Using mobile technology to advance science
Kedlin Company has generously provided the GW Visual Cognition lab with access to data obtained from the mobile game Airport Scanner. In the game, users play the role of an airport security screener and look for prohibited items in simulated bags. It is a popular game which has proven to be an amazing research tool.
> 12.4 Million Users
>3.1 Billion Trials
data available as of June 2017
Published papers using Airport Scanner data:
Biggs, A. T., Adamo, S. H., Dowd, E. W., & Mitroff, S. R. (2015). Examining perceptual and conceptual set biases in multiple-target visual search. Attention, Perception, & Psychophysics, 77, 844-855. DOI 10.3758/s13414-014-0822-0 (pdf)
Mitroff, S. R., Biggs, A. T., Adamo, S. H., Dowd, E. W., Winkle, J., & Clark, K. (2015). What can 1 billion trials tell us about visual search? Journal of Experimental Psychology: Human Perception & Performance, 41(1), 1-5. DOI: 10.1037/xhp0000012 (pdf)
Biggs, A. T., Adamo, S. H., & Mitroff, S. R. (2014). Rare, but obviously there: Effects of target frequency and salience on visual search accuracy. Acta Psychologica, 152, 158-165.http://dx.doi.org/10.1016/j.actpsy.2014.08.005 (pdf)
Mitroff, S. R., & Biggs, A. T. (2014). The Ultra-Rare-Item effect: Visual search for exceedingly rare items is highly susceptible to error. Psychological Science, 25(1), 284-289. DOI: 10.1177/0956797613504221 (pdf)
Led by Dr. Dwight Kravitz, one current line of research is using the Airport Scanner data to improve research practices. This immense dataset allows for investigating the impact of seemingly simple design choices on the reliability of the research. You can find abstracts from talks related to his work here and here.