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1.
采用眼动记录法,探讨了语篇理解中类别指称对象的可提取性。实验采用3(实验材料:指称对象、非指称对象、特别控制条件)×2(兴趣区:兴趣区1、兴趣区2)×2(工作记忆容量:高、低)3因素混合设计。通过分析第一次注视时间、总的阅读时间和回视次数等眼动指标发现,类别指称对象提取过程中包含激活和抑制两种过程。被试在阅读完上指示表达之后,立即激活了可能的指称对象,但是对非指称对象的抑制却发生在后来的整合过程中;高工作记忆容量的被试能更有效地抑制非指称对象,更容易形成语篇的完整表征,有效提取类别指称对象。  相似文献   

2.
采用记录被试阅读完成后回答问题的正确率、反应时与眼动指标,试图探讨不同阅读能力聋人语篇理解中连接推理的加工特点与效率。结果表明:在语篇局部连贯中断情况下,高低阅读能力聋人在语篇理解过程中的连接推理加工是主动的即时性加工,而非语篇阅读完成后被动的延时性加工;但高阅读能力聋人能有效激活背景知识,所发生的连接推理加工是一个自动化的加工;低阅读能力聋人主动尝试即时激活背景知识、构建句子间的连接推理,但连接推理的加工还未达到自动化程度,推理加工的效率较低。  相似文献   

3.
张璇  杨玉芳 《心理学报》2010,42(7):727-734
本文探索了工作记忆容量对语篇理解中重读效应的影响。采用阅读广度测验对工作记忆容量进行测量, 筛选出高、低广度两组被试。并采用听觉动窗实验范式, 比较两组被试在语篇理解中即时加工时间的差异。研究结果表明, 重读效应受到工作记忆广度的显著影响。对于低工作记忆广度被试, 一致性重读促进语篇理解, 不一致性重读阻碍语篇理解; 但对于高工作记忆广度被试, 一致性重读的促进效应和不一致性重读的阻碍效应都不显著。另外, 只有在不一致性重读条件下, 低广度者语篇理解的即时加工时间显著多于高广度者, 而在一致性重读和无重读条件下则没有显著差异。最后用工作记忆的控制性注意理论对研究结果进行了讨论。  相似文献   

4.
重读在口语语篇理解加工中的作用   总被引:2,自引:0,他引:2  
杨玉芳  李晓庆 《心理学报》2004,36(4):393-399
用三个实验探索了重读在口语语篇理解加工中的作用。其中实验1利用以句子为单位的口语动窗法,考察了重读如何影响语篇的临场加工速度。实验2和实验3利用词汇再认任务,考察了重读对语篇临场加工效果(即信息在语篇表征中的激活水平)的影响。结果表明:与控制条件相比,一致性重读加快语篇的临场加工,不一致性重读减慢语篇的理解加工;与控制条件相比,一致性重读提高了新信息在语篇表征中的激活水平;不一致性重读虽然促进了所标示的旧信息的激活,但是对于相对重要的新信息的激活具有抑制作用。从而说明一致性重读对语篇理解具有促进作用,而不一致性重读阻碍语篇理解。这一促进和抑制作用不仅体现于语篇的临场加工过程中,而且表现在即时的语篇加工效果中。  相似文献   

5.
吕军梅  鲁中义 《心理科学》2013,36(2):328-334
以具有一定情境的语篇作为实验材料,采用引导范式和无关任务范式,探讨了“快乐是上,悲伤是下”这一情绪的垂直空间隐喻在语篇阅读中的心理现实性。实验1要求被试阅读情绪语篇后,对呈现在屏幕上方或下方的字母“F”或“J”进行判断。结果发现,被试阅读积极情绪语篇后对呈现在空间位置上方的字母反应更快,阅读消极情绪语篇后对呈现在空间位置下方的字母反应更快,表明语篇阅读中存在情绪的垂直空间隐喻的始源域向目标域映射的心理现实性。实验2要求被试阅读含有空间位移的语篇后对随机呈现在屏幕上方或下方的图片中面孔人物的性别进行判断。结果发现被试阅读含有在空间中向上移动的语篇后对积极情绪图片反应更快,阅读含有在空间中向下移动的语篇后对消极情绪图片的反应更快,说明语篇阅读中存在情绪的垂直空间隐喻的目标域向始源域映射的心理现实性。研究表明:语篇阅读中读者可以产生情绪的垂直空间隐喻,并且空间这一始源域和情绪这一目标域具有双向映射的性质。  相似文献   

6.
井世洁  缪小春 《心理科学》2004,27(2):301-303
该研究使用移动视窗技术考察了初二和高一年级中的高低语言理解能力被试语篇阅读过程中将当前信息与背景信息之间建立联系,建构语篇连贯表征的连贯推理加工特点。结果表明:(1)不同语言理解能力个体对语篇中明确提及信息的记忆无差异,但在阅读过程中进行连贯推理上存在差异。(2)个体进行连贯推理的速度和准确度会随年龄增加有所提高。  相似文献   

7.
传统认知理论认为我们只能间接知觉动允,而生态认知心理学则认为对动允的知觉是个体与环境信息直接共鸣的过程。生态认知心理学首先判定动允并不是存在于我们头脑中的认识,而是实际存在于个体-环境系统中的事实,对动允的直接知觉就是对动允的检测而非推测,是对动允信息的拾取而非对记忆内容的提取。这种直接知觉表现为身体的相关动作机制(动作神经元、肌肉组织等)与环境中动允信息的共鸣。进化与学习在共鸣的形成与发展中具有重要作用。  相似文献   

8.
隋雪  毕鸿燕 《心理科学》2007,30(5):1065-1067
采用眼动记录技术探讨被试阅读不同汉语量词的即时加工过程。考查名量词和动量词,以及名量词内部的差异。结果发现:(1)被试在阅读理解过程中对名量词和动量词的眼动特点存在显著差异,名量词获得更多的加工;(2)被试在阅读理解过程中对不同名量词的眼动特点也存在显著差异,个体量词比集合量词和临时量词获得更少的加工。由此可知,不同量词在阅读理解中的信息加工难度是不同的,对于篇章理解而言,其信息含量和信息的重要性也是不同的。  相似文献   

9.
通过两个眼动实验考察了在代词歧义消解中人们如何根据语境并利用语用知识理解隐含意义.实验一以24个语篇为实验材料,采用单因素两水平重复测量设计.结果表明间接方式下关键句阅读时间较长.实验二采用同样的实验设计,结果表明脱离语篇语境的关键句在不同条件下阅读时间相当.实验结果支持隐含意义的理解在句子加工的早期就已开始的联结主义观点.  相似文献   

10.
时间信息在情景模型建构中的作用   总被引:3,自引:0,他引:3  
考察时间信息在情景模型建构中的作用 ,探讨被试能否把一系列相关的事实整合进基于时间组织的情景模型中。实验一、二考察明确的空间信息条件下 ,被试能否把绝对和相对的时间信息整合到情景模型中 ;实验三考察无明确的空间信息条件下 ,被试能否把绝对的时间信息整合到情景模型中。运用扇效应研究的提取干扰技术评定是否出现了整合。 3个实验结果一致表明 ,当几个相关的事实发生在相同的时间段时 ,都发现被试建构了基于时间的情景模型的证据。实验三结果同时也表明 ,无明确的空间信息的条件下 ,阅读材料中时间信息本身足以使被试建构基于时间组织的情景模型。  相似文献   

11.
Humans can perceive affordances both for themselves and for others, and affordance perception is a function of perceptual–motor experience involved in playing a sport. Two experiments investigated the enhanced affordance perception of athletes. In Experiment 1, basketball players and nonbasketball players provided perceptual reports for sports-relevant (maximum standing-reach and reach-with-jump heights) and non-sports-relevant (maximum sitting height) affordances for self and other. Basketball players were more accurate at perceiving maximum reach-with-jump for another person than were nonbasketball players, but were no better at perceiving maximum reach or sitting heights. Experiment 2 investigated the informational basis for this enhanced perceptual ability of basketball players by evaluating whether kinematics inform perceivers about action-scaled (e.g., force-production dependent), but not body-scaled (i.e., geometrically determined), affordances for others, and whether basketball experience enhances sensitivity to kinematic information. Only basketball players improved at perceiving an action-scaled affordance (maximum reach-with-jump), but not body-scaled affordances (maximum standing-reach and sit) with exposure to kinematic information, suggesting that action-scaled affordances may be specified by kinematic information to which athletes are already attuned by virtue of their sport experience.  相似文献   

12.
Humans can perceive affordances both for themselves and for others, and affordance perception is a function of perceptual-motor experience involved in playing a sport. Two experiments investigated the enhanced affordance perception of athletes. In Experiment 1, basketball players and nonbasketball players provided perceptual reports for sports-relevant (maximum standing-reach and reach-with-jump heights) and non-sports-relevant (maximum sitting height) affordances for self and other. Basketball players were more accurate at perceiving maximum reach-with-jump for another person than were nonbasketball players, but were no better at perceiving maximum reach or sitting heights. Experiment 2 investigated the informational basis for this enhanced perceptual ability of basketball players by evaluating whether kinematics inform perceivers about action-scaled (e.g., force-production dependent), but not body-scaled (i.e., geometrically determined), affordances for others, and whether basketball experience enhances sensitivity to kinematic information. Only basketball players improved at perceiving an action-scaled affordance (maximum reach-with-jump), but not body-scaled affordances (maximum standing-reach and sit) with exposure to kinematic information, suggesting that action-scaled affordances may be specified by kinematic information to which athletes are already attuned by virtue of their sport experience.  相似文献   

13.
鲁忠义  巴晓娜  李兴芬 《心理学报》2012,44(8):995-1003
采用混合实验设计, 句子-图片匹配范式和动态过程再现范式, 以包含静态情绪和动态变化情绪信息的句子为实验材料, 以被试对图片的反应时间为因变量指标, 通过不同时间间隔的设置以及不同的实验程序, 探讨了语言理解中静态情绪和动态情绪的心理模拟及其时间进程。结果表明:(1)被试对情绪的心理模拟与句中的语言描述一致, 情绪语境能够激活被试的经验模拟。(2)被试在句子理解加工的初期就能迅速、即时地模拟静态情绪信息, 且这种模拟具有一定的稳定性和持久性。(3)被试可以对动态变化的情绪进行动态的心理模拟, 不过这种模拟所需的时间要长, 是在句子理解加工的后期完成的。被试对不同情绪变化方向的句子模拟受到原情绪状态的影响, 当阅读由消极情绪向积极情绪变化的句子时, 由于被试固着于原来的消极情绪而发生了模拟积极情绪的困难。  相似文献   

14.
针对阅读理解是建构抽象命题网络的传统理论,知觉符号理论提出:阅读加工是建构语言所述事件的知觉模拟,并由此推论:有关运动的语言理解包括动态的知觉模拟。该动态模拟假设得到一些实证研究的支持。行为学上的研究证明了语言理解中动态知觉模拟的存在,还对这种模拟的机制进行了初步探讨。该假设也得到一些认知神经科学研究的支持。作为一种新兴的观点,动态模拟假设还需要深入的检验,以进一步充实知觉符号理论的语言理解模拟观  相似文献   

15.
动允性是指环境提供给有机体的行动可能性。1977年,生态心理学家吉布森首次提出了“动允性”概念。这一概念有着深刻的方法论含义。首先,动允性超越了传统二元论思维的束缚。它既不是环境方面的物理属性,也不是动物方面的主观属性,而是环境与动物交互作用中的一个关系属性。其次,动允性所体现出来的价值和意义与动允性的关系属性是一致的。它主张意义既不外显于事物的外部,也不隐藏于事物的内部,而是嵌入于有机体和环境的互动互补关系之中。最后,这种关系属性使它免于被归结为物理的或心理的性质,从而超越了还原论的思维方式。  相似文献   

16.
言语理解中的知觉符号表征与命题符号表征   总被引:12,自引:2,他引:10  
王瑞明  莫雷  李利  王穗苹  吴俊 《心理学报》2005,37(2):143-150
采用移动窗口技术探讨言语理解中信息表征的方式。被试为华南师范大学本科生96名。实验材料按照探测图画中物体的形状跟先前阅读的句子中描述的物体的隐含形状的关系总体上分为两类,一类是匹配版本,一类是不匹配版本。采用相关样本t检验分别对两种条件下图画再认的反应时间和正确率进行统计分析。实验1中被试读完句子以后马上进行图画探测任务,结果表明这时被试头脑中进行的是知觉符号表征。实验2中被试的阅读任务难度增大,结果表明这时被试头脑中进行的是命题符号表征。实验3中被试阅读的关键信息进入长时记忆以后再进行图画探测任务,结果表明这时被试头脑中进行的也是命题符号表征。总的实验结果表明言语理解中既存在知觉符号表征,也存在命题符号表征,知觉符号表征是信息表征的一种早期状态,人类头脑中最终的信息表征形式主要是命题符号表征。  相似文献   

17.
Do readers encode the perceptual perspectives of characters during narrative comprehension? To address this question, we conducted two experiments using stories that sometimes described situations in which certain information was occluded from the protagonists’ views. We generated two related hypotheses concerning the potential impact of occlusion events on text representations. One, theevent boundary hypothesis, suggested that any salient narrative event would reduce the accessibility of prior story information. The second, theperceptual availability hypothesis, suggested that accessibility would decrease most for information no longer visible to story protagonists. In Experiment 1, the participants were slowest to respond to verification questions that asked about occluded information. In Experiment 2, we demonstrated that this effect did not extend to other, nonoccluded information. These results suggest that readers encode text information from the perceptual perspective of story protagonists. This is consistent with recent perceptual symbol views of language comprehension.  相似文献   

18.
Affordances are design clues that allow users to effortlessly determine how objects should be used. Since their introduction to the human–computer interaction design community, their use within interfaces has become a staple. But, despite work to understand how affordances make an interface's available actions transparent, few empirical studies have examined the cognitive origins of this interaction type. Therefore, we explored the impact of cognitive load on affordance‐based interactions. Participants were asked to perform a series of affordance‐based interactions while under different types of working memory load (no load, verbal, spatial, and central executive). Affordance‐based interactions were consistently slowed under central executive load, but never when under verbal load. We conclude that affordance‐based interactions do require cognitive resources, but resource costs may only manifest under heavy load. With this knowledge, designers may be able to better predict when an affordance will (or will not) act as if it is resource free. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

19.
This article introduces a new affordance framework for humans and human design. Based on previous important concepts in product design–affordance, signifier, and product semantics, the authors propose three new concepts to illustrate how people perceive affordance. According to the model, perceptual probability of affordance is the probability that the public can perceive a certain affordance; perceptual threshold of affordance is the threshold at which affordance can be perceived by a person and changed by perceptual information; and situations, in which interactions between affordances and people exist, are crucial influences on human–affordance interactions. An illustration of the model and suggestions for further research are provided.  相似文献   

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