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Toni Rønnow-Rasmussen 《The Journal of Ethics》2007,11(4):405-435
It is argued that the so-called fitting attitude- or buck-passing pattern of analysis may be applied to personal values too
(and not only to impersonal values, which is the standard analysandum) if the analysans is fine-tuned in the following way: An object has personal value for a person a, if and only if there is reason to favour it for a’s sake (where “favour” is a place-holder for different pro-responses that are called for by the value bearer). One benefit
with it is its wide range: different kinds of values are analysable by the same general formula. Moreover, by situating the
distinguishing quality in the attitude rather than the reason part, the analysis admits that personal value is recognizable
as a value not only by the person for whom it has personal value, but for everyone else too. We thereby avoid facing two completely
different notions of value, viz., one pertaining to impersonal value, and another to personal value. The analysis also elucidates
why we are (at least pro tanto) justified in our concern for objects that are valuable for us; if value just is, as it is suggested, the existence of reasons for such a concern, the justification is immediately forthcoming. 相似文献
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In The Price Is Right game show, players compete to win a prize, by placing bids on its price. We ask whether it is possible to achieve a "wisdom of the crowd" effect, by combining the bids to produce an aggregate price estimate that is superior to the estimates of individual players. Using data from the game show, we show that a wisdom of the crowd effect is possible, especially by using models of the decision-making processes involved in bidding. The key insight is that, because of the competitive nature of the game, what people bid is not necessarily the same as what they know. This means better estimates are formed by aggregating latent knowledge than by aggregating observed bids. We use our results to highlight the usefulness of models of cognition and decision-making in studying the wisdom of the crowd, which are often approached only from non-psychological statistical perspectives. 相似文献
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Game-like computer tasks offer many benefits for psychological research. In this paper, the usefulness of such tasks to bridge population differences (e.g., age, intelligence, species) is discussed and illustrated. A task called ALVIN was used to assess humans’ and monkeys’ working memory for sequences of colors with or without tones. Humans repeated longer lists than did the monkeys, and only humans benefited when the visual stimuli were accompanied by auditory cues. However, the monkeys did recall sequences at levels comparable to those reported elsewhere for children. Comparison of similarities and differences between the species is possible because the two groups were tested with exactly the same game-like paradigm. 相似文献
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Contemporary Family Therapy - 相似文献
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In this article, the conceptual instrument that pragma-dialectical argumentation theory offers is elaborated for the analysis and evaluation of problem-solving discussions. The elaboration is aimed expressly at taking into account the discussion character of the discourse, in order to show how the developing process evolves and what the obstacles are therein. In addition, it focuses expressly on the verbal behaviour of the participants and on showing how this behaviour controls the evolving process. The analysis and evaluation is based on insights and methods of conversational analysis and discourse analysis. One fragment of a problem-solving discussion is analysed and evaluated. 相似文献
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D A Kipper 《International journal of group psychotherapy》1992,42(4):495-521
The theory and the therapeutic procedure of classical psychodrama are described along with brief illustrations. Classical psychodrama and sociodrama stemmed from role theory, enactments, "tele," the reciprocity of choices, and the theory of spontaneity-robopathy and creativity. The discussion focuses on key concepts such as the therapeutic team, the structure of the session, transference and reality, countertransference, the here-and-now and the encounter, the group-as-a-whole, resistance and difficult clients, and affect and cognition. Also described are the neoclassical approaches of psychodrama, action methods, and clinical role playing, and the significance of the concept of behavioral simulation in group psychotherapy. 相似文献
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We examined the perceptual and cognitive characteristics of the playing cards commonly used in the Western world. Specifically, we measured their visibility, memorability, likability, and verbal and visual accessibility. Based on visibility and memorability, four groups of cards were distinguished: the Ace of Spades, other Aces, number cards, and face cards. Within each of these groups, there were few differences due to value or suit. Based on likability and accessibility, three additional groups were distinguished: the Ace of Hearts, Queen of Hearts, and King of Hearts. Several interesting relations were found between how people remember, like, and access cards; some of these were similar to effects found in studies of visual perception, while others seemed entirely new. Our results demonstrate that rigorous examination of real-world stimuli can shed light on the perception of ordinary objects, as well as help us understand why magic works in the mind. 相似文献
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