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1.
John Kimball 《Cognition》1973,2(1):15-47
In generative grammar there is a traditional distinction between sentence acceptability, having to do with performance, and sentence grammaticality, having to do with competence. The attempt of this paper is to provide a characterization of the notion ‘acceptable sentence’ in English, with some suggestions as to how this characterization might be made universal. The procedure is to outline a set of procedures which are conjectured to be operative in the assignment of a surface structure tree to an input sentence. To some extent, these principles of parsing are modeled on certain parsing techniques formulated by computer scientists for computer languages. These principles account for the high acceptability of right branching structures, outline the role of grammatical function words in sentence perception, describe what seems to be a fixed limit on short-term memory in linguistic processing, and hypothesize the structure of the internal syntactic processing devices. The operation of various classes of transformations with regard to preparing deep structures for input to parsing procedures such as those outlined in the paper is discussed.  相似文献   

2.
This study investigated the effects of input devices and background luminance on clicking performance with a Tablet PC. The experiment was designed in complete block design within subjects. Participants were 19 men and 11 women, college students whose ages were 19 to 22 years (M=20.1 yr.). All had 0.8 corrected visual acuity or better and normal color vision. Three kinds of input devices, mouse, light pen, and touchpad, were used in this experiment. An analysis of variance showed that input devices significantly affected clicking performance as did background luminance (contrast ratio) on visual recognition (a higher contrast ratio gave better visual recognition).  相似文献   

3.
A network model of logical and semantic structures from which speakers or writers generate linguistic messages at the discourse level is presented. While linguistic structures were considered in developing the model, the semantic and logical networks are defined without reference to linguistic structures and thus may be used to represent knowledge structures acquired from both linguistic and nonlinguistic sources. A second problem addressed is that of determining what logical and semantic information is acquired when a text is understood. To assess acquired knowledge, a procedure is presented for coding a subject's verbal reconstruction of knowledge acquired from a presented text (or other input) against the logical and semantic structure from which the text (or other input) was derived. The procedures are illustrated using data obtained from children who were asked to “retell” simple narrative stories.  相似文献   

4.
This paper investigates the mechanisms a program may use to learn conceptual structures that represent natural language meaning. A computer program named Moran is described that infers conceptual structures from pictorial input data. Moran is presented with “snapshots” of an environment and an English sentence describing the action that takes place between the snapshots. The learning task is to associate each root verb with a conceptual structure that represents the types of objects that participate in the action and the changes the objects undergo during the action. Four learning mechanisms are shown to be adequate to accomplish this learning task. The learning mechanisms are described along with the conditions under which each is invoked and the effect each has on existing memory structures. The conceptual structure Moran inferred for one root verb is shown.  相似文献   

5.
Many studies have investigated the performance of using nonkey-board input devices under static situations, but few have considered the effects of motion type on manipulating these input devices. In this study comparison of 12 mens' performance using four input devices (three trackballs: currently used, trackman wheel, and erectly held trackballs, as well as a touch screen) under five motion types of static, heave, roll, pitch, and random movements was conducted. The input device and motion type significantly affected movement speed and accuracy, and their interaction significantly affected the movement speed. The touch screen was the fastest but the least accurate input device. The erectly held trackball was the slowest, whereas the error rate of the currently used trackball was the lowest. Impairments of the random motion on movement time and error rate were larger than those of other motion types. Considering objective and subjective evaluations, the trackman wheel and currently used trackball were more efficient in operation than the erectly held trackball and touch screen under the motion environments.  相似文献   

6.
A computerized perceptual laboratory operates a variety of stimulus devices, including static and dynamic graphics displays, and records both discrete and analog data in a diverse and complex set of experimental paradigms. The software requirement to accommodate this variety of paradigms and high input and output data rates has been met by a single multitasked acquisition program that interprets unitary event commands to display graphics or nongraphics stimuli, record responses, control timing, or provide appropriate feedback. Event lists are created and modified with a text editor, then assembled into binary experiment definition files by dialogue with a parsing program. Graphics stimuli are referenced by a file name that contains stimulus attributes for later data extraction. All protocols and stimulus files are loaded prior to the block of trials, so no disk accesses that would delay events are required during a block. The resulting data file contains a record of all variable stimulus and timing information, as well as the discrete and analog responses, in a uniform format which facilitates data extraction.  相似文献   

7.
An inexpensive sound-activated switch suitable for experiments measuring vocal-response times is described. This switch is comparable to many commercially produced switches in terms of its control over input sensitivity and response delay times, but it can be assembled for a fraction of the cost. Additionally, the present switch provides many features not found on standard commercial models such as a built-in speaker for monitoring the input signal and output jacks to facilitate simultaneous recording of this signal. Reliability estimates suggest that performance for this switch is comparable to that of a Scientific Prototype Model 761-G when both units are equated for frequency sensitivity and response delay time. In all, this switch offers a reliable and practical alternative to commercially produced devices for experiments in which the onset of an auditory signal must be accurately detected.  相似文献   

8.
The touch screen appears to be an ideal input device for human subjects in many research applications in psychology. Nonetheless, the research on relative merits of input devices is inconclusive. The present experiments were carried out to compare touch-screen, mouse, and voice responses on a HyperCard-based digit-span task. The results indicated that touch-screen input has no advantage in comparison to the use of a mouse, but that it produces better performance than voice response does. The latter finding, however, may be an artifact of visual cues embedded in this implementation of the digit-span task.  相似文献   

9.
The purpose of this study was to evaluate the functional characteristics of a sample of commercial electromyographic feedback devices for the purpose of determining variability between instruments. Seventeen physical and functional characteristics (such as input impedance, filter bandwidth, and sensitivity) were evaluated on a sample of 11 instruments. Wide variability was found in several important functional characteristics. Input impedance, for example, was found to vary from 13K to more than 1 megohm and filter bandwidths ranged from 55 Hz to 2,600 Hz. Such variability makes the comparison of data from studies using different instruments quite difficult; it also suggests the need to develop equipment standards and common calibration procedures.  相似文献   

10.
Conceptual Blending (CB) theory describes the cognitive mechanisms underlying the way humans process the emergence of new conceptual spaces by blending two input spaces. CB theory has been primarily used as a method for interpreting creative artefacts, while recently it has been utilised in the context of computational creativity for algorithmic invention of new concepts. Examples in the domain of music include the employment of CB interpretatively as a tool to explain musical semantic structures based on lyrics of songs or on the relations between body gestures and music structures. Recent work on generative applications of CB has shown that proper low-level representation of the input spaces allows the generation of consistent and sometimes surprising blends. However, blending high-level features (as discussed in the interpretative studies) of music explicitly, is hardly feasible with mere low-level representation of objects. Additionally, selecting features that are more salient in the context of two input spaces and relevant background knowledge and should, thus, be preserved and integrated in new interesting blends has not yet been tackled in a cognitively pertinent manner. The paper at hand proposes a novel approach to generating new material that allows blending high-level features by combining low-level structures, based on statistically computed salience values for each high-level feature extracted from data. The proposed framework is applied to a basic but, at the same time, complicated field of music, namely melodic generation. The examples presented herein allow an insightful examination of what the proposed approach does, revealing new possibilities and prospects.  相似文献   

11.
Dynamic Signature Verification (DSV) is a biometric modality that identifies anatomical and behavioral characteristics when an individual signs their name. Conventionally signature data has been captured using pen/tablet apparatus. However, the use of other devices such as the touch-screen tablets has expanded in recent years affording the possibility of assessing biometric interaction on this new technology.To explore the potential of employing DSV techniques when a user signs or swipes with their finger, we report a study to correlate pen and finger generated features. Investigating the stability and correlation between a set of characteristic features recorded in participant’s signatures and touch-based swipe gestures, a statistical analysis was conducted to assess consistency between capture scenarios.The results indicate that there is a range of static and dynamic features such as the rate of jerk, size, duration and the distance the pen traveled that can lead to interoperability between these two systems for input methods for use within a potential biometric context. It can be concluded that this data indicates that a general principle is that the same underlying constructional mechanisms are evident.  相似文献   

12.
A survey on biometry for cognitive automotive systems is presented in this paper, specially those biometric systems used for high tech security access, law enforcement and/or commercial transactions. In general, biometric systems can be expensive due to the amount of sensors and processing resources involved. Efforts have been made to integrate these systems to vehicles mostly for security purposes and user authentication. Until now, most of the systems do not go beyond using facial and fingerprint data to start the engine or access the car; however, new generations demand more personalization plus the vehicle making decisions based on their physiological characteristics. Although this kind of technology is considered a luxury feature in general, actually it could help users and save their lives. Indeed, biometry is the way to make the human-vehicle relationship happen, whether the biometric devices are embedded inside the vehicle, used as an accessory or wearables. By using as input not only the sensors inside the vehicle but also data from outside, the vehicle could adapt and/or learn new information to make the best possible decision.  相似文献   

13.
Portable electronic data collection devices permit investigators to collect large amounts of observational data in a form ready for computer analysis. These devices are particularly efficient for gathering continuous data on multiple behavior categories. We expect that the increasing availability of these devices will lead to greater use of continuous data collection methods in observational research. This paper addresses the difficulties encountered when calculating traditional interobserver agreement statistics for continuous, multiple-code scoring. Two alternative strategies are described that yield interobserver agreement values based on the exact time of behavior code entries by the primary and secondary observers.Work on this paper was supported in part by NICHD Grants P01HD15051 and R01HD17650 and Office of Special Education and Rehabilitation Services Grant G008302980.  相似文献   

14.
This paper describes FTAP, a flexible data collection system for tapping and music experiments. FTAP runs on standard PC hardware with the Linux operating system and can process input keystrokes and auditory output with reliable millisecond resolution. It uses standard MIDI devices for input and output and is particularly flexible in the area of auditory feedback manipulation. FTAP can run a wide variety of experiments, including synchronization/continuation tasks (Wing & Kristofferson, 1973), synchronization tasks combined with delayed auditory feedback (Aschersleben & Prinz, 1997), continuation tasks with isolated feedback perturbations (Wing, 1977), and complex alterations of feedback in music performance (Finney, 1997). Such experiments have often been implemented with custom hardware and software systems, but with FTAP they can be specified by a simple ASCII text parameter file. FTAP is available at no cost in source-code form.  相似文献   

15.
FROM BLOBS TO BOUNDARY EDGES:   总被引:13,自引:1,他引:12  
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16.
Investigations of the mechanisms underlying visual-motor coordination traditionally have been limited to static situations or one-dimensional motions. Technical advances are required to determine whether experimental results from these restricted behavior domains generalize to dynamic action in three dimensions, such as ball-hitting. In this paper, we describe electromechanical devices, under computer control, for projecting a table-tennis ball, selecting monocular or binocular visual input, and recording ball-hitting performance. The automated system allows freedom of movement for the batter, can be used in a moderately sized laboratory, and can be made from easily obtainable, inexpensive parts.  相似文献   

17.
Virtual reality (VR) offers many opportunities for post-stroke rehabilitation. However, “VR” can refer to several types of computer-based rehabilitation systems. Since these systems may impact the feasibility and the efficacy of VR interventions, consistent terminology is important. In this study, we aimed to optimize the terminology for VR-based post-stroke rehabilitation by assessing whether and how review papers on this topic defined VR and what types of mixed reality systems were discussed. In addition, this review can inspire the use of consistent terminology for other researchers working with VR. We assessed the use of the term VR in review papers on post-stroke rehabilitation extracted from Scopus, Web of Science and PubMed. We also developed a taxonomy distinguishing 16 mixed reality systems based on three factors: immersive versus semi-immersive displays, the way in which real and virtual information is mixed, and the main input device. 64% of the included review papers (N = 121) explicitly defined VR and 33% of them described different subtypes of VR, with immersive and non-immersive VR as the most common distinction. The most frequently discussed input devices were motion-capture cameras and handheld devices, while regular 2D monitors were the most frequently mentioned output devices. Our analysis revealed that reviews on post-stroke VR rehabilitation did not or only broadly defined “VR” and did not focus on a specific system. Since the efficacy and feasibility of rehabilitation may depend on the specific system, we propose a new data-driven taxonomy to distinguish different systems, which is expected to facilitate communication amongst researchers and clinicians working with virtual reality.  相似文献   

18.
It is argued that taken together, two widely held claims ((i) sentences express structured propositions whose structures are functions of the structures of sentences expressing them; and (ii) senteces have underlying structures that are the input to semantic interpretation) suggest a simple, plausible theory of propositional structure. According to this theory, the structures of propositions are the same as the structures of the syntactic inputs to semantics they are expressed by. The theory is defended against a variety of objections.I have benefitted from discussions with Michael Jubien, Michacl Liston, Paul Teller, Howard Wettstein, Mark Wilson and especially David Copp. The comments of Mark Richard and an anonymous referee for Journal of Philosophical Logic on an earlier draft resulted in a much improved paper. Various circumstances resulted in this paper appearing after King [1995], though the latter was written later and amends the present view in several ways. See notes 9, 13, 15 and 33 of King [1995].  相似文献   

19.
20.
Aphasic and non-neurological patients grouped nouns on the basis of similarity of meaning. These word groupings served as input matrices for hierarchical clustering and multidimensional scaling analyses. The emergent structures suggest that, while the normal adult has a number of levels upon which to organize his lexicon, the adult aphasic's lexicon can be characterized as a set of partial entries that are tied to affective and situational data. The results also suggest that semantic feature representations derived from similarity-of-meaning judgments are of relevance in the study of factors which influence actual language performance.  相似文献   

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