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1.
A meta-analysis was conducted of studies that measured the effects of both age and skill in chess on the tasks of selecting the best move for chess positions (the best move task) as well as recalling chess game positions (the recall task). Despite a small sample of studies, we demonstrated that there are age and skill effects on both tasks: age being negatively associated with performance on both tasks and skill being positively associated with performance on both tasks. On the best move task, we found that skill was the dominant effect, while on the recall task, skill and age were approximately equally strong effects. We also found that skill was best measured by the best move task. In the case of the best move task, this result is consistent with the argument that it accurately replicates expert performance (Ericsson & Smith, 1991). Results for the recall task argue that this task captures effects related to skill, but also effects likely due to a general aging process. Implications for our understanding of aging in skilled domains are also discussed.  相似文献   

2.
The present study examined how experts differ from nonexperts in estimation and evaluation during a judgment-and-decision task. In the experiment, the performance of 125 chess players (21 women and 104 men) whose mean age was 32.5 yr. (SD = 13.3) was examined to assess decision processes with an emphasis on postdecision differentiation and consolidation. Chess players of differing skill made evaluations of a complex middle-game chess position. The experimental condition was made by the means of chess articles with enclosed information, either about the current chess position or about other similar positions. Both novices and experts upgraded their chosen alternative in a postdecision phase more than intermediate level chess players did. Various explanations of these results are discussed.  相似文献   

3.
Modularity of the human information processing system has been widely accepted. Research based on this theoretical construction has been successful in many areas of cognitive psychology. Surprisingly little work has, however, been done towards understanding the consequences of modularity in thinking skills. In this paper the functions of visuospatial and articulatory processing will be compared in the context of chess skill to obtain information concerning the cognitive resources needed in this skill. Two experiments on chess players' information intake will be made, in which the effects of visuospatial and an articulatory secondary tasks will be compared. In both experiments a visuospatial secondary task causes strong interference, while an articulatory task has no effect on processing. So chess is a highly visual task but articulation, contrary to some pre-theoretical beliefs, has no real significance.  相似文献   

4.
Chess players' intake of task-relevant cues   总被引:1,自引:0,他引:1  
Patterns of chess pieces are important for chess players in storing information in memory-recall tasks. It also may be assumed that these patterns play a central role in the perceptual coding of task-relevant cues. Two perceptual classification experiments were done to test this assumption. Chess-players' intake of task-relevant cues was studied by measuring the reaction times of subjects in counting the minor pieces on the chessboard or searching for checks in the game and in random positions. Surprisingly, there was no interaction between the level of skill and the type of position. In Experiment 3, both a perceptual classification task and a memory-recall task using the same positions were presented to a group of chess players at the same session. In the perceptual classification task, there was no interaction between the level of skill and the type of position, but in the recall task there was strong interaction. The result suggests that the information intake of chess players, in its lowest levels, is not dependent on the learned patterns. The role of the patterns becomes important in defining the information to be looked for, but the patterns are not important in the early-stage perceptual structuring of a position.  相似文献   

5.
This study introduces the Amsterdam Chess Test (ACT). The ACT measures chess playing proficiency through 5 tasks: a choose-a-move task (comprising two parallel tests), a motivation questionnaire, a predict-a-move task, a verbal knowledge questionnaire, and a recall task. The validity of these tasks was established using external criteria based on the Elo chess rating system. Results from a representative sample of active chess players showed that the ACT is a very reliable test for chess expertise and that ACT has high predictive validity. Several hypotheses about the relationships between chess expertise, chess knowledge, motivation, and memory were tested. Incorporating response latencies in test scores is shown to lead to an increase in criterion validity, particularly for easy items.  相似文献   

6.
Perception in chess   总被引:2,自引:0,他引:2  
This paper develops a technique for isolating and studying the perceptual structures that chess players perceive. Three chess players of varying strength — from master to novice — were confronted with two tasks: (1) A perception task, where the player reproduces a chess position in plain view, and (2) de Groot's (1965) short-term recall task, where the player reproduces a chess position after viewing it for 5 sec. The successive glances at the position in the perceptual task and long pauses in the memory task were used to segment the structures in the reconstruction protocol. The size and nature of these structures were then analyzed as a function of chess skill.  相似文献   

7.
Comparing experts with novices offers unique insights into the functioning of cognition, based on the maximization of individual differences. Here we used this expertise approach to disentangle the mechanisms and neural basis behind two processes that contribute to everyday expertise: object and pattern recognition. We compared chess experts and novices performing chess-related and -unrelated (visual) search tasks. As expected, the superiority of experts was limited to the chess-specific task, as there were no differences in a control task that used the same chess stimuli but did not require chess-specific recognition. The analysis of eye movements showed that experts immediately and exclusively focused on the relevant aspects in the chess task, whereas novices also examined irrelevant aspects. With random chess positions, when pattern knowledge could not be used to guide perception, experts nevertheless maintained an advantage. Experts' superior domain-specific parafoveal vision, a consequence of their knowledge about individual domain-specific symbols, enabled improved object recognition. Functional magnetic resonance imaging corroborated this differentiation between object and pattern recognition and showed that chess-specific object recognition was accompanied by bilateral activation of the occipitotemporal junction, whereas chess-specific pattern recognition was related to bilateral activations in the middle part of the collateral sulci. Using the expertise approach together with carefully chosen controls and multiple dependent measures, we identified object and pattern recognition as two essential cognitive processes in expert visual cognition, which may also help to explain the mechanisms of everyday perception.  相似文献   

8.
Expert and intermediate chess players attempted to choose the best move in five chess positions while their eye movements were monitored. Experts were faster and more accurate than intermediates in choosing the best move. Experts made fewer fixations per trial and greater amplitude saccades than did intermediates, but there was no difference in fixation duration across skill groups. Examining the spatial distribution of the first five fixations for each position by skill group revealed that experts produced more fixations on empty squares than did intermediates. When fixating pieces, experts produced a greater proportion of fixations on relevant pieces than did intermediates. It is argued that expert chess players perceptually encode chess configurations, rather than individual pieces, and, consequently, parafoveal or peripheral processing guides their eye movements, producing a pattern of saccadic selectivity by piece saliency.  相似文献   

9.
A check detection task in a 5 × 5 section of the chessboard, containing a King and one or two potential checking pieces was employed. The checking status (i.e., the presence or absence of a check) and the number of attackers (one or two) were manipulated. It was found that the reaction time cost for adding a distractor was differentially greater inno trials thanyes trials for novice, but not for expert, chess players. In addition, we contrasted standard check detection trials with trials in which one of two attackers was cued (colored red) and the task was to determine the checking status of the cued attacker while ignoring the other attacker. We documented a Stroop-like interference effect on trials in which a cued nonchecking attacker appeared together with an attacker that was checking (i.e., incongruent). These findings suggest automatic and parallel encoding procedures for chess relations in experts.  相似文献   

10.
For many years, the game of chess has provided an invaluable task environment for research on cognition, in particular on the differences between novices and experts and the learning that removes these differences, and upon the structure of human memory and its paramaters. The template theory presented by Gobet and Simon based on the EPAM theory offers precise predictions on cognitive processes during the presentation and recall of chess positions. This article describes the behavior of CHREST, a computer implementation of the template theory, in a memory task when the presentation time is varied from one second to sixty, on the recall of game and random positions, and compares the model to human data. Strong players are better than weak players in both types of positions, especially with long presentation times, but even after brief presentations. CHREST predicts the data, both qualitatively and quantitatively. Strong players' superiority with random positions is explained by the large number of chunks they hold in LTM. Their excellent recall with short presentation times is explained by templates, a special class of chunks. CHREST is compared to other theories of chess skill, which either cannot account for the superiority of Masters in random positions or predict too strong a performance of Masters in such positions.  相似文献   

11.
Old age is associated with poorer movement skill, as indexed by reduced speed and accuracy. Nevertheless, reductions in speed and accuracy can also reflect compensation as well as deficit. We used a manual tracing and a driving task to identify generalized spatial and temporal compensations and deficits associated with old age. In Experiment 1, participants used a hand-held stylus to trace a path. In Experiment 2, participants steered along paths in a virtual reality driving simulator. In both experiments, participants were required to stay within the boundaries while we manipulated task difficulty by changing path width or movement speed. The older group showed worse performance in the highly constrained conditions. Corner cutting effectively reduces the curvature of bends but yields a greater risk of error (i.e., clipping the path or road edge). Corner cutting is thus less risky on wider paths, and we found that corner cutting increased for both age groups in both tasks when paths were wider. Crucially, we observed a greater degree of corner cutting in the young group compared with the old, suggesting the old group compensated for decreased motor skill with "middle-of-the-road" behavior. Enforcing increased speed caused all participants to increase corner cutting. Thus, older participants showed spatial compensation for decreased skill by biasing their position toward the middle of the path in both a manual and steering task. External constraints (narrow paths and fast speeds) prevented this strategy and revealed age-related declines in skills central to manual control and driving.  相似文献   

12.
Three experiments investigated the role of working memory in various aspects of thinking in chess. Experiment 1 examined the immediate memory for briefly presented chess positions from master games in players from a wide range of abilities, following the imposition of various secondary tasks designed to block separate components of working memory. Suppression of the articulatory loop (by preventing subvocal rehearsal) had no effect on measures of recall, whereas blocking the visuospatial sketchpad (by manipulation of a keypad) and blocking the central executive (by random letter generation) had equivalent disruptive effects, in comparison with a control condition. Experiment 2 investigated the effects of similar secondary tasks on the solution (i.e., move selection) of tactical chess positions, and a similar pattern was found, except that blocking the central executive was much more disruptive than in Experiment 1. Experiment 3 compared performance on two types of primary task, one concerned with solving chess positions as in Experiment 2, and the other a sentence-rearrangement task. The secondary tasks in each case were both designed to block the central executive, but one was verbal (vocal generation of random numbers), while the other was spatial in nature (random generation of keypresses). Performance of the spatial secondary task was affected to a greater extent by the chess primary task than by the verbal primary task, whereas there were no differential effects on these secondary tasks by the verbal primary task. In none of the three experiments were there any differential effects between weak and strong players. These results are interpreted in the context of the workingmemory model and previous theories of the nature of cognition in chess.  相似文献   

13.
This study addressed methodological issues common to developmental studies on response inhibition. Age-related differences were investigated using two Stroop-like tasks with different levels of complexity and comparing different outcome measures in a sample of 340 children and adolescents aged 7–15 years. First, speed and accuracy of task performance were examined; the results showing that improvement in speed continued until age 13 in both the basic naming task and the two inhibition tasks. Improvement in accuracy was less consistent and continued until age 9 or 13 years. Second, two different algorithms were employed to control for the effects of basic processes in inhibition tasks. The difference algorithm indicated age-related differences similar to those for speed. The ratio algorithm, however, suggested earlier deceleration of development of response inhibition at 9 or 11 years of age. Factors related to the cognitive requirements and presented stimuli also had an effect on the results. The present findings shed light on the inconsistencies in the developmental studies of response inhibition and demonstrated that the selection of outcome measures and task characteristics are critical because they affect the way development is depicted.  相似文献   

14.
This paper reports several studies of chess expertise in children who play competitive chess. The first study examines (1) the relationship between experience and skill among 113 school-age children (grades 1 through 12); and (2) the relationship between chess skill and scores on various spatial and logical abilities tests among the top 15 players. Improvement in skill is related to experience, and chess players score higher than average on the Raven's Progressive Matrices. Also, scores on a chess-specific test, the Knight's Tour, correlate with scores on the Raven's. The second study reports three experiments with 59 Ss involving chess-specific tasks in memory, perception, and similarity judgements. The first two experiments replicated and extended Chase and Simon (1973). The third experiment, which asked Ss to judge similarities of chess positions, demonstrated that similarity judgements become more global and abstract with increased skill. The final section describes qualitatively how children's chess expertise compares to that of adults. Drawing upon Anderson (1985), we focus on some distinctive features of children's chess play and on some successful techniques in coaching young players.  相似文献   

15.
Visual span in expert chess players: evidence from eye movements   总被引:2,自引:0,他引:2  
The reported research extends classic findings that after briefly viewing structured, but not random, chess positions, chess masters reproduce these positions much more accurately than less-skilled players. Using a combination of the gaze-contingent window paradigm and the change blindness flicker paradigm, we documented dramatically larger visual spans for experts while processing structured, but not random, chess positions. In addition, in a check-detection task, a minimized 3 × 3 chessboard containing a King and potentially checking pieces was displayed. In this task, experts made fewer fixations per trial than less-skilled players, and had a greater proportion of fixations between individual pieces, rather than on pieces. Our results provide strong evidence for a perceptual encoding advantage for experts attributable to chess experience, rather than to a general perceptual or memory superiority.  相似文献   

16.
Cognitive advantage in sport: the nature of perceptual structures   总被引:1,自引:0,他引:1  
To extend and clarify the nature of the perceptual processes used by sport experts to perceive schematic sport information, two experiments used schematic football diagrams that varied in structure (structured vs. unstructured) and complexity (complex vs. easy). The primary objective was to examine and characterize the nature of the perceptual structures (chunks) that are initially encoded, stored, and subsequently retrieved. In Experiment 1, compared with nonexperts, experts recalled larger perceptual structures following the initial stimulus presentation of structured stimuli only, replicating the recall findings of previous research in other skill domains. Experiment 2 used a long-term memory recognition task and a sorting task. Experts had superior recall and recognition of structured stimuli only, along with more discriminating sorting criteria of perceptual structures within long-term memory. This suggests that experts possess a highly refined semantic network or organized, structured schematic information. This research extends and clarifies the similarities between the perceptual processes of experts in sport (i.e., football) and experts in skill domains that require obvious cognitive involvement (i.e., chess). The results are discussed with reference to the perceptual and conceptual chunking hypotheses. It is proposed that sport experts' knowledge of a conceptual category enables them to retrieve elements using a "generate-and-test process."  相似文献   

17.
Men excel at motor tasks requiring aiming accuracy whereas women excel at different tasks requiring fine motor skill. However, these tasks are confounded with proximity to the body, as fine motor tasks are performed proximally and aiming tasks are directed at distal targets. As such, it is not known whether the male advantage on tasks requiring aiming accuracy is because men have better aim or is better in the proximal domain in which the task is usually presented. 18 men (M age = 20.6 yr., SD = 3.0) and 20 women (M age = 18.7 yr., SD = 0.9) performed 2 tasks of extrapersonal aiming accuracy (>2 m away), 2 tasks of aiming accuracy performed in near space (< 1 m from them), and a task of fine motor skill. Men outperformed women on both the extrapersonal aiming tasks, and women outperformed men on the task of fine motor skill. However, a male advantage was observed for one of the aiming tasks performed in near space, suggesting that the male advantage for aiming accuracy does not result from proximity.  相似文献   

18.
A great deal of research has been devoted to developing process models of expert memory. However, K. J. Vicente and J. H. Wang (1998) proposed (a) that process theories do not provide an adequate account of expert recall in domains in which memory recall is a contrived task and (b) that a product theory, the constraint attunement hypothesis (CAH), has received a significant amount of empirical support. We compared 1 process theory (the template theory; TT; F. Gobet & H. A. Simon, 1996c) with the CAH in chess. Chess players (N=36) differing widely in skill levels were required to recall briefly presented chess positions that were randomized in various ways. Consistent with TT, but inconsistent with the CAH, there was a significant skill effect in a condition in which both the location and distribution of the pieces were randomized. These and other results suggest that process models such as TT can provide a viable account of expert memory in chess.  相似文献   

19.
The authors investigated age-related slowing of information processing in mental imagery tasks. Eighty-five healthy adults (ages 18 to 77) performed a visual, sensorimotor, reaction-time task; a visual-perceptual choice reaction task; and 3 mental imagery tasks that varied in apparent difficulty and involved stimuli at 2 levels of graphic complexity. Age was associated with prolongation of response time across all tasks and both levels of stimulus complexity. Accuracy of response was adversely affected by increase in stimulus complexity in all tasks, whereas it was negatively related to age only on the tasks with substantial mental imagery requirements. Slowing of information processing and reduction in accuracy were mediated by declines in working memory but not by decrease of sensorimotor speed.  相似文献   

20.
The present study related visual processing, as indicated by eye movements, to performance accuracy on coincidence-anticipation tasks. Three age groups were tested on a coincidence-anticipation task and their eye movements recorded. Three levels of response were administered under three levels of stimulus speed. A MANOVA indicated that both eye tracking and coincidence-anticipation varied among the age groups and with stimulus speed, although in different directions. Eye tracking error decreased with increasing age but only the coincidence-anticipation response accuracy of the youngest group appeared to be less accurate than that of the adults. Eye tracking error also decreased with decreasing stimulus speed but coincidence-anticipation performance was least accurate at the slow speed. Coincidence-anticipation error was the major contributor to performance differences with changes in the type of response.  相似文献   

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