individuals with autism may show a particular penchant for anthropomorphism and demonstrate a sustained or even improved ability to take the perspective of human (cartoon, animal, robot) agents. We would be keen to hear from students who wish to pursue this area using mixed methods approaches (eye tracking, facial emotion recognition, interviews, surveys, biometrics), especially from those who have an interest in working with virtual or augmented reality paradigms.
Autism spectrum conditions have been associated with a constellation of strengths and weaknesses within the visuospatial domain. One component that has received relatively little scientific attention is the difficulty that many individuals can have with everyday spatial navigation. Some empirical reports have identified the potential cognitive bases of these individual differences, although they have generally been based on relatively simple screen-based virtual environments. In this project, we will use state-of-the-art Immersive Media technologies to comprehensively explore navigation in autism. The work will focus on the documentation of realistic models of the built environment, including models from actual buildings and spaces constructed using long-range 3D scanning technologies. These environments will not only be used to provide a realistic and valid platform to experimentally characterise the range of abilities that contribute to differences in daily navigation, but also to test more applied questions of whether learning in realistic immersive environments can transfer to the real world. This will carry important ramifications for supporting difficulty and improving quality of life for some individuals. The project will also make use of brand-new facilities in Plymouth’s flagship Brain Research and Imaging Centre to examine neural connectivity (include diffusion imaging and white-matter tractography) in relation to navigational performance.
Designed to distract? The effect of modern online behaviour on the efficacy of task switching (
Dr Sean Fallon
)
Attention is now the most precious commodity in the 21st Century. Many of the world’s most profitable companies are constantly trying to attract our attention. Accordingly, apps, emails and online content creators, often desire to hijack our attention in the most direct way possible (e.g. mobile phone notifications). Although there may be numerous benefits to this, there may also be negative consequences for our cognitive performance. Several rival hypotheses exist, however. It is possible that the need to constantly switch attention between different tasks acts as a form of “brain training” and improves several aspects of our cognitive performance. Alternatively, constant task switching may impair our cognitive performance, through increasing our susceptibility to distraction. This programme of work will seek to evaluate these two rival hypotheses.
A rich research tradition in sociology, social psychology and economics has demonstrated how concern for status strongly motivates human behaviour. Happiness and well-being are strongly affected by the comparison between the individual’s own income and the income of others. Individuals in dominant position use their status to secure privileged access to resources, such as food and mates. Therefore, social comparison is important for monitoring one’s social status and might emerge early during development. Recent research in cognitive neuroscience suggests that counterfactual and social comparison rely on different brain mechanisms and that the latter induces competition. Emotional responses elicited by social comparison (envy and gloating) engage the reward system as well as social cognition areas more than their private counterparts (regret and relief). We propose to investigate the developmental trajectory of social comparison and competitive behaviour. You will use monetary tasks/games, combined with neuroimaging methods to link interindividual differences in cortical development with attitudes toward social comparison and cooperative/competitive behaviour. Some experience with, or at least strong willingness to learn, computer programming (e.g. matlab, R, Python) is essential for this project. The use of computational models of decision making will be possible (and supported) depending on the student’s interest. You will have access to the school lab and to the brand new state-of-the-art human neuroimaging facility
(Brain Research & Imaging Centre)
of the University.
Effective learning through testing: The testing effect in basic and applied research (
Dr Michael Verde
)
A great deal of recent interest has focused on the role of testing in learning. Both basic and applied research suggests that revising information through active retrieval is one of the most effective ways to promote long term retention (Roediger & Karpicke, 2006; Roediger & Pyc, 2012). This research project has two goals. The first is to investigate the factors that make testing such an effective method of revision. We will consider theories of associative strengthening, information integration, and contextual reinstatement. The second goal is to apply our findings to ecologically valid materials and settings such as science education. This project has strong potential for interdisciplinary work with researchers in education and biology.
Enhancing creativity with placebo techniques inspired by magic (
Dr Gustav Kuhn
)
In times of uncertainty, creative thinking plays a vital role in promoting economic growth, improving living standards, and enhancing overall well-being. While research shows that certain instructions and mindsets can temporarily boost creativity, these effects vary significantly between individuals and tasks. This project explores a unique placebo approach by combining techniques from magic with a sham neuroscientific device to enhance creativity and cognitive performance. We aim to understand the nature of this placebo effect, how it might enhance creativity. The device also allows us to examine if other cognitive functions – like attention and cognitive control – can be influenced by similar methods. This interdisciplinary project will involve a variety of research methodologies, including cognitive tests, eye tracking, and EEG. Prior experience in magic is not necessary, as experienced magicians will be available to support the project.
Many of the decisions we make and the actions we take or fail to take impact others directly or indirectly. Whether intended or not, our actions may help or harm others and have the potential for shaping reactions and even complex chain reactions. How do we navigate complex social environments, how do we motivate and justify decisions with consequences for others? Experimental ethics in this project combines empirical methods from experimental economics and experimental philosophy to study decision making and interaction with moral implications. Possible topics include: consequences of cooperation and competition, distributive justice, honesty and cheating, promises and threats, social dilemmas, collective action, rivalry, negotiation and conflict escalation. Programming skills would be an asset, and the project would be ideal for students with an interest in (1) developing and analyzing interactive online games and experiments and (2) engaging with literature across different disciplines (psychology, philosophy, and economics).
Online fraud and deception present significant risks to society, especially in the realm of cybersecurity. This project investigates how principles of magic can inform new strategies for countering cyber-deception. Both magicians and hackers use social engineering to influence people’s actions, often leading individuals to reveal sensitive information or act against their own interests. Working with the Cyber-Ship Lab – a cutting-edge facility designed to test the security of modern ships – this project will examine how complex systems can be vulnerable to cyber-attacks. This lab provides an ideal setting to identify security gaps and develop defenses against cyber threats. Through this collaboration, we’ll explore questions like: What parallels exist between the art of magic and cyber deception? How can magic offer insights into cybersecurity, specifically regarding human susceptibility to manipulation? Why are people prone to deception, and how can magic make us more resilient to social engineering tactics? This interdisciplinary project will use a mixed-methods approach, incorporating both qualitative and quantitative research. It’s ideal for anyone interested in exploring intersections between magic, cybersecurity, and human behaviour. No prior experience in magic is required, as experienced magicians will be involved to support the research.
Arthur C. Clarke once said, “Any sufficiently advanced technology is indistinguishable from magic.” This insight highlights how innovations like AI and robotics can feel miraculous because they often go beyond everyday understanding. Historically, magicians have challenged perceptions of the possible. For example, the “Mechanical Turk,” a chess-playing automaton created in the 1780s, seemed to play against human opponents unaided. The Mechanical Turk was an elaborate magical illusion that transfixed the world for nearly 80 years and pushed the boundaries of what people imagined could be possible. At the MAGIC Lab, we’re expanding on this idea by programming a state-of-the-art robot to perform mind-reading tricks, testing the limits of AI’s capabilities. This project examines how these magical experiences influence people’s beliefs and trust in AI. Using a mixed-methods approach (both qualitative and quantitative), this interdisciplinary research is open to anyone interested in exploring the intersection of magic, AI, and human perception. No prior experience in magic is needed, as experienced magicians will be on hand to support the work.
Humans make countless decisions daily and often take pride in being in control of these choices. However, our thoughts are easily influenced by external and internal factors, making us largely unaware of how effortlessly these thought processes can be shaped by others. This illusion of control is a crucial aspect of human cognition and has significant implications for everyday decision-making. Magicians have perfected techniques that exploit our cognitive biases and vulnerabilities in decision-making, particularly through “forcing” methods, which create the illusion of free choice. This project will investigate the psychological mechanisms that make such forces effective and the cognitive factors that leave us open to these subtle forms of influence. Research methodologies may include cognitive testing, eye tracking, and more. No prior experience in magic is necessary, as skilled magicians will be available to support the project.
Our health and wellbeing are dependent on our ability to set goals for ourselves, and to achieve those goals. For example, suppose you have secured a new job that is in a different part of town from where you have worked for the last five years. It is important that you are able to navigate your way efficiently to that new workplace on the first day. One way in which this might go wrong is that (anxious and distracted on your first day) you may accidentally drive to your old workplace. That is, a habit that has developed over five years might undermine your goal. We have recently developed a procedure to produce habitual behaviour of this kind in the laboratory. The current project is to extend the examination of these habitual “action slips” to the domain of navigation. Students will create virtual computer-based environments through which participants will be required to navigate to achieve certain goals. The research will examine when and why we are sometimes not in control of our behaviour, as a consequence of learned habits. The project will also relate navigational errors to the contents of the environment (e.g. landmarks, boundaries) in order to examine whether some environments or routes are more likely to engender habitual errors than others. This will have implications for the treatment of navigational impairments found in typical (e.g. ageing) and atypical (e.g. dementia, developmental conditions) populations.
When we think about past events, we often reflect on how things might have happened differently, for example, if I had left home earlier, I might have caught the train. This mental simulation of alternatives to the past is known as counterfactual thinking. The aim of this project is to examine the idea that this process may also be an important part of how people generate lies. Like counterfactual thinking, lying involves making minimal changes to past events and these changes should be consistent with other events that have happened. Lying therefore also requires keeping in mind what the listener knows to be true. The project will examine the processes underlying the generation of lies and whether as a result, some lies are easier than others to generate.
When we reflect on past events, we frequently reflect on how things might have happened differently. We might imagine that things could have turned out better, for example, if I had been paying attention, I wouldn’t have tripped or instead that they could have turned out worse, e.g. I am lucky that I didn’t break my arm. These alternatives shape how we feel about events that have happened and the judgements that we make about them, for example, where we place responsibility or blame. They can also influence decisions about how to behave in the future. This project will therefore examine the types of thoughts that people imagine and their consequences.
The human face is an extremely rich source of information – just by looking at someone’s face, we can extract information about their age, gender, mood and even their personality. More importantly, we use faces to recognise the people we know as well as to prove our own identity to unfamiliar observers (such as passport control officers at airports). Research has demonstrated that familiar and unfamiliar face recognition are fundamentally different processes – while we can recognise familiar identities somewhat automatically and with no effort whatsoever, unfamiliar face recognition is a surprisingly error-prone task. There have been many attempts to find ways to improve unfamiliar face recognition accuracy by providing feedback, targeted training or by using multiple images of the same person. While successful, to an extent, these approaches have important limitations. Previously, I have identified an easy and consistent route to recognition accuracy improvement – to simply smile. When we compare two smiling images, compared to two neutral images, we are more likely to accurately determine whether they belong to the same person or to two different people. This project aims to explore this smiling effect further by identifying the reasons why we find smiles so beneficial – this might be because when we smile, further idiosyncratic information is available, because a smile increases motivation to perform well or because we spend more time looking at smiling rather than neutral images. The project will also focus on the extent of the smiling advantage by increasing the difficulty of the task, introducing an age gap between the images or with other-race faces.
Since around 2014, there have been substantial advances in Artificial Intelligence, with cutting-edge machines now able to classify objects with a level of accuracy that some engineers describe as 'human like'. How well founded are these claims of human-level performance on such tasks? And to what extent are these machines – whose designs are often inspired by neuroscience – good models of human behaviour? Some experience with, or at least strong willingness to learn, computer programming (e.g. R, Python, or C++) is essential for this project. Use of neuroscience methodologies (e.g. eye-tracking, EEG, fMRI) may be possible, depending on your interests.
This project takes a learning perspective to look at how we come to trust and connect with other people. Trust and connection are partly determined by our first impressions of others. However, there is also a role for learning; when we observe the behaviour of a person, our impression of them may change. In other words, we learn to associate people with the behaviours in which they engage. There are many phenomena that are well established in the associative learning realm. Some have been applied to the analysis of attitude and impression formation (see e.g., FeldmanHall & Dunsmoor, 2019). However, there is huge scope to develop this work further. The student will be free to determine the specific direction of the project. But I am particularly interested in three things: 1. The interaction between first impressions (based on the appearance of a face) and impressions learnt through experience of a person’s behaviour; 2. The malleability of impressions – the extent to which an impression of a person can change as a consequence of a change in their behaviour; 3. The use of AI in creating stimuli, such that the participant can form an impression of a ‘partner’ in a conversation (an AI chatbot) whose style of interaction can be manipulated by the experimenter.
Theories of memory have traditionally viewed forgetting as a negative consequence of limitations of the memory system. Anderson’s (2003) retrieval inhibition theory proposes that, on the contrary, forgetting is adaptive and the ability to suppress certain memories is beneficial to the normal function of the memory system. This research will use a range of empirical paradigms and quantitative modelling techniques to investigate the factors that contribute to forgetting, including interference from other memories, conscious inhibition, and context change. Although the focus is on basic research, there is scope for investigating the implications of inhibition and forgetting in applied areas. For example, are emotional or traumatic memories more difficult or easy to suppress? Does suppressing irrelevant information facilitate problem-solving? In revising educational materials, does the strategic inhibition of knowledge actually, improve long-term learning?
The comfort distance between humans and robots is a critical element in human-robot interactions. However, due to theoretical and methodological constraints, there is a lack of systematic research in this area. Although prior studies have examined the human-robot comfort distance using robots, they do not offer a comprehensive and systematic comparison between humans and robots as agents in an ecologically valid setting. This research examines human-robot interactions through virtual reality and investigates how the comfort distance from robots is affected by both robot appearance and individual differences. Additionally, electroencephalography (EEG) will be utilized to measure participants' neural responses during these interactions, providing insights into the cognitive and emotional processes underlying their comfort levels. This approach aims to bridge the gap in understanding the neural correlates of comfort distance in human-robot interactions, enhancing the ecological validity and depth of the research.
While there is a wealth of research on how physical attractiveness influences visual attention to social stimuli among heterosexual individuals, there has been relatively little investigation into how non-heterosexual individuals attend to such stimuli. Eye tracking is a widely recognized method for studying physical attractiveness in humans and it helps establish a behavioural link between evolutionary research on sexual selection and morphology. This project aims to investigate how sexual orientation affects visual attention to social stimuli, including faces and bodies.
Whilst autism and schizophrenia are easily distinguishable, they share remarkable similarities in the social difficulties that they encounter. However, it is not clear if the mechanisms that cause this are the same, or whether there are distinct causes that coincidently elicit the same difficulties. Recent predictive coding accounts of perception, whereby the brain generates predictions of what we will see to compare to what we actually observe, suggest that the predictions made by those with autism and schizophrenia may be different, and help us distinguish between them. Furthermore, making predictions about other people facilitates social interactions, and a different style of prediction may explain why people with autism and schizophrenia feel more comfortable interacting with others with the same condition. The aim of this project is therefore to employ predictive models of social perception to devise a behavioural test that is sensitive enough to easily distinguish between autism and schizophrenia, and to assess their social capacities in a more ecologically valid environment of real-world social situations that takes into account the people they are interacting with.
This PhD project aims to explore the social perception of individuals with tattoos using a multi-methodological approach, including behavioural assessments, eye-tracking technology, and virtual reality (VR). Behavioural studies will involve controlled social interaction experiments to observe and measure explicit attitudes and behaviours toward individuals with tattoos. Eye-tracking technology will be employed to capture and analyse participants' visual attention patterns and gaze fixation when viewing tattooed versus non-tattooed individuals, providing insights into implicit biases and attentional differences. Furthermore, VR environments will be utilized to create immersive and ecologically valid social scenarios, allowing participants to interact with virtual avatars with varying tattoo presentations in a controlled yet realistic setting. This research will also examine how individual differences, such as personality traits, prior exposure to tattoos, and cultural background, influence perceptions and interactions with tattooed individuals. By integrating these methodologies, the project aims to uncover how tattoos affect various aspects of social interactions, including trustworthiness, professionalism, and approachability, thereby contributing to a comprehensive understanding of the social dynamics and potential biases associated with body art.
So what if my mind’s eye is blind? Understanding motivation, judgment, and decision-making in aphantasia (
Dr Julie Ji
)
The human capacity to mentally simulate future experiences using the imagination is supposed to be evolutionarily advantageous, because it helps us to predict what might happen, how we might feel about it, and how to approach/avoid good/bad outcomes. However, aphantasia, the inability to conjure mental images, challenges conventional understandings of the role of the imagination. Much is unknown about how the absence of mental imagery influences motivational processes, shapes judgmental tendencies, and modulates decision-making strategies. This project would suit a student who is interested in mental imagery and aphantasia.
The concept of comfort distance in social interactions has been extensively studied in real-world contexts, but its implications in autistic individuals remain underexplored. This PhD project aims to investigate how autistic individuals manage interpersonal comfort distance in both physical and virtual interactions, focusing on their unique sensory and social processing differences. Autistic individuals often experience heightened sensitivity to sensory stimuli and face challenges in interpreting social cues, which may affect their ability to adjust interpersonal distances comfortably. By examining the preferred distances of autistic individuals during online interactions, using different modalities (2D and 3D in virtual environment) and comparing these preferences to their real-world interactions, the research aims to uncover patterns that could inform more inclusive communication strategies.
Climate change is an unprecedented global threat and understanding the dynamics involved in climate change is cognitively challenging. This project sets out to explore climate change cognition such as understanding exponential dynamics, social dilemmas, and their interplay using a game-based approach. It focuses on how people make decisions in a complex environment and which interventions can support mitigating actions. We have recently used a similar game-based approach to study decision making in a pandemic-like simulation (
Woike et al., 2022). This project is ideal for someone who enjoys the conceptual and technical development of online games and has experience with statistical analyses.
A great deal of work has shown that moving in synchrony with people (such as when we dance, sing or even walk in coordinated ways with others) leads to a whole host of social consequences. These include an increase in cohesion, cooperation, and even conformity with those we move in time with. We would be interested in hearing from students who wish to pursue a PhD in this area using either lab-based or naturalistic methods, quantitative or qualitative. We would be particularly interested in projects using VR and the Elite Pro 2 VR treadmills.
Computational models are powerful tools for understanding human cognition, and their use has led to new, often counterintuitive, theoretical insights. Projects are available that combine computational modelling with behavioural experimentation to investigate the relation between explicit (conscious) and implicit (unconscious) memory. Although the traditional view of explicit and implicit memory is that they are driven by distinct memory systems in the brain, numerous lines of research have converged on the view that memory systems may not divide so sharply on consciousness. Indeed, computational modelling approaches have shown that an alternative, single-system model explains numerous key findings thought to be indicative of distinct systems; it also makes predictions that can be verified empirically. This type of project would suit someone who has experience or interest in programming and has strong statistical/research methods skills. Applicants are advised to make contact to discuss the specific direction of the project before applying.
When one event precedes another, we learn this relationship so that we can behave appropriately. A common assumption is that this learning is caused by prediction error, or the difference between our expectations and reality, with more prediction error resulting in more learning. However, recent data from experiments conducted in our lab cast doubt on this idea. In our experiments we changed the outcomes that followed certain cues. According to prediction error, learning should be greatest for cues whose outcomes changed the most. However, we observed the opposite result. Our results are more consistent with the idea of stubbornness, or ‘theory protection’, than with prediction error. We propose that, once participants learn what follows a cue, they are resistant to changing their beliefs. They therefore attribute unexpected outcomes to the cues that are most consistent with those outcomes, even though these will often be the cues that have the smallest prediction error. This project will examine this theory protection principle, to discover the circumstances in which it applies. This work is expected to have implications for a wide range of fields that use prediction error to explain how we understand the world.
Foraging is a fundamental behaviour for many species. In humans, it has even been typified as the context of our cognitive evolution, and many societies today still subsist on hunting and gathering. However, foraging behaviour is present in all societies, from searching a supermarket shelf to scouring your home for a lost set of keys. This activity is supported by a variety of psychological functions that include, perception, attention, memory, and decision making. Traditionally, psychologists have studied human search behaviour using the visual search paradigm, although this tends to constrain our understanding to simple two-dimensional spaces presented on a monitor. Advances in methodology now present exciting opportunities to create controlled three-dimensional search spaces for participants to explore, and this project will examine the psychological factors that support efficient environmental search behaviour. This can include explorations of environmental structure (e.g. shape, landmarks), statistical properties of the array (e.g. fruiting patterns, spatial likelihoods), and the individual differences that underlie search (e.g. working memory, autistic traits). Experiments could make use of Plymouth’s world-class environmental simulation capabilities, and there may also be the opportunity to address some of these issues in patients who have sustained neurological damage, and to look at changes in search behaviour associated with typical ageing.
In psychology, we typically assume that the average behaviour of a group of people is representative of a common set of underlying cognitive processes. In reality, we’ve known for some time that the group average can be unrepresentative of the vast majority of individuals that make it up. In a recent experiment, Lenard Dome (one of my current Ph.D. students) found only 3% of participants showed the group-level result! How can we build better theories of human learning, memory, and decision-making that capture the variety of behaviours exhibited within a group (and only the range observed)? Such would be the topic of your PhD. Some experience with, or at least strong willingness to learn, computer programming (e.g. R, Python, or C++) is essential for this project. Use of neuroscience methodologies (e.g. eye-tracking, EEG, fMRI) may be possible, depending on your interests.
Practice improves perception, even for basic visual tasks such as discriminating the tilt of a line (is it clockwise or counterclockwise?). Such improvements, termed perceptual learning, tell us that sensory brain regions are malleable long into adulthood. Nearly everyone improves with practice, but some people don’t, and others reach near-perfect performance with little practice. Furthermore, performance at baseline may differentiate what people learn in a task (e.g. stimulus-specific vs. non-specific information). This project will examine individual differences in perceptual learning, with attention to the stimulus- and task components of learning, and predictors of the time-course and overall amount of learning in perceptual tasks. The goal is to understand how people vary in the information they select during perception, and how practice alters that selection. Strong analytical and programming skills desired.