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Staddon discusses a vast array of topics in comparative psychology in this book. His view is that adaptive behavior in most cases is the result of optimal choice acting on an animal's knowledge about the world. Staddon refers to this as a functional teleonomic approach inasmuch as it attempts to understand an animal's behavior in terms of goals. He builds mathematical models based on this idea that are designed to reproduce specific sets of empirical observations, usually qualitatively. A natural consequence of Staddon's approach is that many models are developed, each of which applies to a specific set of observations. An alternative to functional teleonomy is a functional approach that builds on prior principles. In most cases, this approach favors a single‐theory account of behavior. Prior principles can be understood as functional stand‐ins for antecedent material causes, which means that these accounts are closer to mechanistic theories than are goal‐based teleonomic accounts. An ontological perspective, referred to as supervenient realism, is a means of understanding the relationship between functional theories and the material world. According to this perspective, the algorithmic operation of a successful functional theory may be understood to supervene on the material operation of the nervous system.  相似文献   

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This article reviews a body of research, empirical and speculative, describing variables thought to determine a psychotherapist's choice of theoretical orientation. The review finds two types of variables (1) the influences of training, colleagues, supervisors, initial clinical experience and (2) the effects of personality traits and epistemological values, beliefs and philosophy. The weight of evidence from the reviewed studies of cognitive behavioural/behavioural and psychodynamic psychotherapists, and an analysis of the data, suggests that personality and epistemic traits are significantly involved in orientation choice. This has implications for training, practitioner and client outcome satisfaction, and understanding the poor communication that exists between these two major orientations.  相似文献   

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Incentive theory: II. Models for choice   总被引:17,自引:17,他引:0       下载免费PDF全文
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Models of choice in concurrent-chains schedules are derived from melioration, generalized matching, and optimization. The resulting models are compared with those based on Fantino's (1969, 1981) delay-reduction hypothesis. It is found that all models involve the delay reduction factors (T - t2L) and (T - t2R), where T is the expected time to primary reinforcement and t2L, t2R are the durations of the terminal links. In particular, in the case of equal initial links, the model derived from melioration coincides with Fantino's original model for full (reliable) reinforcement and with the model proposed by Spetch and Dunn (1987) for percentage (unreliable) reinforcement. In the general case of unequal initial links, the model derived from melioration differs from the revised model advanced by Squires and Fantino (1971) only in the factors affecting the delay-reduction terms (T - t2L) and (T - t2R). The models of choice obtained by minimizing the expected time to reinforcement depend on the type of feedback functions used. In particular, if power feedback functions are used, the optimization model coincides with that obtained from melioration.  相似文献   

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Three stage-based expert system interventions for smoking, high-fat diet, and unsafe sun exposure were evaluated in a sample of 2,460 parents of teenagers. Eighty-four percent of the eligible parents were enrolled in a 2-arm randomized control trial, with the treatment group receiving individualized feedback reports for each of their relevant behaviors at 0, 6, and 12 months as well as a multiple behavior manual. At 24 months, the expert system outperformed the comparison condition across all 3 risk behaviors, resulting in 22% of the participants in action or maintenance for smoking (vs. 16% for the comparison condition), 34% for diet (vs. 26%), and 30% for sun exposure (vs. 22%). Proactive, home-based, and stage-matched expert systems can produce significant multiple behavior changes in at-risk populations where the majority of participants are not prepared to change.  相似文献   

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Pigeons were exposed to self-control procedures that involved illumination of light-emitting diodes (LEDs) as a form of token reinforcement. In a discrete-trials arrangement, subjects chose between one and three LEDs; each LED was exchangeable for 2-s access to food during distinct posttrial exchange periods. In Experiment 1, subjects generally preferred the immediate presentation of a single LED over the delayed presentation of three LEDs, but differences in the delay to the exchange period between the two options prevented a clear assessment of the relative influence of LED delay and exchange-period delay as determinants of choice. In Experiment 2, in which delays to the exchange period from either alternative were equal in most conditions, all subjects preferred the delayed three LEDs more often than in Experiment-1. In Experiment 3, subjects preferred the option that resulted in a greater amount of food more often if the choices also produced LEDs than if they did not. In Experiment 4, preference for the delayed three LEDs was obtained when delays to the exchange period were equal, but reversed in favor of an immediate single LED when the latter choice also resulted in quicker access to exchange periods. The overall pattern of results suggests that (a) delay to the exchange period is a more critical determinant of choice than is delay to token presentation; (b) tokens may function as conditioned reinforcers, although their discriminative properties may be responsible for the self-control that occurs under token reinforcer arrangements; and (c) previously reported differences in the self-control choices of humans and pigeons may have resulted at least in part from the procedural conventions of using token reinforcers with human subjects and food reinforcers with pigeon subjects.  相似文献   

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Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.  相似文献   

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