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1.
超扫描技术可同时记录多名被试在同一认知活动中的脑活动,并通过分析脑间活动同步及其与行为指标间的关系描述社会互动的群体脑机制。本文总结了近十多年超扫描研究在合作与竞争、动作和行为同步、人际交流等领域的成果,在已有研究基础上指出脑间活动同步可刻画社会互动中感觉运动、思维决策以及信息传递等三大层面上的互动情况,可能成为社会互动活动的神经标记,并阐述了超扫描技术研究的局限性及其研究展望与应用潜能。  相似文献   

2.
成晓君  刘美焕  潘亚峰 《心理学报》2022,54(11):1391-1402
采用基于近红外脑成像的超扫描技术,考察了责任共担(即共同承担决策结果)对个体(专家和新手)的互动决策获益(即互动决策后个体的能力提升)的影响及脑机制。结果显示,相比于非责任共担,责任共担条件下新手的互动决策获益更高,其与互动同伴在额极区域存在增强的脑间活动同步性;并且,额极的脑间活动同步性可预测新手的互动决策获益。综上,责任共担可以有效促进新手的互动决策获益,额极脑间活动同步性可能是潜在的脑机制。  相似文献   

3.
随着超扫描技术的兴起,研究者们开始关注社会互动情境中有意识情绪感染的脑间神经同步问题。研究发现,脑间神经同步可能是有意识情绪感染在神经层面的指标。“发送者-接收者”模式的应用使得研究者们思考自我-他人重叠理论是否可作为有意识情绪感染脑间神经同步的心理解释机制。未来研究可采用基于自然情境的“发送者-接收者”模式以及“自然讨论”模式来探究不同社会因素对有意识情绪感染及其脑间同步机制的影响;未来还应构建有意识情绪感染的多模态超扫描平台,以此拓展相关研究。  相似文献   

4.
朱怡  胡谊 《心理学报》2024,(5):555-578
精细内容反馈促进深层次的学习,如迁移。但在师生互动中反馈的呈现方式如何影响长时学习迁移及其人际神经基础尚不清楚。本研究采用面对面的师生问答反馈任务,通过两个双人实验(行为学、近红外超扫描),探究反馈的组块化呈现对学习迁移的长时促进作用、认知过程及其人际神经基础。结果发现,组块化反馈促进低知识基础学生的长时迁移。组块化错误修正在反馈呈现方式和长时迁移之间起中介作用。提供与接收组块化反馈过程中,师、生在额、顶叶出现更大的脑间同步,且额叶的脑间同步预测长时迁移与组块化错误修正。上述结果从人际视角为课堂中真实发生的教学反馈的认知神经基础提供新的理解,也为提高教学反馈效果和效率提供一些实践启示。  相似文献   

5.
张如倩  刘洁琼  李先春 《心理学报》2019,51(9):1007-1017
最后通牒博弈任务被广泛用以探究公平行为, 以往研究大多集中于对博弈中某一方决策行为和神经机制的探讨, 但是人际公平可能是互动双方重复博弈的结果。因此只考察单个大脑活动, 并不足以揭示由互动双方共同完成的社会认知活动的脑机制。因此, 本研究结合修改版的最后通牒博弈任务和基于fNIRS的超扫描技术, 从群体脑水平上考察人际公平形成的脑机制。行为结果显示, 相比无惩罚条件, 惩罚下提议者的分配金额更高, 且惩罚力度越强, 分配越趋近公平分配。fNIRS的结果显示, 惩罚下右侧背外侧前额叶皮层、顶下小叶和颞-顶联合区的脑间活动同步性显著强于无惩罚条件, 而且两条件的分配金额差异越大, 右侧顶下小叶的脑间活动同步性差异也越大。综上, 脑间活动同步性可以作为惩罚下人际公平形成的客观脑指标, 研究为探讨人际公平的内在机制提供了新的视角。  相似文献   

6.
超扫描技术主要依托功能磁共振成像、脑电图、近红外光谱成像等设备对处于社会互动中的两人或多人的大脑神经机制进行同时扫描、记录并分析,具有较高生态效度。近年来关于超扫描技术的研究应用已涉及社会神经科学的多个方面,包括信任与公平、合作与竞争、模仿与动作协调以及表情手势及言语交流等。但这些研究结果尚未得到总结,一些结果还存在分歧与矛盾,加之超扫描自身的复杂性都需要研究者在未来对此进行更深入的探究与讨论。  相似文献   

7.
为探讨异性互动情境中程序公平对合作行为的影响及其心理机制,向152名被试随机呈现异性对手的程序公平及过往合作率信息,并测量被试在懦夫博弈中的合作行为及其对异性对手的合作预期。结果发现,异性对手的程序公平通过提高合作预期促进被试的合作行为,且此种结果模式仅在过往合作率较低时尤为凸显。  相似文献   

8.

从认知不公正的理论视角出发对医患互动予以重新审视。研究发现,医患间的认知不公正不仅阻碍医患间证言知识的有效传递,凸显二者在认知预期与互动意愿上的差异,而且呈现出波动性、形态多样性和伤害间接性的特点,加速医患互动工具化的同时,加剧双方弥合信任的难度。尽管医患主动采取“理直气和”与“关系就医”的调适策略,但医患关系的改善以及认知不公正的消除不仅是医疗领域内医患双方的合作问题,还需要从更广泛的社会维度出发,迈向扩大的医患共同体。

  相似文献   

9.
短视频沉迷是一种个体因强迫性观看短视频,导致明显的行为失控或注意力障碍,并进一步造成人际、学习和/或工作适应困难的问题行为。随着短视频用户规模不断扩大与低龄化趋势,短视频沉迷对用户身心健康的威胁引起了广泛关注。基于人机互动视角,首先,将短视频使用划分为“工具性”与“仪式性”两类。其次,通过考量人机交互过程和用户易感特征,构建了短视频沉迷的发生机制框架。最后,从认知、情绪、动机和社会角度对短视频沉迷进行理论阐释。未来研究应重视短视频沉迷的发生机制,关注引发沉迷的媒介特性与技术属性,致力于促进短视频沉迷的预防与治理。  相似文献   

10.
研究以企业员工为被试,通过情境模拟实验,探讨互动不公对第三方惩罚行为的影响及道德愤怒在其中的作用机制.结果发现:与互动公平情境相比,第三方被试在互动不公情境下对不公领导具有更高水平的惩罚;道德愤怒的激活水平在互动不公对第三方惩罚的影响中起到部分中介作用;研究证实了组织互动不公情境下存在第三方惩罚现象,并为组织公正的道...  相似文献   

11.
Cooperation is a fundamental form of social interaction, and turn-taking reciprocity one of its most familiar manifestations. The Centipede game provides a formal model of such alternating reciprocal cooperation, but a backward induction (BI) argument appears to prove logically that instrumentally rational players would never cooperate in this way. A systematic review of experimental research reveals that human decision makers cooperate frequently in this game, except under certain extreme conditions. Several game, situational, and individual difference variables have been investigated for their influence on cooperation. The most influential are aspects of the payoff function (especially the social gain from cooperation and the risk associated with a cooperative move), the number of players, repetitions of the game, group vs. individual decisions, and players’ social value orientations (SVOs). Our review of experimental evidence suggests that other-regarding preferences, including prosocial behavioural dispositions and collective rationality, provide the most powerful explanation for cooperation.  相似文献   

12.
    
Human cooperative behavior has long been thought to decline under adversity. However, studies have primarily examined perceived patterns of cooperation, with little eye to actual cooperative behavior embedded within social interaction. Game‐theoretical paradigms can help close this gap by unpacking subtle differences in how cooperation unfolds during initial encounters. This study is the first to use a child‐appropriate, virtual, public goods game to study actual cooperative behavior in 329 participants aged 9–16 years with histories of maltreatment (n = 99) and no maltreatment (n = 230) while controlling for psychiatric symptoms. Unlike work on perceived patterns of cooperation, we found that maltreated participants actually contribute more resources to a public good during peer interaction than their nonmaltreated counterparts. This effect was robust when controlling for psychiatric symptoms and peer problems as well as demographic variables. We conclude that maltreatment may engender a hyper‐cooperative strategy to minimize the odds of hostility and preserve positive interaction during initial encounters. This, however, comes at the cost of potential exploitation by others.  相似文献   

13.
10~12岁儿童的同伴接纳类型与社交策略   总被引:4,自引:0,他引:4  
为探讨10~12岁儿童同伴接纳与社交策略的关系,以儿童如何调整合作性行为来适应未来交往意愿作为社交策略的操作定义,利用最后通牒任务范式考察儿童的合作性水平,利用提名法考察同伴接纳类型与未来交往意愿。190名被试以群体施测的方式完成决策任务和问卷调查。结果表明大部分儿童在最后通牒任务中表现出公平合作的行为,女生比男生的合作性更高。被同伴接纳或拒绝的群体表现出不同的社会策略,前者合作性与未来交往意愿同向变化,后者则呈相反趋势。被同伴接纳的群体的社会策略更能有效促成交往并保护个体利益。  相似文献   

14.
    
William Irons 《Zygon》2004,39(4):773-790
Abstract The created co‐creator theology states that human beings have the purpose of creating the most wholesome future possible for our species and the global ecosystem. I evaluate the human aspect of this theology by asking whether it is possible for human beings to do this. Do we have sufficient knowledge? Can we be motivated to do what is necessary to create a wholesome future for ourselves and our planet? We do not at present have sufficient knowledge, but there is reason to believe that with further scientific research we will be able to acquire it. The more difficult question is whether we can be motivated to cooperate on the scale necessary to fulfill this purpose. Evolutionary theories of human sociality, altruism, and cooperation are reviewed. I conclude that it is possible for human beings to fulfill the purpose defined for us by the created cocreator concept, but doing this will not be easy.  相似文献   

15.
    
In social interactions, decision makers are often unaware of their interdependence with others, precluding the realization of shared long‐term benefits. In an experiment, pairs of participants played an Iterated Prisoner's Dilemma under various conditions involving differing levels of interdependence information. Each pair was assigned to one of four conditions: “No‐Info” players saw their own actions and outcomes, but were not told that they interacted with another person; “Min‐Info” players knew they interacted with another person but still without seeing the other's actions or outcomes; “Mid‐Info” players discovered the other's actions and outcomes as they were revealed over time; and “Max‐Info” players were also shown a complete payoff matrix mapping actions to outcomes from the outset and throughout the game. With higher levels of interdependence information, we found increased individual cooperation and mutual cooperation, driven by increased reciprocating cooperation (in response to a counterpart's cooperation). Furthermore, joint performance and satisfaction were higher for pairs with more information. We discuss how awareness of interdependence may encourage cooperative behavior in real‐world interactions. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

16.
    
Ambiguity avoidance denotes people's preference for gambling situations with known over unknown, or ambiguous, probability distributions. In four experiments we provide evidence for the interaction between competitiveness and knowledge in Ellsberg's task, in which people have a choice between a risky box (distribution of balls known) and an ambiguous box (distribution of balls not known). If the situation is perceived as competitive (the experimenter or an opponent is responsible for composing the boxes) people avoid ambiguity by betting on the box with the known probability distribution. If the task is perceived as cooperative (a partner or friend is composing the boxes) people are indifferent toward ambiguity or even ambiguity seeking. In addition, we find that people expect their winning odds to be less than even in the ambiguous box. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   

17.
    
Rubinstein and Leland have both demonstrated that many observed violations of expected and discounted utility can be explained if people employ similarity judgments to make choices. In this paper, I show that this decision process also explains which equilibria will be selected in single‐shot games with multiple equilibria and implies that play in games will be associated with anomalies in risky choice. Data supporting these predictions are presented. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

18.
    
The Centipede game is an abstract model of reciprocal relationships in which two individuals alternate in helping each other at relatively small personal cost. Whereas mutual cooperation can benefit both individuals in the long run, a paradoxical but logically compelling backward induction argument suggests that cooperation is irrational. Empirical studies have reported reliable deviations from the non‐cooperative backward induction solution, but their exclusively quantitative methods allow only a limited range of predefined motives to be explored. Our study uses verbal (‘think aloud’) protocols and qualitative data analysis to identify motives for cooperation in the Centipede game. The results provide little evidence for sophisticated backward induction reasoning. Instead, a wide range of motives emerged, their relative saliences varying according to the stage of the game. Activity bias affected decisions mainly at the beginning of the game, whereas cooperative and altruistic social value orientations most frequently accounted for cooperation towards its natural end.  相似文献   

19.
    
The development of partially and highly autonomous vehicles that take over parts of the driving task will result in changes in e.g. the responsibilities, interface and system design, task allocation and communication between driver and automated vehicle. To support this change and the increasing space of cooperative possibilities between driver and vehicle, generally accepted design principles and preconditions for successful driver-vehicle cooperation (Directability, Mutual Predictability, Joint Goals and Mutual Task-Dependency) were defined. However, research lacks validated scales measuring the proposed basic principles of driver-vehicle cooperation. Furthermore, a theory is missing that links those basic principles with a theory that enables an understanding of the influence of drivers' perception of the autonomous vehicle and context on driver-vehicle cooperation. Therefore, this work links the basic theoretical principles of driver-vehicle cooperation with the social psychological Theory of Interdependence and their dimensions (Conflict, Power, Mutual Dependence, Information Certainty, Future Interdependence). Filling the gap of missing validated scales for the principles of driver-vehicle cooperation, this study provides the development and validation of the Human-Machine-Interaction-Interdependence (HMII) questionnaire.In two studies, the new HMII questionnaire to measure drivers' perception in driver-vehicle cooperation was developed. In the first study (n = 94), items for the perception of the situation were transferred from the original Theory of Interdependence to the driver-vehicle cooperation. A 7-dimension model was identified via Explorative Factor Analysis. In the second study (n = 314), the model and items were validated via confirmatory factor analysis. A seven-factor model (Power, Conflict, Mutual Dependence Information Certainty: System to Human, Information Certainty (two levels) Future Interdependence (two levels) with 33 items showed a good fit to the data, chi2 = 841, p < .001, adjusted chi2 = 1.77, SRMR = 0.071. In sum, this questionnaire can help designers evaluate the impact of their system designs on driver perceptions of the driver-vehicle cooperation.  相似文献   

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