
The Psychomotor Test System
(LANGUAGE RESEARCH CENTER'S COMPUTERIZED TEST SYSTEM)
Project scientists at the Sonny Carter Life Sciences Laboratory developed a revolutionary test
apparatus for research with humans and nonhuman primates. For decades, psychologists had
tried unsuccessfully to build automated test apparatus that did not reduce behavior to simple
responses. In our attempt to provide NASA with a valuable enrichment tool, we pioneered the
application of computer technology for research with nonhuman primates. Scientists at more
than three dozen laboratories world-wide have requested and received information of using the
Psychomotor Test System. To date, the device has been featured in over 60 peer-reviewed
publications.
This Psychomotor Test System or PTS is also known by the name of its prototype (The Language Research Center's
Computerized Test System). The PTS consists of a battery of computerized tasks and the PC hardware necessary to
administer them. Research participants manipulate a joystick to control the movements of a computer-graphic
cursor on the monitor. Contact between this cursor and any other computer-generated stimulus is recorded as a
response. Thus, humans and monkeys alike can respond to specific stimuli in accordance with the demands of a
variety of tasks.
On the background image, a rhesus monkey reaches through a panel of mesh to manipulate the joystick and to retrieve
fruit-flavored pellets in a matching-to-sample task.
The battery of tasks designed for the PTS represent automated versions of many of the classic testing paradigms in
cognitive and comparative psychology. These include:
Psychomotor Tasks
Pursuit Tracking
Maze Solving
Attention and Perception Tasks
Stroop
Divided Visual Field Recognition
Matching-to-Sample
Signal Detection
Visual Search
Learning and Memory Tasks
Discrimination Learning Set
Transfer Index and Mediational Paradigm
Delayed Matching-to-Sample
Sameness/Difference
Serial-Probe Recognition
Several novel, game-like tasks were developed:
LASER - Shoot at moving targets
ALVIN - Reproduce sequences of buttons and tones (like 'Simon')
CONCENTRATION - Find matching pairs hidden in 'cards'
COMPETE - Play against a human or other monkey
NUMBER - Select the larger of two or more numerals
SELECT - Pick the task on which to work from a menu
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This page was last updated on 6/Jan/99, D. Washburn