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1.
We have gathered protocols of subjects in their first 30 hours of learning LISP. The processes by which subjects write LISP functions to meet problem specifications has been modeled in a simulation program called GRAPES (Goal Restricted Production System). The GRAPES system embodies the goal-restricted architecture for production systems as specified in the ACT* theory (Anderson, 1983). We compare our simulation to human protocols on a number of problems. GRAPES simulates the top-down, depth-first flow of control exhibited by subjects and produces code very similar to subject code. Special attention is given to modeling student solutions by analogy, how students learn from doing, and how failures of working memory affect the course of problem-solving. Of major concern is the process by which GRAPES compiles operators in solving one problem to facilitate the solution of later problems.  相似文献   

2.
人类大脑、认知与行为进化的整合模型   总被引:1,自引:0,他引:1  
David   C.   Geary 《心理学报》2007,39(3):383-397
物种进化的历史进程中,大脑、认知与行为系统的进化机能利于有机体控制社会、生物与自然资源,而有机体所控制的各种资源又会影响自身的生存与繁衍。社会、生物与自然资源可以相对稳定,也可以变化不定。资源的稳定变化所传递的信息会引起大脑、认知以及行为系统做出模块化的自主反应。资源的稳定变化利于人类整合朴素心理学、朴素生物学与朴素物理学,而资源的变化不定所传达出的信息会引起认知与行为系统有意识地进行自上而下的外显行为反应。人类外显行为反应系统的进化导致人类出现自我意识,并具有探索性解决问题的能力。朴素心理能力、意识与问题解决能力可以整合为动机-控制理论  相似文献   

3.
Does using a bilingual's 1st or 2nd language have an effect on problem solving in semantically rich domains like school mathematics? The author conducted a study to determine whether Filipino-English bilingual students' understanding and solving of word problems in arithmetic differed when the problems were in the students' 1st and 2nd languages. Two groups participated-students whose 1st language was Filipino and students whose 1st language was English-and easy and difficult arithmetic problems were used. The author used a recall paradigm to assess how students understood the word problems and coded the solution accuracy to assess problem solving. The results indicated a 1st-language advantage; that is, the students were better able to understand and solve problems in their 1st language, whether the 1st language was English or Filipino. Moreover, the advantage was more marked with the easy problems. The theoretical and practical implications of the results are discussed.  相似文献   

4.
We explored how speakers and listeners use hand gestures as a source of perceptual-motor information during naturalistic communication. After solving the Tower of Hanoi task either with real objects or on a computer, speakers explained the task to listeners. Speakers’ hand gestures, but not their speech, reflected properties of the particular objects and the actions that they had previously used to solve the task. Speakers who solved the problem with real objects used more grasping handshapes and produced more curved trajectories during the explanation. Listeners who observed explanations from speakers who had previously solved the problem with real objects subsequently treated computer objects more like real objects; their mouse trajectories revealed that they lifted the objects in conjunction with moving them sideways, and this behavior was related to the particular gestures that were observed. These findings demonstrate that hand gestures are a reliable source of perceptual-motor information during human communication.  相似文献   

5.
We investigated problem solving abilities of capuchin monkeys via the “floating object problem,” a task in which the subject must use creative problem solving to retrieve a favored food item from the bottom of a clear tube. Some great apes have solved this problem by adding water to raise the object to a level at which it can be easily grabbed. We presented seven capuchins with the task over eight trials (four “dry” and four “wet”). None of the subjects solved the task, indicating that no capuchin demonstrated insightful problem solving under these experimental conditions. We then investigated whether capuchins would emulate a solution to the task. Seven subjects observed a human model solve the problem by pouring water from a cup into the tube, which brought the object to the top of the tube, allowing the subject to retrieve it. Subjects were then allowed to interact freely with an unfilled tube containing the object in the presence of water and objects that could be used to solve the task. While most subjects were unable to solve the task after viewing a demonstrator solve it, one subject did so, but in a unique way. Our results are consistent with some previous results in great ape species and indicate that capuchins do not spontaneously solve the floating object problem via insight.  相似文献   

6.
Restructuring revisited   总被引:3,自引:0,他引:3  
The central concept of the information processing theory of problem solving is search. In contrast, the central concept of the Gestalt theory of problem solving is restructuring. Both concepts express important aspects of human thinking. A theory is presented which interprets restructuring and the related concept of insight in information processing terms. It is hypothesised that restructuring is a change in mental representation which affects the applicability of problem solving operators. Insight is hypothesized to occur when restructuring of the search space brings the goal state within the horizon of mental look-ahead.  相似文献   

7.
We develop and evaluate a model for the water jug task in which a subject is required to find a sequence of moves (pouring operations) which produce a specified amount of water in each jug. Experiment 1 was designed to evaluate the meansends, move selection heuristics that are assumed by the model. Experiment 2 tested the model's predictions concerning those aspects of the water jug task that determine problem difficulty.A three stage process model incorporating GPS-like, means-ends heuristics and assumptions concerning the utilization of short- and long-term memory was able to account for differences across problems as well as details of the performance of subjects solving a given problem. We conclude that a GPS-like model that only selects one move at a time (no forward planning of move sequences or setting up of subgoals) can provide a good account of solution behavior in the water jug task.  相似文献   

8.
The effects of previously acquired information on a later problem solving task were explored. Prior research has shown that the acquisition of potentially relevant information is not effective for cuing solutions in a later problem solving task unless subjects are informed of the connection. The present research extends these results and demonstrates that the problem solving failure is not due to subjects’ rejecting the potentially relevant information following retrieval. Rather, the apparent failure to appropriately use previous information is a result of uninformed subjects’ inability to spontaneously access such information. Furthermore, the observed access failure is not reversible by simply informing the subjects of the task connection prior to a second trial. Finally, the results indicate that problem solving failure on a later informed trial is a problem-specific phenomenon that does not generalize to new problems. The implications for contemporary episodic memory paradigms and the role of access in learning theory are discussed.  相似文献   

9.
The authors review psychology's historical, competing perspectives on human motivation and propose a new comprehensive theory. The new theory is based on evolutionary principles as proposed by C. Darwin (1859) and modified by W. D. Hamilton (1964, 1996), R. L. Trivers (1971, 1972), and R. Dawkins (1989). The theory unifies biological, behavioral, and cognitive approaches to motivation. The theory is neuropsychological and addresses conscious and nonconscious processes that underlie motivation, emotion, and self-control. The theory predicts a hierarchical structure of motives that are measurable as individual differences in human behavior. These motives are related to social problem domains (D. B. Bugental, 2000; D. T. Kenrick, N. P. Li, & J. Butner, 2003), and each is hypothesized to solve a particular problem of human inclusive fitness.  相似文献   

10.
In a multiple-baseline design, four relatively untroubled couples were guided by the Marriage Contract Game and related instructions as they negotiated contracts. The results demonstrated generalization from clinic to home, and suggested that problem solving and affection are independent behavior domains. When problem-solving behavior was the target of intervention, the rate of problem-solving behavior increased significantly over baseline during generalization probes. When affective behavior was added as a target of training, the rate of affective behavior increased significantly over previous phases and the rate of problem solving continued to increase. Evidence about the interdependence of marital attitudes and behaviors also emerged. Subjective ratings of problems improved along with the increase in problem-solving behavior; mood ratings improved along with increases in problem-solving and in affective behavior. Training had no effect on ratings of marital happiness.  相似文献   

11.
Complex problem solving in naturalistic environments is fraught with uncertainty, which has significant impacts on problem-solving behavior. Thus, theories of human problem solving should include accounts of the cognitive strategies people bring to bear to deal with uncertainty during problem solving. In this article, we present evidence that analogy is one such strategy. Using statistical analyses of the temporal dynamics between analogy and expressed uncertainty in the naturalistic problem-solving conversations among scientists on the Mars Rover Mission, we show that spikes in expressed uncertainty reliably predict analogy use (Study 1) and that expressed uncertainty reduces to baseline levels following analogy use (Study 2). In addition, in Study 3, we show with qualitative analyses that this relationship between uncertainty and analogy is not due to miscommunication-related uncertainty but, rather, is primarily concentrated on substantive problem-solving issues. Finally, we discuss a hypothesis about how analogy might serve as an uncertainty reduction strategy in naturalistic complex problem solving.  相似文献   

12.
Summary A new production system model was developed for a class of transformation problems, based upon the results of an experiment which evaluated the psychological validity of a noticing order in problem solving. This model specifies how general problem solving heuristics interact with domain knowledge and how possible actions are assembled from externally presented information. The production system may conceptually be divided into three groups: move generation, move evaluation, and move execution productions. The simulation model was evaluated by a second experiment. With a common set of parameter values, good fits were obtained between the predicted and observed data. The significance of individual productions was assessed by running simulations with individual productions deleted. While previous simulations have described subjects' behavior on a single problem, the present model successfully predicted human problem solving in three structurally different problems. The proposed production system thus gives a detailed account of the procedural knowledge that subjects use in transformation problems.  相似文献   

13.
Event-related potentials were used to study how parsing of German relative clauses is influenced by semantic information. Subjects read well-formed sentences containing either a subject or an object relative clause and answered questions concerning the thematic roles expressed in those sentences. Half of the sentences contained past participles that on grounds of semantic plausibility biased either a subject or an object relative reading; the other half contained past participles that provided no semantic information favoring either reading. The past participle elicited an N400 component, larger in amplitude for neutral than for semantically biased verbs, but this occurred only in the case of subject relative clauses. More specific effects were obtained only for a subgroup of subjects, when these were grouped into fast and slow comprehenders on the basis of their questionanswering reaction times. Fast comprehenders showed larger N400 amplitudes for neutral than for semantically biased past participles in general and larger N400s for the latter when there was a bias for an object relative reading as opposed to a subject relative reading. Syntactic ambiguity resolution, indicated by an auxiliary in sentence final position, was associated in this subgroup with a positive component (P345), larger in amplitude for auxiliaries indicating an object relative reading than for those indicating a subject relative reading. The latter component was independent of semantically biasing information given by a preceding past participle. Implications of these findings for models of language comprehension are considered.  相似文献   

14.
The use of an analogy from a semantically distant domain to guide the problemsolving process was investigated. The representation of analogy in memory and processes involved in the use of analogies were discussed theoretically and explored in five experiments. In Experiment I oral protocols were used to examine the processes involved in solving a problem by analogy. In all experiments subjects who first read a story about a military problem and its solution tended to generate analogous solutions to a medical problem (Duncker's “radiation problem”), provided they were given a hint to use the story to help solve the problem. Transfer frequency was reduced when the problem presented in the military story was substantially disanalogous to the radiation problem, even though the solution illustrated in the story corresponded to an effective radiation solution (Experiment II). Subjects in Experiment III tended to generate analogous solutions to the radiation problem after providing their own solutions to the military problem. Subjects were able to retrieve the story from memory and use it to generate an analogous solution, even when the critical story had been memorized in the context of two distractor stories (Experiment IV). However, when no hint to consider the story was given, frequency of analogous solutions decreased markedly. This decrease in transfer occurred when the story analogy was presented in a recall task along with distractor stories (Experiment IV), when it was presented alone, and when it was presented in between two attempts to solve the problem (Experiment V). Component processes and strategic variations in analogical problem solving were discussed. Issues related to noticing analogies and accessing them in memory were also examined, as was the relationship of analogical reasoning to other cognitive tasks.  相似文献   

15.
The category theory concept of a commutative diagram is used to construct a model of the way in which symbolic processes are applied to problem solving. The model provides for a relationship between symbolic processes and the problem which depends on structural isomorphism and consistency, but is independent of similarity between symbol elements and problem elements. It is then shown that several different levels of thought can be distinguished within the basic model. More information is needed to assign symbolic processes to a problem in a consistent way with higher-level thought processes than with lower-level processes. These information-processing requirements permit the approximate age of mastery of each level to be predicted, thereby offering an alternate theory of cognitive developmental stages. Two experiments designed to test the theory are reported.  相似文献   

16.
A new theory of problem solving is presented, which embeds problem solving in the theory of action; in this theory, a problem is just a difficult action. Making this work requires a sophisticated language for-talking about plans and their execution. This language allows a broad range of types of action, and can also be used to express rules for choosing and scheduling plans. To ensure flexibility, the problem solver consists of an interpreter driven by a theorem prover which actually manipulates formulas of the language. Many examples of the use of the system six given. including an extended treatment of the world of blocks. Limitations and extensions of the system are discussed at length. It is concluded that a rule-based problem solver is necessary and feasible, but that much more work remains to be done on the underlying theory of planning and acting.  相似文献   

17.
Extensive use of unmanned aerial vehicles (UAVs) in recent years has induced the rapid growth of research areas related to UAV production. Among these, the design of control systems capable of automating a wide range of UAV activities is one of the most actively explored and evolving. Currently, researchers and developers are interested in designing control systems that can be referred to as intelligent, e.g. the systems which are suited to solve such tasks as planning, goal prioritization, coalition formation, etc. and thus guarantee high levels of UAV autonomy. One of the principal problems in intelligent control system design is tying together various methods and models traditionally used in robotics and aimed at solving such tasks as dynamics modeling, control signal generation, location and mapping, path planning, etc. with the methods of behavior modeling and planning which are thoroughly studied in cognitive science. Our work is aimed at solving this problem. We propose layered architecture—STRL (strategic, tactical, reactive, layered)—of the control system that automates the behavior generation using a cognitive approach while taking into account complex dynamics and kinematics of the control object (UAV). We use a special type of knowledge representation—sign world model—that is based on the psychological activity theory to describe individual behavior planning and coalition formation processes. We also propose path planning methodology which serves as the mediator between the high-level cognitive activities and the reactive control signals generation. To generate these signals we use a state-dependent Riccati equation and specific method for solving it. We believe that utilization of the proposed architecture will broaden the spectrum of tasks which can be solved by the UAV’s coalition automatically, as well as raise the autonomy level of each individual member of that coalition.  相似文献   

18.
Abstract

Theoretical models popular in the health domain differ in level of generality. Some were developed to deal with any human social behavior and then applied to health psychology, others were specifically designed to deal with health-related issues. Content-specific theories, such as the health-belief model and the perceptual-cognitive approach, outline in detail factors relevant for our understanding of health-related beliefs and actions. In contrast, it is only in the course of empirical research that content-free models, such as social cognitive theory and the theory of planned behavior, obtain the specific information required for understanding. Their advantage lies in their applicability across behavioral domains. Whether content-specific or content-free, the major utility of models developed to date has been to organize and communicate knowledge about health-related behavior. Few profound insights have as yet resulted from their application, with the possible exception of the recognition that self-regulation, and especially self-efficacy, plays a major role in all aspects of health, illness, and recovery.  相似文献   

19.
The influence of semantic relationships on older adult map memory   总被引:1,自引:0,他引:1  
Research has shown that nonspatial features, including semantic categories, can bias younger adults' spatial location memory. For example, semantically related information is remembered as being closer in space than semantically unrelated information (Hirtle & Mascolo, 1986). These findings suggest that verbal information is concurrently encoded with spatial information and influences younger adults' spatial information retrieval. The present study explored whether older adults have a similar dependency between verbal and spatial information. In Experiment 1, older and younger adults learned maps depicting semantically categorizable landmarks. After learning, participants completed landmark free recall and distance estimation tasks. Younger adults recalled more landmarks from semantically organized maps compared with older adults. In addition, younger adults were more likely to underestimate the distance between semantically related landmarks than were older adults. Experiment 2 examined whether supportive instructions would influence older adults' use of verbal information when learning maps. When given instructions that encouraged semantic feature use, older adults remembered more landmarks, were more likely to cluster landmarks semantically, and demonstrated biases in distance estimation based on semantic relationships. These findings suggest that verbal influences on spatial/map learning in older adults depends on explicit instructions or environmental support at encoding. (PsycINFO Database Record (c) 2012 APA, all rights reserved).  相似文献   

20.
Forty-nine subjects judged the relevancy of sentence parts of a word problem (the Allsports problem). Patterns of subjects' judgments suggest three problem-solving heuristics: a SETS heuristic, a TIME heuristic, and a QUESTION heuristic. Presentation of the question before the problem tends to suppress SETS and TIME heuristics. A computer program (ATTEND) is presented to simulate subjects' behavior on the Allsports problem. The program is context-sensitive in that it can change a relevance judgment upon the acquisition of further information. Averaged subject judgments and ATTEND judgments agree for 87% of the items.  相似文献   

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