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Two major cue types are used to analyze attention based on the type of visual input. An endogenous cue is presented in the center of the screen, usually at the same place as the center of focus. It is an arrow or other directional cue pointing to the left or right box on the screen. This cue relies on input from the central visual field.
Cued speech is a visual system of communication used with and among deaf or hard-of-hearing people. It is a phonemic-based system which makes traditionally spoken languages accessible by using a small number of handshapes, known as cues (representing consonants), in different locations near the mouth (representing vowels) to convey spoken language in a visual format.
Direct Visual Feedback is a method of training used in both practical and rehabilitative settings where the attention of the trainee is tied to an external visual cue in reference to the particular movement, motor function or exercise that is being performed by the trainee. The principle to Bio-Feedback is very similar to DVF.
In psychology, contextual cueing refers to a form of visual search facilitation which describe targets appearing in repeated configurations are detected more quickly. The contextual cueing effect is a learning phenomenon where repeated exposure to a specific arrangement of target and distractor items leads to progressively more efficient search.
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Virtual Reality Cue Reactivity (VRCR) is a computer-enhanced methodology used to assess behavioral and physiological reactivity to drug and alcohol sensory cues. Studies indicate that cue reactivity—a response to the presentation of various visual, auditory, olfactory, and tactile cues—increases physiological excitement in addicts. [ 1 ]
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Various indoor games, including billiards, snooker and pool, are played on a large, flat, cloth-covered table with six pockets. In these games, each of the two players tries to pot the balls (knock them into the pockets) by striking them with a cue-ball, which is hit with the tip of a stick called a cue.