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1.
通过评述道德困境研究范式的发展过程, 系统阐释了经典两难法、加工分离法、CNI模型法和CAN算法的优缺点和理论价值。后来的研究范式均在一定程度上克服了之前研究范式的局限。加工分离法克服了经典两难法的加工纯粹性假设等局限, CNI模型法在加工分离法基础上进一步分离了道德困境决策的多种心理过程, CAN算法则修正了CNI模型法的序列加工的不恰当预设。研究范式的沿革启示研究者综合应用新方法来解决研究争议和重新审视以往道德理论, 合理应用新方法来探索其他具有潜在冲突性的研究议题。总之, 本文为道德困境及相关研究提供了方法学参考。  相似文献   

2.
Remember-know judgments provide additional information in recognition memory tests, but the nature of this information and the attendant decision process are in dispute. Competing models have proposed that remember judgments reflect a sum of familiarity and recollective information (the one-dimensional model), are based on a difference between these strengths (STREAK), or are purely recollective (the dual-process model). A choice among these accounts is sometimes made by comparing the precision of their fits to data, but this strategy may be muddied by differences in model complexity: Some models that appear to provide good fits may simply be better able to mimic the data produced by other models. To evaluate this possibility, we simulated data with each of the models in each of three popular remember-know paradigms, then fit those data to each of the models. We found that the one-dimensional model is generally less complex than the others, but despite this handicap, it dominates the others as the best-fitting model. For both reasons, the one-dimensional model should be preferred. In addition, we found that some empirical paradigms are ill-suited for distinguishing among models. For example, data collected by soliciting remember/know/new judgments--that is, the trinary task--provide a particularly weak ground for distinguishing models. Additional tables and figures may be downloaded from the Psychonomic Society's Archive of Norms, Stimuli, and Data, at www.psychonomic.org/archive.  相似文献   

3.
In decisions from experience, there are 2 experimental paradigms: sampling and repeated-choice. In the sampling paradigm, participants sample between 2 options as many times as they want (i.e., the stopping point is variable), observe the outcome with no real consequences each time, and finally select 1 of the 2 options that cause them to earn or lose money. In the repeated-choice paradigm, participants select 1 of the 2 options for a fixed number of times and receive immediate outcome feedback that affects their earnings. These 2 experimental paradigms have been studied independently, and different cognitive processes have often been assumed to take place in each, as represented in widely diverse computational models. We demonstrate that behavior in these 2 paradigms relies upon common cognitive processes proposed by the instance-based learning theory (IBLT; Gonzalez, Lerch, & Lebiere, 2003) and that the stopping point is the only difference between the 2 paradigms. A single cognitive model based on IBLT (with an added stopping point rule in the sampling paradigm) captures human choices and predicts the sequence of choice selections across both paradigms. We integrate the paradigms through quantitative model comparison, where IBLT outperforms the best models created for each paradigm separately. We discuss the implications for the psychology of decision making.  相似文献   

4.
Most decision-making research has focused on choices between two alternatives. For choices between many alternatives, the primary result is Hick’s Law—that mean response time increases logarithmically with the number of alternatives. Various models for this result exist within specific paradigms, and there are some more general theoretical results, but none of those have been tested stringently against data. We present an experimental paradigm that supports detailed examination of multi-choice data, and analyze predictions from a Bayesian ideal observer model for this paradigm. Data from the experiment deviate from the predictions of the Bayesian model in interesting ways. A simple heuristic model based on evidence accumulation provides a good account for the data, and has attractive properties as a limit case of the Bayesian model.  相似文献   

5.
As Kuhn (1970) has noted, most scientific fields go through processes of paradigm change, painful periods in which old theories no longer fit available data and are placed by new theories. Such periods typically create strife and debate as ideological differences emerged between proponents of old and new theoretical approaches. In the current paper, we argue that such a period has been reached within the field of aggression research. Over the past half-century, social cognitive and social learning paradigms of aggression, exemplified in the General Aggression Model (GAM) have retained dominance, particularly in areas such as media violence. We contend that data to support the GAM and social cognitive approaches to aggression have never been conclusive, and newer evidence increasingly suggests that the GAM and social cognitive theories of aggression more generally are not adequate to explain aggressive phenomena. We discuss weaknesses and problematic, sometimes hidden assumptions of the GAM and how these reduce the utility of this paradigm. Current evidence suggests that the GAM and the social cognitive paradigm of aggression should be retired, and approaches which focus on diathesis-stress hold greater promise.  相似文献   

6.
Personality theories largely mirror disparities between fundamental paradigms that guide most psychology: one based upon Galton’s emphasis on inter-individual differences and the lexical hypothesis; the other inspired by Wundt is focused upon intra-individual processes, such as temperament and Reinforcement Sensitivity Theory. Previous integrations of personality models using these paradigms failed to account for observed variance, suggesting model incommensurability. We propose that a broader conception—developed from Cronbach and colleagues’ generalisability theory—provides an effective integrating framework, and show how Galtonian and Wundtian models may be assimilated within Cronbachian approaches. Additionally, Cronbachian models have novel practical implications. Application of the Cronbachian paradigm to personality will be challenging, but provides an opportunity to achieve genuine coherence in personality research.  相似文献   

7.
面孔视错觉现象表现为个体从其他事物中感知到并不存在的面孔。面孔视错觉要素已广泛应用于艺术、广告及商品中,起到吸引注意、促进消费的作用。同时,先前的研究通过采用各种范式,发现患者在面孔视错觉的产生上同常人的差异,以及视错觉与视幻觉之间的联系。根据视觉加工通路的不同,相关范式可分为视错觉监测范式,以及视错觉辨认范式。前者侧重于基于提取的类面孔特征所做出的快速预测,后者侧重于主观期望引导个体对物体特征的提取,两者最终均会影响到后续的认知判断。日后研究可从面孔视错觉的发生机制出发,结合自上而下和自下而上两种加工通路,为面孔视错觉产生机制提供理论依据,并拓宽该要素在临床诊断及商业广告领域上的应用。  相似文献   

8.
The majority of computationally specified models of recognition memory have been based on a single-process interpretation, claiming that familiarity is the only influence on recognition. There is increasing evidence that recognition is, in fact, based on two processes: recollection and familiarity. This article reviews the current state of the evidence for dual-process models, including the usefulness of the remember/know paradigm, and interprets the relevant results in terms of the source of activation confusion (SAC) model of memory. We argue that the evidence from each of the areas we discuss, when combined, presents a strong case that inclusion of a recollection process is necessary. Given this conclusion, we also argue that the dual-process claim that the recollection process is always available is, in fact, more parsimonious than the single-process claim that the recollection process is used only in certain paradigms. The value of a well-specified process model such as the SAC model is discussed with regard to other types of dual-process models.  相似文献   

9.
创制理想的动物模型是突破抑郁症研究的技术难点之一。来自进化研究的证据提示, 树鼩属灵长类近缘的一种小型动物, 具有较为发达的神经系统和与人类相似的应激系统, 因而可能成为创制精神疾病行为模型的较佳选择。已有的研究表明, 树鼩社会挫败模型可能具有比啮齿类更好的表面效度、预测效度及结构效度。由于树鼩与人类的近缘关系, 对其抑郁行为的脑机制研究或药物评价可能更具潜在价值。但是, 该模型仍有待进一步利用、拓展和完善。  相似文献   

10.
Object-oriented programming may provide a way in which programs for running experiments can be created with a minimum of effort without sacrificing flexibility or generality. In this approach, a new experiment is created by defining descendents of an object hierarchy that “inherit” most of the behavior common to some general paradigm, but “override” the methods that are specific to the new experiment. An object hierarchy for implementing common cognitive psychology paradigms is described as an illustration.  相似文献   

11.
The current investigation compares the results of two commonly used visual detection paradigms—the standard adult button-press detection paradigm used in Öhman, Flykt, and Esteves (2001), and the new child-friendly touch-screen detection paradigm used in LoBue and DeLoache (2008)—within the same samples of adult participants. Results suggest that both paradigms produce the same pattern of findings with regard to detection latency for threat-relevant versus threat-irrelevant stimuli: Adults detected threat-relevant targets more quickly than threat-irrelevant targets across the varying procedures. However, results with respect to automaticity of detection as suggested by Öhman et al. (2001) were only replicated with the classic button-press paradigm. The findings validate the touch-screen visual search procedure and have important implications for choosing an appropriate methodology for studying threat detection.  相似文献   

12.
Thoughtful people are increasingly concerned that the current paradigms for social, corporate, and educational activities are in disgraceful disarray. The “problem‐solving” or analytical model, the competitive or game model, the commercial or consumer model, the bureaucratic or institutional model, and the disease or illness model which prevail in public discourse are proving to be especially unwholesome. We cannot, however, educate ourselves without paradigms. A credible educational paradigm must be generally accessible without being simplistic, informative without being monothematic, and accommodating as well as discriminating. Given our disquiet with the current cognitive situation, a renewing paradigm must be somehow novel; given the character of human nature, a sustaining paradigm must be somehow familiar.

For a very long time now, professional Sciences have committed themselves to paradigms about “reality out there,” while professional Arts have devoted themselves to expressing “imagination from within here.” The more these two worldviews polarize in opposition to one another, the more room there is—and the more human heed there becomes—for mediation by an applied philosophy which accommodates the “real” as well as the “imaginary” in a complementary way. Such a philosophy would address not only “what do you know?” and “how do you do?” but also “how do you know?” and “why do you do?” In earlier times, people would have been considered neither educated nor wise unless they appreciated the Sciences and the Arts whole. In our time, we may not survive unless we can re‐integrate our fractured perceptions. How might we proceed to do so? There may be a systemological way.  相似文献   

13.
Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.  相似文献   

14.
Abstract

Historically, two paradigms have been dominant in clinical psychoanalysis: the classical paradigm, which views the impersonal analyst as objective mirror, and the interpersonal/relational model, which views the analyst as intersubjective participant-observer. An evolutionary shift in psychoanalytic consciousness has, however, been quietly taking place, giving rise to coparticipant inquiry, a third paradigm that integrates the individualistic emphasis of classical theory and the social focus of participant-observation, avoiding the reductionism of each. This new perspective, which is rooted in the radical teachings and clinical experiments of Sandor Ferenczi, represents a significant shift in analytic theory and has major clinical implications. This essay articulates the seven guiding principles of coparticipant inquiry and reviews its contribution to the psychoanalytic theory of therapeutic action. The curative process of reconstructive new experience in the analytic situation, referred to as the “living through” process, is seen to subtend curative change, for both patient and analyst. The inherent mutuality and bi-directionality of this beneficial “living through” process is examined in both its direct and its dialectic coparticipatory aspects.  相似文献   

15.
The effects of part-list cueing and of collaborative recall in memory performance have been recently addressed as parallel phenomena. Notably they both impair recall (and boost frequency estimates) and they have been explained by the same underlying mechanisms. However, the comparability between the two paradigms is hindered by a number of procedural differences. The main contribution of this paper is the introduction of a new paradigm that makes standard part-list cueing and collaborative recall more comparable. In our study we compared free recall and frequency estimates of participants in a non-cueing condition with the same performance in a standard part-list cueing condition and in a condition in which part-list cues were gradually presented during recall (as it occurs in collaborative recall). Results indicate that the effects of part-list cueing continued to be reliable in both cueing conditions. Namely, recall was impaired and frequency estimates were boosted relatively to a non-cueing condition. The results obtained with this new method that enhances the direct comparability of the two paradigms provide further evidence for the parallel between the two effects.  相似文献   

16.
Explanations for sexual infidelity have been dominated by an evolutionary psychological theory of jealousy that finds its strongest support in research that employs a forced-choice hypothetical infidelity paradigm wherein participants imagine experiencing infidelity and choose whether sexual or emotional infidelity would be more distressing. Robust gender differences that support evolutionary psychological perspectives are consistently found using this paradigm, but recent work suggests that gender differences may be attenuated among actual infidelity victims. However, no research has used the forced-choice paradigm to compare real and hypothetical infidelity. This study uses this paradigm to compare reactions to imagined dating infidelity to those of infidelity victims. No gender differences are observed in response to the forced-choice question among victims of infidelity. Gender differences among participants who imagined infidelity are partially mediated by level of relationship power. Difficulties with the hypothetical forced-choice paradigm and implications for the evolutionary psychological theory of jealousy are discussed.  相似文献   

17.
A meta-analytic review compared prospective and retrospective judgments of duration, or duration judgment paradigm. Some theorists have concluded that the two paradigms involve similar cognitive processes, whereas others have found that they involve different processes. A review of 20 experiments revealed that prospective judgments are longer and less variable than are retrospective judgments. Several theoretically important variables moderate these effects, especially those concerned with information processing activities. Therefore, somewhat different cognitive processes subserve experienced and remembered duration. Attentional models are needed to explain prospective judgments, and memory-based models are needed to explain retrospective judgments. These findings clarify models of human duration judgment and suggest directions for future research. Evidence on duration judgments may also influence models of attention and memory.  相似文献   

18.
社会排斥的研究范式与理论模型   总被引:1,自引:0,他引:1  
程苏  刘璐  郑涌 《心理科学进展》2011,19(6):905-915
社会排斥是一种普遍现象, 对个体和社会有很大影响, 具多种表现形式。常见研究范式有拒绝范式、放逐范式、孤独终老范式及其他范式。其理论模型有需要-威胁的时间模型、多元动机模型及情绪麻木和自我控制失败说。当前研究在社会排斥对基本需要、情绪和自尊有何影响上存在争议。未来需谨慎使用研究范式, 明确研究对象, 提高研究的生态效度, 寻找社会排斥出现的原因, 探索有效的干预措施, 在中国文化背景下开展社会排斥研究。  相似文献   

19.
Knowledge of results (KR)--information feedback about goal achievement--has been one of the most extensively examined variables in motor learning. In most natural movement learning situations, however, instructors more common]y provide augmented information regarding various kinematic or kinetic aspects of the movement pattern itself (sometimes termed knowledge of performance, KP). But despite the inherent interest in kinematic feedback, several factors reviewed here have operated to inhibit its study, the most important of which has been the lack of a suitable laboratory task and paradigm. The limitations of earlier paradigms have concerned (a) the use of overly simple motor behaviors, probably to minimize the problems in kinematic measurement, (b) the tendency for the environmental goal or the task to be isomorphic with the kinematic pattern, and (c) thc failure to use transfer or retention tests as measures of learning effects of the feedback manipulations. In this article, we describe our efforts to create a new paradigm for kinematic feedback, the rationale for its development, and the details of its operation. Finally, we provide evidence that the task and paradigm are sensitive to manipulations of kinematic feedback, providing some assurance that the paradigm can potentially answer future research questions about the role of kinematic feedback for learning.  相似文献   

20.
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