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1.
为探讨中国象棋领域内的专长效应及象棋专长的知觉编码优势,研究采用中国象棋棋局为实验材料,对比了经验棋手和新手在观看象棋棋局时视觉搜索、变化觉察和对棋盘的记忆。实验1呈现真实棋局和随机棋局,要求被试观看5秒后复盘,结果发现经验棋手的复盘正确率高于新手;经验棋手注视棋盘的眼跳幅度和瞳孔直径更大;经验棋手更多注视棋子间而不是棋子本身。实验2采用移动窗口范式控制了观看棋盘时视野大小,结果发现经验棋手在副中央凹呈现时复盘正确率更高,而新手不受视野大小的影响。实验3采用闪烁范式要求棋手觉察变化的棋子,结果发现经验棋手的觉察速度和正确率都优于新手;而且经验棋手在报告变化前就利用中央凹和副中央凹注视到了变化的棋子。结论认为:中国象棋与国际象棋类似,也存在专长的知觉编码优势效应;经验棋手不仅对棋盘记忆更好,而且可以利用存贮的组块和长期练习经验选择性加工棋盘结构信息,利用副中央凹提取信息,具有更大的知觉广度。研究为象棋专家可以利用副中央凹加工棋盘及具有更强的知觉编码能力提供了直接的证据。  相似文献   

2.
Participants ranging in age from 30 to 70 years free-recalled when they had learned public and private items of news. When responses were plotted in terms of age of participant at time of encoding, it was found that peak recall for public items of news was in the period when participants were aged 10 to 19 years whereas peak recall of private items of news occurred in the period when participants were aged 20 to 29 years. A second study confirmed this pattern of an early reminiscence bump for public news. It is proposed that these two components of the reminiscence bump reflect, respectively, a period of formation of generation identity in the second decade of life and a period of formation of intimate relationships in the third decade.  相似文献   

3.
The reminiscence bump is the tendency to recall more autobiographical memories from adolescence and early adulthood than from adjacent lifetime periods. In this online study, the robustness of the reminiscence bump was examined by looking at participants' judgements about the quality of football players. Dutch participants (N = 619) were asked who they thought the five best players of all time were. The participants could select the names from a list or enter the names when their favourite players were not on the list. Johan Cruijff, Pelé, and Diego Maradona were the three most often mentioned players. Participants frequently named football players who reached the midpoint of their career when the participants were adolescents (mode = 17). The results indicate that the reminiscence bump can also be identified outside the autobiographical memory domain.  相似文献   

4.
The reminiscence bump is the tendency to recall more autobiographical memories from adolescence and early adulthood than from adjacent lifetime periods. In this online study, the robustness of the reminiscence bump was examined by looking at participants' judgements about the quality of football players. Dutch participants (N?=?619) were asked who they thought the five best players of all time were. The participants could select the names from a list or enter the names when their favourite players were not on the list. Johan Cruijff, Pelé, and Diego Maradona were the three most often mentioned players. Participants frequently named football players who reached the midpoint of their career when the participants were adolescents (mode?=?17). The results indicate that the reminiscence bump can also be identified outside the autobiographical memory domain.  相似文献   

5.
The present study examines the dynamic aspects of perceptual processes in expert chess players. This topic is approached in terms of the anticipation processes carried out by experienced players during the encoding of chess positions. The aim of the first experiment, which used a short-term comparison task, was to stress the role of anticipation, which allows expert players to focus their attention on the area of the studied position where they expect the likely standard move to occur. The second experiment used a long-term recognition task. The results showed that expert players made many false recognitions on the new positions that could be expected from the positions presented in the preliminary study phase. Taken together, the results of the two experiments highlight the anticipatory component of expert perception.  相似文献   

6.
The present study examines the dynamic aspects of perceptual processes in expert chess players. This topic is approached in terms of the anticipation processes carried out by experienced players during the encoding of chess positions. The aim of the first experiment, which used a short-term comparison task, was to stress the role of anticipation, which allows expert players to focus their attention on the area of the studied position where they expect the likely standard move to occur. The second experiment used a long-term recognition task. The results showed that expert players made many false recognitions on the new positions that could be expected from the positions presented in the preliminary study phase. Taken together, the results of the two experiments highlight the anticipatory component of expert perception.  相似文献   

7.
The generality of the levels of processing approach to memory was tested by using chess positions rather than words as stimuli. Experiment 1 compared recall following semantic orienting instructions (find the best move and determine which side has the advantage), formal orienting instructions (determine the number of pieces on light squares and the number of pieces on dark squares), and intentional learning instructions using 19 novice chess players as subjects. Formal orienting instructions produced poorer recall than did either semantic orienting or intentional learning instructions, which yielded similar levels of retention. These results were replicated in Experiment 2 with 16 tournament chess players. Chess rating correlated with recall .82 under semantic orienting instructions but only —.15 under formal orienting instructions. It was concluded that the levels of processing framework has applicability outside the area of verbal learning.  相似文献   

8.
Previous research has found that the ability to recall briefly presented chess positions varies with playing strength, except when random positions are used. The suggestion therefore arises that mastery consists of recognizing configurations that are associated with plausible moves. This approach is tested by comparing the memory scores and move-choice protocols of players in six skill categories, using random chess positions. Contrary to any strong form of recognition-association hypothesis, differences in chess skill are shown to persist although memory differences are abolished. It is further shown that the moves selected are not based on those few pieces that are remembered. Skill-related differences in the accuracy of positional evaluations also occur, but they are less marked than in earlier results. An alternative approach to chess skill seems appropriate, in which memory effects may function at the evaluation phase.  相似文献   

9.
The repeated recall of items from lists that participants were earlier instructed to either remember or to forget was examined in two experiments. RR participants (those instructed to remember both lists they were presented) tended to recall more List 1 items than FR participants (those instructed to forget the first list and to remember the second list). FR participants recalled more List 2 items than did RR participants, but only when directed to report those items (Experiment 1), not when directed to report items from both lists (Experiment 2). Participants experienced difficulty correctly reporting the list source of items they recalled and incorrect source recall increased across tests, showing hypermnesia. This later result underscores the need for caution when assessing the accuracy of information retrieved from multiple sources across repeated tests. Together, the data patterns provide support for the retrieval dynamics account of hypermnesia, the context‐change account of directed forgetting, and limited support for the retrieval inhibition view of directed forgetting.  相似文献   

10.
Mental imagery and chunks: Empirical and computational findings   总被引:1,自引:0,他引:1  
To investigate experts' imagery in chess, players were required to recall briefly presented positions in which pieces were placed on the intersections between squares (intersection positions). Position types ranged from game positions to positions in which both the piece distribution and the location were randomized. Simulations were run with the CHREST model (Gobet & Simon, 2000). The simulations assumed that pieces had to be centered back, one by one, to the middle of the squares in the mind's eye before chunks could be recognized. Consistent with CHREST's predictions, chess players (N = 36), ranging from weak amateurs to grandmasters, exhibited much poorer recall for intersection positions than for standard positions (pieces placed on the centers of the squares). For the intersection positions, the skill difference in recall was larger for game positions than for the randomized positions. The participants recalled bishops better than they recalled knights, suggesting that Stroop-like interference impairs recall of the latter. The data supported both the time parameter in CHREST for shifting pieces in the mind's eye (125 msec per piece) and the seriality assumption. In general, the study reinforces the plausibility of CHREST as a model of cognition.  相似文献   

11.
The item recovery or reminiscence component of recall in RTT procedures was investigated in two free recall experiments. In the first, Erdelyi and Becker's (1974) "hypermnesia" effect was found with pictures as the to-be-remembered material: total amount recalled increased over two successive test trials, and included a large reminiscence effect, with some 27% of previously unrecalled items appearing in the second test. The second experiment, with word lists, showed that the frequency of occurrence of new items was greater following a 12-min separation of two test trials than in two relatively massed tests. This kind of item recovery is relevant to models of output interference and retrieval limitations in free recall, and may be also related to spontaneous recovery effects.  相似文献   

12.
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   

13.
The reminiscence bump is the effect that people recall more personal events from their teenage period than from adjacent lifetime periods. The effect is generally found in studies that divide the results of participants, who were at least 40 years old, into age bins of 10 years. In this study, the temporal distribution of autobiographical memories of Japanese young and middle‐aged adults was examined. Because the questionnaire was presented on the internet, many participants could take part (N = 252). By dividing the personal events into smaller age bins and applying a mathematical method that corrects for the increased recall of recent events, a reminiscence bump could be identified in the memories of young adults. The location of the reminiscence bump of young adults was similar to the location of the reminiscence bump of middle‐aged adults.  相似文献   

14.
Serial position functions in immediate free recall have been historically noted for their bowed shape, where items presented at the beginning (primacy) and end (recency) of a list are better remembered than those presented in the middle. While extensive work has examined these effects, researchers typically ignore the systematic differences among individuals that likely contribute, but are lost when using an aggregate function. In the current study, inter- and intra-individual differences in serial position functions and differences in recall strategies were examined. Participants performed a free recall task on multiple lists. Three groups of participants were derived based on the relative profiles in their serial position functions. These groups differed in the extent that they output mainly primacy items, recency items, or both primacy and recency items. Performance on immediate free recall and on cognitive ability tasks was compared between these three groups. Systematic inter- and intra-individual variation in recall strategies led to differential profiles of performance in immediate free recall, which was also related to the additional cognitive ability measures. Performance on a task can be due to the utilisation of a variety of control processes that emphasise various components of that task over other components.  相似文献   

15.
The ability to recall colours that have only been experienced incidentally (i.e. without deliberately being learnt) is an important aspect of eyewitness recall. However, little is known about the accuracy of adults or children's incidental recall of colours, and the results from previous studies of incidental colour memory have been contradictory—some have found that participants have very good recall for colours, other studies have found very poor recall for colours. Previous studies have not compared adults' and children's performance in the same experiment. This experiment tested 4-year-olds, 6-year-olds, 9-year-olds and adults who were shown a model room, containing six pieces of furniture. While participants were watching, a different miniature item was placed on each of the pieces of furniture in the model room. There were six items and each had a different colour. After a delay of 30 minutes participants were given a surprise memory test to assess their recall for the colour and location of the items. All the age groups were very accurate at recalling both the items' colours and their locations. The implications of accurate incidental colour recall for eyewitness performance are discussed.  相似文献   

16.
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   

17.
The two experiments presented here study perceptual processes implemented by chess players in situations related to their domain of expertise. The aim was to determine how patterns are perceived as a function of their strategic value when players acquire expertise. In this study, conducted on novice and more experienced players, it is hypothesized that with acquisition of expertise players would quickly encode familiar patterns and then rapidly focus their attention on patterns with a higher immediate strategic value. In Experiment 1, participants had to carry out a change-detection task that used the "flicker paradigm". The results showed that during the perception of standard chess positions, experienced players--but not novices--quickly focused their attention on the most strategic patterns. In Experiment 2, experienced players and novices carried out a recognition task after having encoded chess positions for 1 or 5 s. The results indicated early encoding of familiar patterns without immediate strategic value, followed by the encoding of more strategic patterns. Taken together, the results of these two experiments are consistent with the results by both de Groot and Gobet (1996) and McGregor and Howes (2002) about the strategic content of Chase and Simon's chunks (Chase & Simon, 1973b).  相似文献   

18.
Blindfold chess is played without the players seeing either the pieces or the board. It is a skill‐related activity, and only very skilled players can construct the mental images required. This is why blindfold chess provides a good task with which to investigate the spatial memory and skilled mental images of expert players. In a PET investigation, we compared memory performance and problem solving in very experienced chess players with their performance in an attention task, in which the subjects classified the names of chess pieces. The memory task predominantly activated the temporal areas, whereas problem solving activated several frontal areas. The relevance of these findings to concepts such as general imagery, skilled imagery, apperception, and long‐term working memory are discussed.  相似文献   

19.
Updating tasks require participants to process a sequence of items, varying in length, and afterwards to remember only a fixed number of the elements of the sequence; the assumption being that participants actively update the to-be-recalled list as presentation progresses. However recent evidence has cast doubt on this assumption, and the present study examined the strategies that participants employ in such tasks by comparing the serial position curves found in verbal and visuo-spatial updating tasks with those seen in standard serial recall tasks. These comparisons showed that even when the same number of items are presented or recalled, participants perform less well in an updating than a serial recall context. In addition, while standard serial position effects were observed for serial recall, marked recency and reduced or absent primacy effects were seen in updating conditions. These findings suggest that participants do not typically adopt a strategy of actively updating the memory list in updating tasks, but instead tend to wait passively until the list ends before trying to recall the most recently presented items.  相似文献   

20.
Updating tasks require participants to process a sequence of items, varying in length, and afterwards to remember only a fixed number of the elements of the sequence; the assumption being that participants actively update the to-be-recalled list as presentation progresses. However recent evidence has cast doubt on this assumption, and the present study examined the strategies that participants employ in such tasks by comparing the serial position curves found in verbal and visuo-spatial updating tasks with those seen in standard serial recall tasks. These comparisons showed that even when the same number of items are presented or recalled, participants perform less well in an updating than a serial recall context. In addition, while standard serial position effects were observed for serial recall, marked recency and reduced or absent primacy effects were seen in updating conditions. These findings suggest that participants do not typically adopt a strategy of actively updating the memory list in updating tasks, but instead tend to wait passively until the list ends before trying to recall the most recently presented items.  相似文献   

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