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1.
Within the scientific community there is a growing awareness and acceptance of the notion that people do not exist only in a world of physical forces and events. A person's perception of the world in which they live in a world is also defined by their own perceptions, experiences, and biases. In other words, a person responds and reacts, not only to objective or experimenter-defined stimuli, but also to his or her apperception and subjectively defined stimuli. Reprinted from London, Harvey and Richard E. Nisbett.Thought and Feeling: Cognitive Alteration of Feeling States. Aldine.  相似文献   

2.
Filtering by movement in visual search.   总被引:2,自引:0,他引:2  
Search for a target defined by a conjunction of movement and form (e.g., an X moving up in a display of intermingled Os moving up and stationary Xs) is parallel. This result is also found if (a) the moving Os and target X move in unpredictable directions so that the moving stimuli do not form a clear perceptual group or (b) the nontarget Xs also move but in a known, different direction from the Os and target X. In contrast, search is slow and serial if the target may be unpredictably among either moving or stationary stimuli. These results suggest that a component of the visual system operates as a movement filter that can direct attention to stimuli with a common movement characteristic. The filtering cue can be moving (vs. stationary), or movement in 1 particular direction. The results do not support the view that attention can only be directed to groups defined by common fate.  相似文献   

3.
Fu WT 《Cognitive Science》2011,35(5):874-904
A dynamic context model of interactive behavior was developed to explain results from two experiments that tested the effects of interaction costs on encoding strategies, cognitive representations, and response selection processes in a decision-making and a judgment task. The model assumes that the dynamic context defined by the mixes of internal and external representations and processes are sensitive to the interaction cost imposed by the task environment. The model predicts that changes in the dynamic context may lead to systematic biases in cognitive representations and processes that eventually influence decision-making and judgment outcomes. Consistent with the predictions by the model, results from the experiments showed that as interaction costs increased, encoding strategies and cognitive representations shifted from perception-based to memory-based. Memory-based comparisons of the stimuli enhanced the similarity and dominance effects, and led to stronger systematic biases in response outcomes in a choice task. However, in a judgment task, memory-based representations enhanced only the dominance effects. Results suggested that systematic response biases in the dominance context were caused by biases in the cognitive representations of the stimuli, but response biases in the similarity context were caused by biases in the comparison process induced by the choice task. Results suggest that changes in interaction costs not only change whether information was assessed from the external world or from memory but also introduce systematic biases in the cognitive representation of the information, which act as biased inputs to the subsequent decision-making and judgment processes. Results are consistent with the idea of interactive cognition, which proposes that representations and processes are contingent on the dynamic context defined by the information flow between the external task environment and internal cognition.  相似文献   

4.
Petrov Y 《Perception》2003,32(12):1441-1450
In this work, contours and texture regions were designed so that they could not be observed by either eye alone, but only after images from both eyes were fused into a single stereoscopic picture. Two planes of random dots were positioned one in front of the other so that their random-dot patterns were transparently overlaid. In this way the dot pattern in the front plane was completely masked by the dots in the back plane for either eye on its own. Such exclusively binocular or 'cyclopean' stimuli are therefore defined by a conjunction of depth information with other basic visual features. It is shown that, unlike their monocular counterparts, cyclopean contours do not pop-out. It is also shown that cyclopean regions pop-out only when they have either much higher or much lower luminance contrast than their surroundings, or (for some observers) when the cyclopean region is defined by motion contrast. Colour, luminance-contrast sign, and orientation-defined regions are not easily detected even when viewed attentively.  相似文献   

5.
吴瑕  王浚哲  王赟  陈瀛  杨海波 《心理科学进展》2022,30(10):2219-2227
注意捕获是指注意定向的过程中刺激不自觉地捕获注意的现象。在复杂的视觉搜索任务中,类别注意控制定势(cACS)能够帮助我们将注意引导到与目标定义类别匹配的刺激上,并对其进行优先加工。探讨cACS在注意捕获中的加工机制,不仅能够扩展注意捕获领域的理论研究,还能对实际生活提供指导。通过文献梳理,从cACS的作用阶段、cACS的加工强度及cACS作用时的激活脑区三个方面总结了注意捕获中的cACS的加工机制。未来研究可以就抑制分心物的ACS、不同类型的cACS加工差异和人工类别ACS加工过程等进行探讨。  相似文献   

6.
Recent research suggests that visual field (VF) asymmetry effects in visual recognition may be influenced by information distribution within the stimuli for the recognition task in addition to hemispheric processing differences: Stimuli with more information on the left have a right VF (RVF) advantage because the left part is closer to the centre, where the highest visual acuity is obtained. It remains unclear whether visual complexity distribution of the stimuli also has similar modulation effects. Here we used Chinese characters with contrasting structures—left-heavy, symmetric, and right-heavy, in terms of either visual complexity of components or information distribution defined by location of the phonetic component—and examined participants' naming performance. We found that left-heavy characters had the largest RVF advantage, followed by symmetric and right-heavy characters; this effect was only observed in characters that contrasted in information distribution, in which information for pronunciation was skewed to the phonetic component, but not in those that contrasted only in visual complexity distribution and had no phonetic component. This result provides strong evidence for the influence of information distribution within the stimuli on VF asymmetry effects; in contrast, visual complexity distribution within the stimuli does not have similar modulation effects.  相似文献   

7.
In a semi‐naturalistic response–effect compatibility paradigm, participants were given the opportunity to learn that hand‐shaking actions would be followed by social effects (human hand‐shaking stimuli from a third‐person perspective) or inanimate effects (block arrow stimuli). Relative to the actions, these effects appeared on the same or the opposite side of the screen (positional compatibility), and pointed towards or away from the response hand (directional compatibility). After learning, response times indicated a positional compatibility effect for both social and inanimate effects, but a directional compatibility effect occurred only for social action effects. These findings indicate that actions can be represented, not only by their effects on the inanimate world, but also by their effects on the actions of others. They are consistent with ideomotor theory, and with the view that actions are represented by bidirectional response–effect associations. They also have implications with respect to the origins and on‐line control of imitation and the systems supporting imitation.  相似文献   

8.
The present study examined the saliency of size, movement, and human content variables in visual selective attention. Ss named stimuli present in motion pictures of real world scenes or in animated cartoon controls during a 15-sec. exposure period. Regardless of the type of presentation that they saw, Ss tended to name large and/or moving stimuli more often than small and/or nonmoving stimuli. Also, small human stimuli were named more frequently than small nonhuman stimuli, while there were no differences between the frequencies with which large human and nonhuman stimuli were named. The order in which Ss named stimuli was not related to either the size, movement, or human content variables. Results are discussed in terms of the generalizability of the results of previous studies to conditions simulating the real world.  相似文献   

9.
Attention capture is often operationally defined as speeded search performance when an otherwise nonpredictive stimulus happens to be the target of a visual search. That is, if a stimulus captures attention, it should be searched with priority even when it is irrelevant to the task. Given this definition, only the abrupt appearance of a new object (see, e.g., Jonides & Yantis, 1988) and one type of luminance contrast change (Enns, Austen, Di Lollo, Rauschenberger, & Yantis, 2001) have been shown to strongly capture attention. We show that translating and looming stimuli also capture attention. This phenomenon does not occur for all dynamic events: We also show that receding stimuli do not attract attention. Although the sorts of dynamic events that capture attention do not fit neatly into a single category, we speculate that stimuli that signal potentially behaviorally urgent events are more likely to receive attentional priority.  相似文献   

10.
The ability to report the temporal order of 2 tactile stimuli (1 applied to each hand) has been shown to decline when the arms are crossed over compared with when they are uncrossed. However, these effects have only been measured when temporal order was reported by stimulus location. It is unknown whether this spatial manipulation of the body affects all tactile temporal order judgments (TOJs) or only those judgments that are spatially defined. The authors examined the effect of crossing the arms on tactile TOJs when stimuli were identified by either spatial (location) or nonspatial (frequency or duration) attributes. Spatial TOJs were significantly impaired when the arms were in crossed compared with uncrossed postures, but there was no effect of posture when order was judged by nonspatial attributes. Task-dependent modulation of the effects of posture was also evident when response complexity was reduced to go/no-go responses. These results suggest that crossing the arms impairs tactile localization and thus spatial TOJs. However, the data also suggest that localization is not a necessary precursor when temporal order can be computed by nonspatial means.  相似文献   

11.
Although eye tracking has been used extensively to assess cognitions for static stimuli, recent research suggests that the link between gaze and cognition may be more tenuous for dynamic stimuli such as videos. Part of the difficulty in convincingly linking gaze with cognition is that in dynamic stimuli, gaze position is strongly influenced by exogenous cues such as object motion. However, tests of the gaze-cognition link in dynamic stimuli have been done on only a limited range of stimuli often characterized by highly organized motion. Also, analyses of cognitive contrasts between participants have been mostly been limited to categorical contrasts among small numbers of participants that may have limited the power to observe more subtle influences. We, therefore, tested for cognitive influences on gaze for screen-captured instructional videos, the contents of which participants were tested on. Between-participant scanpath similarity predicted between-participant similarity in responses on test questions, but with imperfect consistency across videos. We also observed that basic gaze parameters and measures of attention to centers of interest only inconsistently predicted learning, and that correlations between gaze and centers of interest defined by other-participant gaze and cursor movement did not predict learning. It, therefore, appears that the search for eye movement indices of cognition during dynamic naturalistic stimuli may be fruitful, but we also agree that the tyranny of dynamic stimuli is real, and that links between eye movements and cognition are highly dependent on task and stimulus properties.  相似文献   

12.
‘Arousability’, as defined through spontaneous electrodermal responses, has been empirically linked to anxiety, phobic symptoms and outcome of systematic desensitization. Previous data from our laboratory indicate that ‘preparedness’, as defined through potentially phobic vs. fear-irrelevant or ‘neutral’ conditioned stimuh, is an important determinant of electrodermal conditioning. The present experiment compared groups selected to be high or low in spontaneous responding during differential conditioning to potentially phobic or neutral stimuh. It was found that the effects of these two factors were essentially additive, i.e. conditioning and resistance to extinction were better for phobic stimuli and for high-arousal groups. The high-aroused group with phobic stimuh showed diffuse responding during acquisition, not differentiating between reinforced and unreinforced cues. However, it was the only group that failed to extinguish during 20 trials, which indicates that high arousal gives superior resistance to extinction particularly for phobic stimuli.  相似文献   

13.
In humans, geometrical illusions are thought to reflect mechanisms that are usually helpful for seeing the world in a predictable manner. These mechanisms deceive us given the right set of circumstances, correcting visual input where a correction is not necessary. Investigations of non-human animals’ susceptibility to geometrical illusions have yielded contradictory results, suggesting that the underlying mechanisms with which animals see the world may differ across species. In this review, we first collate studies showing that different species are susceptible to specific illusions in the same or reverse direction as humans. Based on a careful assessment of these findings, we then propose several ecological and anatomical factors that may affect how a species perceives illusory stimuli. We also consider the usefulness of this information for determining whether sight in different species might be more similar to human sight, being influenced by contextual information, or to how machines process and transmit information as programmed. Future testing in animals could provide new theoretical insights by focusing on establishing dissociations between stimuli that may or may not alter perception in a particular species. This information could improve our understanding of the mechanisms behind illusions, but also provide insight into how sight is subjectively experienced by different animals, and the degree to which vision is innate versus acquired, which is difficult to examine in humans.  相似文献   

14.
Spirituality has mostly been studied in psychology as implied in the process of overcoming adversity, being triggered by negative experiences, and providing positive outcomes. By reversing this pathway, we investigated whether spirituality may also be triggered by self-transcendent positive emotions, which are elicited by stimuli appraised as demonstrating higher good and beauty. In two studies, elevation and/or admiration were induced using different methods. These emotions were compared to two control groups, a neutral state and a positive emotion (mirth). Self-transcendent positive emotions increased participants' spirituality (Studies 1 and 2), especially for the non-religious participants (Study 1). Two basic world assumptions, i.e., belief in life as meaningful (Study 1) and in the benevolence of others and the world (Study 2) mediated the effect of these emotions on spirituality. Spirituality should be understood not only as a coping strategy, but also as an upward spiralling pathway to and from self-transcendent positive emotions.  相似文献   

15.
In two experiments, we examined the influence of situation-evoking stimuli on the resolution of lexical ambiguity. In Experiment 1, we examined situation-evoking stimuli at an early NP position. Readers were asked to establish whether specific entities were likely to participate as agents in contextually defined situations. Naming latencies demonstrated that defined situations headed by likely agents evoked a domain of reference that included only the situation-appropriate meaning of a targeted lexical ambiguity. In contrast, defined situations headed by unlikely agents evoked a domain of reference that did not include either meaning of the intended ambiguous word. In Experiment 2, we examined situation-evoking stimuli at a later direct object position. The specificity of the theme/patient role filler was manipulated, where the linguistic expressions were either specific or general with respect to a given contextual situation. The results showed that contexts with specific situation-evoking stimuli were rated as strongly biased and provided a domain of reference for the immediate resolution of lexical ambiguity, whereas contexts with nonspecific role fillers were rated as ambiguous and provided a domain of reference that was supportive of both meanings of an ambiguous word. The results were discussed within a contextual-feature-sensitive model of language processing.  相似文献   

16.
Visual attention to color: parvocellular guidance of attentional resources?   总被引:1,自引:0,他引:1  
Although transient changes in luminance have been well documented to automatically attract attention to their location, experiments looking at abrupt changes in color have failed to find similar attentional capture. These results are consistent with current theories of the role of the magnocellular (M) and parvocellular (P) streams that postulate that the M stream, which is "color-blind," plays the dominant role in guiding attention and eye movements. The experiment reported here used stimuli that contained only information defined by color, and masked residual luminance information with dynamic noise, to assess the capacity of purely chromatic cues to automatically guide spatial attention. Such stimuli were as effective as those containing large luminance signals in guiding attention. To the extent that these purely chromatic signals isolated the P stream, these results suggest that this stream is also capable of automatic attentional capture. Hence, color vision not only aids target identification but also is a strong aid for target detection and localization.  相似文献   

17.
Pain modulation during drives through cold and hot virtual environments.   总被引:1,自引:0,他引:1  
Evidence exists that virtual worlds reduce pain perception by providing distraction. However, there is no experimental study to show that the type of world used in virtual reality (VR) distraction influences pain perception. Therefore, we investigated whether pain triggered by heat or cold stimuli is modulated by "warm "or "cold " virtual environments and whether virtual worlds reduce pain perception more than does static picture presentation. We expected that cold worlds would reduce pain perception from heat stimuli, while warm environments would reduce pain perception from cold stimuli. Additionally, both virtual worlds should reduce pain perception in general. Heat and cold pain stimuli thresholds were assessed outside VR in 48 volunteers in a balanced crossover design. Participants completed three 4-minute assessment periods: virtual "walks " through (1) a winter and (2) an autumn landscape and static exposure to (3) a neutral landscape. During each period, five heat stimuli or three cold stimuli were delivered via a thermode on the participant's arm, and affective and sensory pain perceptions were rated. Then the thermode was changed to the other arm, and the procedure was repeated with the opposite pain stimuli (heat or cold). We found that both warm and cold virtual environments reduced pain intensity and unpleasantness for heat and cold pain stimuli when compared to the control condition. Since participants wore a head-mounted display (HMD) in both the control condition and VR, we concluded that the distracting value of virtual environments is not explained solely by excluding perception of the real world. Although VR reduced pain unpleasantness, we found no difference in efficacy between the types of virtual world used for each pain stimulus.  相似文献   

18.
On terms and procedures: Fluency   总被引:2,自引:0,他引:2  
Fluency is a metaphor for flowing, effortless, well-practiced, and accurate performance. Current practice in fluency building involves increasing the frequency of free-operant performances. Free-operant performance is defined as continuous responding in the presence of discriminative stimuli that are either varied or not varied from response to response. Free-operant performance is also distinguished from discrete-trial performance. Frequency-building procedures are also described, including defining the learning channel and stimulus control topography of a component performance (called a pinpoint), selecting an appropriate timing period, and displaying stimuli so that no performance ceilings occur. During frequency building, frequencies of pinpoints are continuously charted on standard celeration charts. Frequencies are increased to empirically derived performance standards, or aims, that predict retention, endurance, stability, application, and adduction of performance. Frequency is also described as a dimension of performance, not simply its measurement. Frequency building is described as possibly facilitating contingency adduction.  相似文献   

19.
Affective information is a key element of abstract, gist-based representations. Given this central role of affect in abstract representations, the authors hypothesized that those in an abstract mindset may show more sensitivity to affective information when attending to, interpreting, or responding to external stimuli. Across 5 studies, the authors present consistent evidence that those who tend to view the world in more abstract versus concrete terms, or who have been experimentally induced into an abstract (versus concrete) mindset, had their attention automatically captured by highly-affective stimuli (Studies 1a, 1b, and 1c), automatically extracted the affective connotation of stimuli presented outside of awareness (Study 2), and behaved more consistently with their affective construal of stimuli (Study 3). These findings suggest that the numerous dispositional and situational factors that influence the level at which one construes the world may also have, heretofore overlooked, consequences for basic affective processing. The present research also emphasizes the interdependence of so-called affective and cognitive processes, bridging major literatures on construal and affect that have developed largely independently.  相似文献   

20.
Using the visual search method, we show that stimuli that contain curvature discontinuities (i.e., points where the second derivative along an image contour is not defined) are easily found among stimuli containing only smooth changes in curvature. Curved stimuli that lack curvature discontinuities, however, are difficult to find among distractors that have them. These results suggest that the visual system detects and analyzes abrupt changes in curvature in the image quickly to extract vital information about the 3-D structure of the visual environment.  相似文献   

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