How Deep Is Your SNARC? Interactions Between Numerical Magnitude, Response Hands, and Reachability in Peripersonal Space

Front Psychol. 2018 May 1:9:622. doi: 10.3389/fpsyg.2018.00622. eCollection 2018.

Abstract

Spatial, physical, and semantic magnitude dimensions can influence action decisions in human cognitive processing and interact with each other. For example, in the spatial-numerical associations of response code (SNARC) effect, semantic numerical magnitude facilitates left-hand or right-hand responding dependent on the small or large magnitude of number symbols. SNARC-like interactions of numerical magnitudes with the radial spatial dimension (depth) were postulated from early on. Usually, the SNARC effect in any direction is investigated using fronto-parallel computer monitors for presentation of stimuli. In such 2D setups, however, the metaphorical and literal interpretation of the radial depth axis with seemingly close/far stimuli or responses are not distinct. Hence, it is difficult to draw clear conclusions with respect to the contribution of different spatial mappings to the SNARC effect. In order to disentangle the different mappings in a natural way, we studied parametrical interactions between semantic numerical magnitude, horizontal directional responses, and perceptual distance by means of stereoscopic depth in an immersive virtual reality (VR). Two VR experiments show horizontal SNARC effects across all spatial displacements in traditional latency measures and kinematic response parameters. No indications of a SNARC effect along the depth axis, as it would be predicted by a direct mapping account, were observed, but the results show a non-linear relationship between horizontal SNARC slopes and physical distance. Steepest SNARC slopes were observed for digits presented close to the hands. We conclude that spatial-numerical processing is susceptible to effector-based processes but relatively resilient to task-irrelevant variations of radial-spatial magnitudes.

Keywords: SNARC effect; embodied numerical cognition; motion capture; theory of magnitude; virtual reality.