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1.
张曼  刘欢欢 《心理科学》2018,(2):378-383
近年来,许多研究者开始关注社会交流中的人际神经同步机制,并将人际神经同步作为研究社会交流的一个神经指标,这对于揭示社会交流的本质和规律具有重要意义。本文从心理理论和镜像神经系统的角度,分析社会交流中神经同步的认知机制及其影响因素。未来的研究应关注这两套机制是否因交流目的、对象、形式或内容的不同,而在不同的脑区表现出神经同步,进而引发了不同认知机制的争议;以及这两套机制各自或协同工作适用的情景和任务。  相似文献   

2.
知觉学习是指训练或经验引起的知觉上长期稳定的改变,揭示了成年大脑也具有可塑性。以往知觉学习的研究主要集中在探讨知觉学习的属性,如知觉学习的特异性、迁移性和时间进程等。近年来随着fMRI、ERP技术的应用和电生理、心理物理学技术的提高,知觉学习神经机制的研究取得了前所未有的新进展,不仅把知觉学习包含的脑区从初级视皮层扩展到了V4等视觉信息加工通路的中间阶段,而且还揭示了与注意等相关的高级脑区的作用;不仅研究在知觉学习过程中涉及的皮层区域变化,而且还探讨了知觉学习引起的细胞水平的变化,为大脑可塑性问题的研究和应用提供了进一步的证据。  相似文献   

3.
从类别学习和分类运用(包括非人类对象分类和社会分类)两个方面阐述了分类的神经机制。类别学习主要与新皮层、内侧颞叶、基底神经节、中脑多巴胺能系统有关, 不同类别的学习会激活这些神经系统间不同的连接。对非人类对象分类时, 不同类型、级别、熟悉度及相似度类别分类的神经机制不同, 分类对象的清晰度、类别不确定性会影响分类的神经机制, 在分类进程的不同时段会出现对应的ERP指标。社会分类时个体先注意到外群体再加工内群体, 且对内群体的加工更深, P200和N200是对内、外群体区分的特异性波, 内外群体分类时, 内群体激活梭状回和扣带回后部, 外群体激活杏仁核。文章最后比较了人类和灵长类动物分类神经机制的异同, 并指出社会分类和非人类对象分类神经机制的整合以及人类和灵长类动物分类神经机制的比较是今后研究需要关注的问题。  相似文献   

4.
文鹏  史硕 《心理科学进展》2012,20(6):805-814
自从“安然”等一系列非伦理行为事件爆发后, 如何干预非伦理行为就成为理论界和实践界共同关注的焦点。但以往的研究主要集中于探讨如何抑制单个个体的非伦理行为, 而对该行为可能产生的社会互动和蔓延机制缺乏系统探讨。本研究立足于中国特定文化背景中, 采取实验、问卷调查、案例等多种方法, 对团队内非伦理行为的社会互动及其机制进行了系统和深入的研究。本研究的内容可分为三个方面:(1)探讨个体初始化的非伦理行为是如何导致集体实施非伦理行为的, 重点研究个体社会地位和团队工作互依性的调节作用; (2)探讨集体非伦理行为对焦点个体的影响, 重点研究从众心理和道德同一性的中介机制, 以及集体主义导向和传统性的调节机制; (3)探讨上述两种非伦理行为社会影响的干预策略。本研究将深入研究团队内非伦理行为的社会互动机制, 丰富团队环境下行为伦理的研究成果, 从而为我国企业干预非伦理行为社会互动提供有效的策略和方法。  相似文献   

5.
音乐活动是引发自发社会影响的人类活动之一,伴随音乐的人际同步活动在生活中随处可见,能够对个体之间的社会联结产生显著影响。目前大多数研究聚焦在人际同步对亲社会行为的作用机制上,探讨范围较为单一狭窄。社会联结是包括了亲社会行为在内范围更大的涵盖性术语,音乐在人际同步影响社会联结的路径中起到的作用没有被系统梳理。音乐能够提供节奏框架和情感框架,在人际同步活动促进社会联结的过程中发挥独特作用;音乐活动的不同形式在其中的作用效果也不同。参考生理-心理-社会框架对音乐人际同步活动影响社会联结的机制进行梳理,旨在探明音乐人际同步活动是否以及如何影响社会联结,并为后续理论研究和干预研究的发展指明方向。  相似文献   

6.
郭容  傅鑫媛 《心理科学进展》2019,27(7):1268-1274
社会阶层信号是指个体据以感知和判断他人社会阶层的一切线索, 人们通过加工这些微妙的线索便能判断出他人的社会阶层, 而他人的社会阶层在很大程度上决定着人们在人际水平的社会互动行为。以穿着打扮、面部特征和说话特点为例, 说明社会阶层信号对个体判断他人阶层的影响, 在此基础上围绕社会交换、社会公平和社会认同这三个动机视角归纳了社会阶层信号对人际水平社会互动的不同影响。针对社会阶层信号本身, 将来有必要探讨社会阶层信号功能弱化的问题; 由于社会阶层信号与社会阶层这一概念的相关度较高, 未来研究有必要阐述二者的联系与区别; 鉴于目前少有研究考察第三方的社会阶层信号如何影响人际水平社会互动的问题, 探索互动中第三方社会阶层信号的影响及其机制将会是对社会阶层心理学研究的一个重要推进。  相似文献   

7.
赵春黎 《心理科学进展》2015,23(11):1956-1965
社会从众是指个体改变态度或行为, 与他人保持一致的现象。社会认知神经科学采用社会心理学的实验范式研究发现:背内侧前额叶、纹状体、眶额皮层、脑岛、杏仁核和海马等多个脑区在社会从众中扮演重要角色; 能够提高多巴胺水平、改善大脑奖赏敏感性的某些神经递质可能间接影响从众。强化学习理论的奖惩预期可以部分解释社会从众的原因。未来研究应改进实验范式, 扩大研究群体, 借助神经、生化技术, 利用动物模型, 深入探讨社会从众的神经生物学基础。  相似文献   

8.
本文在分析总结现有注意理论的基础上,假设注意是一种信息选择现象,而非心理结构或资源。通过借鉴人工智能领域强化学习算法的思想,笔者提出了一种可以表现出注意现象的人类强化学习模型。该模型描述了人与环境交互的过程:人接受环境的反馈,根据自身心理状态调整行为策略,以最大化所获收益。该过程中,注意体现为高价值信息逐渐获得优先加工的现象。因此,本文对注意的本质进行了重新思考,为未来注意研究提供了新思路。  相似文献   

9.
双眼瞳距使得空间某物体在左右眼视网膜的成像存在微小位置差异, 这种差异被称为双眼视差(binocular disparity), 是立体视知觉的重要信息来源。对双眼视差的心理物理学研究始于18世纪初, 迄今已有接近两百年的历史。近年来, 双眼视差研究主要集中在两方面。其一是用电生理、脑成像技术考察双眼视差在视觉背、腹侧通路的模块化表征, 其脑区表征反映出视觉系统的层级式、平行式加工规律。其二是应用知觉学习范式研究双眼视差的可塑性。未来研究应综合脑成像和神经调控技术考察双眼视差的神经机制及其学习效应, 包括双眼视差与多种深度线索间的信息整合和交互作用。应用方向上, 可结合虚拟现实等技术优化训练范式, 实现立体视力的康复和增强。  相似文献   

10.
知觉学习是指由于训练或经验而引起的长期稳定的知觉变化,是一种内隐性的学习。近20年来,视知觉学习的大量研究结果提示大脑皮层的各个区域,甚至包括初级感觉皮层,在成熟之后仍然具有一定的可塑性。该文根据近年来的研究进展,对视知觉学习在大脑的什么地方,什么时候,以何种方式发生等热点问题进行了探讨。研究提示,视知觉学习涉及了包括初级视皮层在内的多个大脑皮层,并且存在一种自上而下的调控机制;视知觉学习可以在不同的时间尺度上发生,快速学习之后将伴随着慢速学习;通过视知觉学习,人们对于复杂物体的表征将从高级皮层区域移向低级皮层区域,任务执行也将趋于自动化  相似文献   

11.
    
Watching another person take actions to complete a goal and making inferences about that person's knowledge is a relatively natural task for people. This ability can be especially important in educational settings, where the inferences can be used for assessment, diagnosing misconceptions, and providing informative feedback. In this paper, we develop a general framework for automatically making such inferences based on observed actions; this framework is particularly relevant for inferring student knowledge in educational games and other interactive virtual environments. Our approach relies on modeling action planning: We formalize the problem as a Markov decision process in which one must choose what actions to take to complete a goal, where choices will be dependent on one's beliefs about how actions affect the environment. We use a variation of inverse reinforcement learning to infer these beliefs. Through two lab experiments, we show that this model can recover people's beliefs in a simple environment, with accuracy comparable to that of human observers. We then demonstrate that the model can be used to provide real‐time feedback and to model data from an existing educational game.  相似文献   

12.
Many tasks, such as typing a password, are decomposed into a sequence of subtasks that can be accomplished in many ways. Behavior that accomplishes subtasks in ways that are influenced by the overall task is often described as “skilled” and exhibits coarticulation. Many accounts of coarticulation use search methods that are informed by representations of objectives that define skilled. While they aid in describing the strategies the nervous system may follow, they are computationally complex and may be difficult to attribute to brain structures. Here, the authors present a biologically- inspired account whereby skilled behavior is developed through 2 simple processes: (a) a corrective process that ensures that each subtask is accomplished, but does not do so skillfully and (b) a reinforcement learning process that finds better movements using trial and error search that is not informed by representations of any objectives. We implement our account as a computational model controlling a simulated two-armed kinematic “robot” that must hit a sequence of goals with its hands. Behavior displays coarticulation in terms of which hand was chosen, how the corresponding arm was used, and how the other arm was used, suggesting that the account can participate in the development of skilled behavior.  相似文献   

13.
The purpose of the popular Iowa gambling task is to study decision making deficits in clinical populations by mimicking real-life decision making in an experimental context. Busemeyer and Stout [Busemeyer, J. R., & Stout, J. C. (2002). A contribution of cognitive decision models to clinical assessment: Decomposing performance on the Bechara gambling task. Psychological Assessment, 14, 253-262] proposed an “Expectancy Valence” reinforcement learning model that estimates three latent components which are assumed to jointly determine choice behavior in the Iowa gambling task: weighing of wins versus losses, memory for past payoffs, and response consistency. In this article we explore the statistical properties of the Expectancy Valence model. We first demonstrate the difficulty of applying the model on the level of a single participant, we then propose and implement a Bayesian hierarchical estimation procedure to coherently combine information from different participants, and we finally apply the Bayesian estimation procedure to data from an experiment designed to provide a test of specific influence.  相似文献   

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16.
    
Information changes as it is passed from person to person, with this process of cultural transmission allowing the minds of individuals to shape the information that they transmit. We present mathematical models of cultural transmission which predict that the amount of information passed from person to person should affect the rate at which that information changes. We tested this prediction using a function‐learning task, in which people learn a functional relationship between two variables by observing the values of those variables. We varied the total number of observations and the number of those observations that take unique values. We found an effect of the number of observations, with functions transmitted using fewer observations changing form more quickly. We did not find an effect of the number of unique observations, suggesting that noise in perception or memory may have affected learning.  相似文献   

17.
    
Understanding how learning changes during human development has been one of the long-standing objectives of developmental science. Recently, advances in computational biology have demonstrated that humans display a bias when learning to navigate novel environments through rewards and punishments: they learn more from outcomes that confirm their expectations than from outcomes that disconfirm them. Here, we ask whether confirmatory learning is stable across development, or whether it might be attenuated in developmental stages in which exploration is beneficial, such as in adolescence. In a reinforcement learning (RL) task, 77 participants aged 11–32 years (four men, mean age = 16.26) attempted to maximize monetary rewards by repeatedly sampling different pairs of novel options, which varied in their reward/punishment probabilities. Mixed-effect models showed an age-related increase in accuracy as long as learning contingencies remained stable across trials, but less so when they reversed halfway through the trials. Age was also associated with a greater tendency to stay with an option that had just delivered a reward, more than to switch away from an option that had just delivered a punishment. At the computational level, a confirmation model provided increasingly better fit with age. This model showed that age differences are captured by decreases in noise or exploration, rather than in the magnitude of the confirmation bias. These findings provide new insights into how learning changes during development and could help better tailor learning environments to people of different ages.

Research Highlights

  • Reinforcement learning shows age-related improvement during adolescence, but more in stable learning environments compared with volatile learning environments.
  • People tend to stay with an option after a win more than they shift from an option after a loss, and this asymmetry increases with age during adolescence.
  • Computationally, these changes are captured by a developing confirmatory learning style, in which people learn more from outcomes that confirm rather than disconfirm their choices.
  • Age-related differences in confirmatory learning are explained by decreases in stochasticity, rather than changes in the magnitude of the confirmation bias.
  相似文献   

18.
    
Recent mechanistic models of cognitive control define the normative level of control deployment as a function of the effort cost of exerting control balanced against the reward that can be attained by exerting control. Despite these models explaining empirical findings in adults, prior literature has suggested that adolescents may not adaptively integrate value into estimates of how much cognitive control they should deploy. Moreover, much work in adolescent neurodevelopment casts social valuation processes as competing with, and in many cases overwhelming, cognitive control in adolescence. Here, we test whether social incentives can adaptively increase cognitive control. Adolescents (Mage = 14.64, 44 male, N = 87) completed an incentivized cognitive control task in which they could exert cognitive control to receive rewards on behalf of real peers who were rated by all peers in their school grade as being of either high- or low-status. Using Bayesian modeling, we find robust evidence that adolescents exert more cognitive control for high- relative to low-status peers. Moreover, we demonstrate that social incentives, irrespective of their high- or low-status, boost adolescent cognitive control above baseline control where no incentives are offered. Findings support the hypothesis that the cognitive control system in early adolescence is flexibly modulated by social value.  相似文献   

19.
    
Generalization is a fundamental problem solved by every cognitive system in essentially every domain. Although it is known that how people generalize varies in complex ways depending on the context or domain, it is an open question how people learn the appropriate way to generalize for a new context. To understand this capability, we cast the problem of learning how to generalize as a problem of learning the appropriate hypothesis space for generalization. We propose a normative mathematical framework for learning how to generalize by learning inductive biases for which properties are relevant for generalization in a domain from the statistical structure of features and concepts observed in that domain. More formally, the framework predicts that an ideal learner should learn to generalize by either taking the weighted average of the results of generalizing according to each hypothesis space, with weights given by how well each hypothesis space fits the previously observed concepts, or by using the most likely hypothesis space. We compare the predictions of this framework to human generalization behavior with three experiments in one perceptual (rectangles) and two conceptual (animals and numbers) domains. Across all three studies we find support for the framework's predictions, including individual‐level support for averaging in the third study.  相似文献   

20.
    
Situations in which there are multiple changes occurring all at once and which demand complex decisions to be made are common throughout life, but little is known about how normal aging influences performance on these types of scenarios. To determine performance differences associated with normal aging, we test older and younger adults in a dynamic control task. The task involves the control of a single output variable over time via multiple and uncertain input controls. The Single Limited Input, Dynamic Exploratory Responses (SLIDER) computational model, is implemented to determine the behavioral characteristics associated with normal aging in a dynamic control task. Model-based analysis demonstrates a unique performance signature profile associated with normal aging. Specifically, older adults exhibit a positivity effect in which they are more influenced by positively valenced feedback, congruent with previous research, as well as enhanced exploratory behavior.  相似文献   

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