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1.
In recent philosophical debates a number of arguments have been used which have so much in common that it is useful to study them as having a similar structure. Many arguments – Searle's Chinese Room, for example – make use of thought experiments in which we are told a story or given a narrative context such that we feel we are in comfortable surroundings. A new notion is then introduced which clashes with our ordinary habits and associations. As a result, we do not bother to investigate seriously the new notion any further. I call such an arrangement, which is perhaps a variation of the fallacy of presumption, a Steep Cliff argument. One remedy for the misdirection of a Steep Cliff argument is to tell a counterstory from the point of view of the rejected notion.  相似文献   

2.
On simulating non-normal distributions   总被引:1,自引:0,他引:1  
Six different algorithms to generate widely different non-normal distributions are reviewed. These algorithms are compared in terms of speed, simplicity and generality of the technique. The advantages and disadvantages of using these algorithms are briefly discussed.The author would like to thank an anonymous referee for his comments and suggestions which lead to the inclusion of the section A Comparative Study.  相似文献   

3.
The purpose of this paper is to highlight the importance of a population model in guiding the design and interpretation of simulation studies used to investigate the Spearman rank correlation. The Spearman rank correlation has been known for over a hundred years to applied researchers and methodologists alike and is one of the most widely used non‐parametric statistics. Still, certain misconceptions can be found, either explicitly or implicitly, in the published literature because a population definition for this statistic is rarely discussed within the social and behavioural sciences. By relying on copula distribution theory, a population model is presented for the Spearman rank correlation, and its properties are explored both theoretically and in a simulation study. Through the use of the Iman–Conover algorithm (which allows the user to specify the rank correlation as a population parameter), simulation studies from previously published articles are explored, and it is found that many of the conclusions purported in them regarding the nature of the Spearman correlation would change if the data‐generation mechanism better matched the simulation design. More specifically, issues such as small sample bias and lack of power of the t‐test and r‐to‐z Fisher transformation disappear when the rank correlation is calculated from data sampled where the rank correlation is the population parameter. A proof for the consistency of the sample estimate of the rank correlation is shown as well as the flexibility of the copula model to encompass results previously published in the mathematical literature.  相似文献   

4.
鲁忠义  巴晓娜  李兴芬 《心理学报》2012,44(8):995-1003
采用混合实验设计, 句子-图片匹配范式和动态过程再现范式, 以包含静态情绪和动态变化情绪信息的句子为实验材料, 以被试对图片的反应时间为因变量指标, 通过不同时间间隔的设置以及不同的实验程序, 探讨了语言理解中静态情绪和动态情绪的心理模拟及其时间进程。结果表明:(1)被试对情绪的心理模拟与句中的语言描述一致, 情绪语境能够激活被试的经验模拟。(2)被试在句子理解加工的初期就能迅速、即时地模拟静态情绪信息, 且这种模拟具有一定的稳定性和持久性。(3)被试可以对动态变化的情绪进行动态的心理模拟, 不过这种模拟所需的时间要长, 是在句子理解加工的后期完成的。被试对不同情绪变化方向的句子模拟受到原情绪状态的影响, 当阅读由消极情绪向积极情绪变化的句子时, 由于被试固着于原来的消极情绪而发生了模拟积极情绪的困难。  相似文献   

5.
跟随路径的心理模拟是一种想象练习。通过设定对照组检验了基于学习的第一人称和第三人称心理模拟完成方位判断任务和场景再认任务的情况,考察不同心理模拟条件下位置关系表征和视觉记忆表征的构建质量。结果发现,和休息条件相比,第三人称心理模拟和第一人称心理模拟均易于完成方位判断任务和场景再认任务;且第三人称模拟比第一人称心理模拟更易于完成两个任务。结果提示,心理模拟对表征质量有增强效应,场景外强化比场景内强化更易构建表征质量。结果支持位置关系表征一种表征假说。  相似文献   

6.
In Western societies, statistics on the integration of people with disabilities into the labor market consistently indicate that this category of workers faces serious discrimination. Research has evidenced negative perceptions about their occupational skills, despite positive beliefs about their personal qualities. The main purpose of this study was to show how these subjective beliefs about disability can shape performance (speed and accuracy, Studies 1, 3, and 4) and self‐reported motivation (Studies 2, 3, and 4) of able‐bodied persons simulating a disability. Participants were 281 French students without disabilities who carried out a task either with or without a simulated disability. This simulated disability constituted an actual handicap to perform the task (Studies 1 and 2) or not (Studies 3 and 4). The first three studies were focused on cognitive abilities, whereas Study 4 introduced a job interview component. Results consistently showed that participants in the simulated disability situation completed the task more accurately than controls, but took more time to do so. Higher degrees of motivation and perseverance are found for participants in the simulated disability situation, except in a job interview setting. These results are important for understanding how subjective beliefs about persons with disabilities can constitute objective barriers to social participation, and more specifically, to access to the labor market.  相似文献   

7.
Much evidence suggests that semantic characteristics of a message (e.g., the extent to which the message evokes thoughts of spatial or motor properties) and social characteristics of a speaking situation (e.g., whether there is a listener who can see the speaker) both influence how much speakers gesture. However, the Gesture as Simulated Action (GSA) framework (Hostetter & Alibali, 2008 ) predicts that these effects should not be independent but should interact such that the effect of visibility is lessened when a message evokes strong thoughts of action. This study tested this claim by comparing the gesture rates produced by speakers as they described 24 nouns that vary in how strongly they evoke thoughts of action. Further, half of the words were described with visibility between speaker and listener blocked. The results demonstrated a significant interaction as predicted by the GSA framework.  相似文献   

8.
Ninety-one dreams collected during the Covid-19 pandemic (the epidemic-situation sample) were compared with ninety-one dreams collected before the start of the epidemic (the non-epidemic-situation sample). The dreams were classified according to their content, using methods based on previous studies. The frequency of themes was compared to predictions that would be anticipated by three contemporary theories of dreaming: 1) threat simulation theory (TST); 2) incorporation continuity hypothesis (ICH); and 3) social simulation theory (SST). The epidemic-situation sample dreamed more of threatening events than the non-epidemic-situation sample (supporting the TST) and more of non-aggression threatening events, possibly due to the hyperassociation during sleep. However, the epidemic-situation sample did not show a greater prevalence of illness events in dreams (not supporting the ICH). Additionally, there was no significant difference in social neutral and positive events in dreams between the two samples as would have been predicted by the SST.  相似文献   

9.
This article reports two studies assessing the influence of self-efficacy, outcome expectancies and aversive feedback on different aspects of adherence. Study 1 employed a computer simulation of physiotherapy to test experimentally the effects of aversive feedback (i.e., loud noise) experienced during simulated therapy on adherence behaviour in a student population. Study 2 examined whether similar effects of aversive feedback (i.e., pain) experienced during physiotherapy in a clinical setting would be observed in a longitudinal questionnaire study of predictors of adherence. In both studies, self-efficacy and outcome expectancies were assessed at baseline and after experience of the task (performing simulated or actual physiotherapy). Study 1 found that self-efficacy and outcome expectancies predicted persistence with simulated physiotherapy (i.e., completing the experimental session), whereas aversive feedback influenced adherence during sessions (i.e., correct response rate). Study 2 found that self-efficacy and outcome expectancies predicted persistence with actual physiotherapy (i.e., completing the prescribed number of sessions). Aversive feedback and outcome expectancies influenced adherence during sessions. We conclude that different factors predict different aspects of adherence behaviour. It is therefore important to measure both persistence over time and adherence during sessions, and to investigate the predictors of each dimension of adherence.  相似文献   

10.
Research has shown that personality factors are related to driving safety. However, the majority of existing studies rely on self-report measures of driving behaviour and sample drivers from limited age ranges. This study sought to examine the relationship between personality and objective driving outcomes as assessed by a driving simulator in a sample of young, mid-aged, and older adults. A total of 114 active drivers completed personality questionnaires as well as a simulated driving assessment protocol. The results showed that: (1) Extraversion and neuroticism were significantly associated with driving simulator performance; (2) conscientiousness was significantly associated with driving performance among middle-aged adults; (3) sensation seeking was an important personality factor primarily for young drivers and was positively correlated with driving speed in the simulator. These results provide further support for the link between personality factors and driving performance, and suggest certain directions for future research.  相似文献   

11.
Currently recommended practice in supported work emphasizes training job skills to workers with severe disabilities while on the job. Early behavioral research indicated that skills needed in natural environments could also be trained in simulated settings. We compared job-site plus simulation training for teaching job skills to supported workers with autism to provision of training exclusively on the job. Job-site training occurred in a small publishing company during the regular work routine, and simulation training occurred in an adult education site for people with severe disabilities. Two pairs of workers received training on two job skills; one skill was trained at the job site and the other was trained using job-site plus simulation training. Results indicated that for 3 of the 4 comparisons, job-site plus simulation training resulted in a higher level of skill or more rapid skill acquisition than did job-site-only training. Results suggested that job-site training, the assumed best practice for teaching vocational skills, is likely to be more effective if supplemented with simulation training. Directions for future research include expanding applications of behavioral technologies to other aspects of the current support paradigm.  相似文献   

12.
The wetting behaviour and associated pressure effect of water in single-walled carbon nanotubes (SWCNTs) are investigated through molecular dynamics (MD) simulations. It is found that water molecules can enter SWCNTs via surface diffusion, and the effective infiltration rate increases with pressure. The effect of pressure on infiltration rate is highly non-linear, exhibiting characteristics of both hydrophilic and hydrophobic surfaces. There exists a nominal infiltration pressure that is dependent on the SWCNT size, above which the water flux is significantly increased.  相似文献   

13.
Athletes exhibit differences in perceptual-cognitive abilities when compared to non-athletes. Recent theoretical developments focus on the role of the athletes’ body in perceptual-cognitive tasks such as mental rotation tasks. It is assumed that the degree to which stimuli in mental rotation tasks can be embodied facilitates the mental rotation process. The implications of this assumption are discussed and ideas for future research are presented.  相似文献   

14.
Recognising a facial expression is more difficult when the expresser's body conveys incongruent affect. Existing research has documented such interference for universally recognisable bodily expressions. However, it remains unknown whether learned, conventional gestures can interfere with facial expression processing. Study 1 participants (N?=?62) viewed videos of people simultaneously producing facial expressions and hand gestures and reported the valence of either the face or hand. Responses were slower and less accurate when the face-hand pairing was incongruent compared to congruent. We hypothesised that hand gestures might exert an even stronger influence on facial expression processing when other routes to understanding the meaning of a facial expression, such as with sensorimotor simulation, are disrupted. Participants in Study 2 (N?=?127) completed the same task, but the facial mobility of some participants was restricted, which disrupted face processing in prior work. The hand-face congruency effect from Study 1 was replicated. The facial mobility manipulation affected males only, and it did not moderate the congruency effect. The present work suggests the affective meaning of conventional gestures is processed automatically and can interfere with face perception, but does not suggest that perceivers rely more on gestures when sensorimotor face processing is disrupted.  相似文献   

15.
Metacognition is a process of self-cognition and self-thinking based on self-reflection, control, evaluation and regulation to achieve continuous cognition of individuals. Metacognition plays a very important role in coordination and guidance in college English education. Therefore, in this paper, the characteristics and rules of college English education were studied based on the cognitive process simulation. First of all, the basic theory of metacognition and the advantages and methods applied to English teaching were expounded. Then, a mathematical model was set up for college oral English teaching, and how to improve oral pronunciation for oral learners by quantitative and effective evaluation was discussed. After that, targeted information evaluation results were provided, and the algorithm was optimized and improved. Finally, by using computer aided technology and metacognitive method, the effect of oral English teaching was simulated and tested. The results show that the results of this study provide a useful exploration for improving the effectiveness of college English education and have good application value.  相似文献   

16.
The current study assessed the predictive validity of simulations to improve the military selection system. Four navy simulations were developed and their predictive validity was measured. The performance of 1007 Israeli navy soldiers was measured in a longitudinal study, which was carried on for almost two years. Participants’ performance in four simulations (naval-navigation test, raft sailing, rubber boat [zodiac] mounting, and military tent assembly) was measured and used as a behavioral predictor for their performance at the end of their first year of active military service on combat ships. All but the raft sailing simulation predicted participants’ performance.  相似文献   

17.
The authors explored psychological mechanisms underlying a teaching exercise [Hillman, J., & Martin, R. A. (2002). Lessons about gay and lesbian lives: A spaceship exercise. Teaching of Psychology, 29, 308-311] that may improve attitudes toward homosexuals. Heterosexual participants were randomly assigned to a simulation intervention or control lecture condition. In the simulation condition, participants imagined life on an alien planet that inadvertently simulated situational constraints parallel to those faced by homosexuals. The simulation (vs. control lecture) produced significantly more intergroup perspective-taking, empathy, and favorable attitudes toward homosexuals and marginalized groups. Tests of a structural equation model supported the assumption that the simulation (vs. control) provided an experience that heightened intergroup perspective-taking, which indirectly predicted favorable attitudes via independent cognitive (inclusive intergroup representations) and affective (empathy) paths. The model held after statistically controlling for prior attitudes and ideological individual differences predicting anti-homosexual bias. Implications for prejudice-reduction simulations and intergroup contact are considered.  相似文献   

18.
Searle claims that for a machine to have intentional states it is not sufficient that a formal programme be instantiated. Various types of objections to this claim have been brought up by Searle's critics. Searle's replies to some of these objections are analysed. It turns out that it is more to these objections than Searle wants to make us believe. What is crucial, however, is that Searle's Gedankenexperiment results in a dilemma. At the outset of the dilemma there are two ways of not understanding. According to one of these ways a person (Searle's homunculus) does not understand something without knowing that s/he does not understand. While in the other mode the person knows that s/he doesn't understand. In the first case the inference from facts about the homunculus to facts about the computer is not valid whereas in the second case one would attribute mental states to the computer. Thereby Searle's claim turns out to be unfounded.  相似文献   

19.
Wendy S. Parker 《Synthese》2009,169(3):483-496
A number of recent discussions comparing computer simulation and traditional experimentation have focused on the significance of “materiality.” I challenge several claims emerging from this work and suggest that computer simulation studies are material experiments in a straightforward sense. After discussing some of the implications of this material status for the epistemology of computer simulation, I consider the extent to which materiality (in a particular sense) is important when it comes to making justified inferences about target systems on the basis of experimental results.  相似文献   

20.
When performing a giant circle on high bar a gymnast flexes at the hips in the lower part of the circle, increasing the kinetic energy, and extends in the upper part of the circle, decreasing the kinetic energy. In order to perform a sequence of giant circles at even tempo, any variation in angular velocity at the end of the flexion phase needs to be reduced by the end of the extension phase. The aim of this study was to determine the nature and contribution of such adjustments. A computer simulation model of a gymnast performing giant circles on high bar was used to investigate strategies of (a) fixed timing of the extension phase (feedforward control) and (b) stretched timing in order to extend at the same point of the giant circle (feedforward with additional feedback control). For three elite gymnasts fixed timing reduced the angular velocity variation on average by 36% whereas stretched timing reduced the variation by 63%. The mean reduction for the actual gymnast techniques was 61%. It was concluded that both feedforward and feedback control strategies are used by gymnasts for controlling such movements.  相似文献   

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