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1.
Competitive Scrabble players spend a mean of 4.5 hr a week memorizing words from the official Scrabble dictionary. When asked if they learn word meanings when studying word lists, only 6.4% replied "always," with the rest split between "sometimes" and "rarely or never." Number of years of play correlated positively with expertise ratings, suggesting that expertise develops with practice. To determine the effect of hours of practice (M = 1,904), the authors compared experts with high-achieving college students on a battery of cognitive tests. Despite reporting that they usually memorize word lists without learning meanings, experts defined more words correctly. Reaction times on a lexical decision task (controlling for age) correlated with expertise ratings, suggesting that experts develop faster access to word identification. Experts' superiority on visuospatial processing was found for reaction time on 1 of 3 visuospatial tests. In a study of memory for altered Scrabble boards, experts outperformed novices, with differences between high and low expertise on memory for boards with structure-deforming transformations. Expert Scrabble players showed superior performance on selected verbal and visuospatial tasks that correspond to abilities that are implicated in competitive play.  相似文献   

2.
To investigate hemisphere function of experts, Go experts and novices were given two Salthouse-type visuospatial tasks. In Experiment 1, stimuli of 4 digits in 6 cells were projected to the left (LVF) or right visual field (RVF). There was no prominent group difference in identification of digits and locations. In Experiment 2, stimuli of 4 digits in 16 cells were projected to the LVF or RVF. Go experts showed more accurate performance than novices. Both groups showed the same laterality, an RVF advantage, in the number identification. However, in the location identification, Go experts showed no visual field difference, whereas novices showed an RVF advantage. Based on these findings, the relationship between task demand and hemisphere function of experts is discussed.  相似文献   

3.
The performance of seven expert, seven intermediate, and 15 novice snooker players was compared on a range of general visual tests and sport-specific perceptual and cognitive tests in an attempt to determine the locus of the expert advantage. No significant expert-novice differences were apparent on standard optometric tests of acuity, ocular muscle balance, colour vision, and depth perception, nor on the relative frequency of unilateral and cros-lateral eye-hand dominances. Experts, however, were found to be superior in their ability to both recall and recognize rapidly-presented slides depicting normal game situations, but were no better than novices in recalling information from slides in which the balls were arranged randomly on the table. The expert group's superiority on the perceptual recall and recognition tasks was consistent with a deeper level of encoding for structured (meaningful) material. Experts were also shown, through the use of thinking-aloud and evaluation paradigms, to use a greater depth of forward planning in choosing appropriate shot options and to evaluate existing situations with greater accuracy, discriminability, and prospective planing than did novices. The cognitive advantage is shown to be a potential contributor but not a total explanation of the superior performance of the experts on the perceptual tasks. The findings of this study are consistent with existing works on expertise in board games and ‘open’ skill sports in indicating that the expert's advantage is not a general but a specific one, arising not from physical capacities but from acquired processing strategies.  相似文献   

4.
Previous research has demonstrated that grouping information enhances enumeration, and that this advantage is significantly greater for observers with expertise in dynamic visuospatial tasks (e.g. air traffic controllers). We sought to elucidate whether this advantage is the result of over‐learned, automated responding in an enumeration experiment where many of the stimuli were incongruent as to canonical arrangement and numerosity. If so, we predicted that experts' performance would be more severely affected than novices'; if not, and experts continued to perform better than novices, we predicted that their response times should increase, reflective of the additional cognitive load needed. We demonstrated the latter is so. Experts continued to out‐perform novices but their response times were significantly slower suggesting that expertise is not rigid and automatic but, rather, is flexible and responsive to the specific situation, allowing experts to switch between strategies. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

5.
An extraordinary physiological capacity combined with remarkable motor control, perception, and cognitive functioning is crucial for high performance in sports. Tests that assess the physical abilities are already well established. Moreover, a growing area of research evolved in the recent past that is particularly concerned with the basic cognitive functions by means of neurocognitive tests in experts and elite athletes. The aim of this meta‐analysis (k = 19) is to quantify differences among experts and nonexperts as well as elite athletes and non‐elite athletes. In addition, it aims to assemble and compare previous research and analyze possible differences in cognitive functions depending on age, skill level, and used cognitive tasks. Overall, the mean effect size was small to medium (r = 0.22), indicating superior cognitive functions in experts and elite athletes. The factor of skill definition significantly differentiates the cognition–expertise relationship. In contrast, differences in age groups and cognitive areas appeared but were not significant. Future research should prefer the elite rather than the expert definition and distinguish between high‐performance and amateur athletes. Furthermore, the findings suggest that it can be beneficial for coaches and sport clubs to integrate cognitive tests as an additional tool for scouting and for optimizing the athletic development of their players.  相似文献   

6.
In this paper, the links between cognitive constraints, visual behaviours, and perceptual judgements are examined. Two experiments investigated the perceptual processes employed during same-different judgement tasks. In Experiment 1, experts' eye movements (i.e., number of fixations and fixation duration) were consistent across discrepant source and target conditions where the number of displaced elements was manipulated. In contrast, novices decreased the number of fixations employed as the number of elements displaced increased. The findings are consistent with the view that both experts and novices process information in a manner (relational or attributional) that constrains the type of visual search used (low or high sensitive to attributional change). In Experiment 2, manipulation of target presentation confirmed that recognition was viewpoint dependent for both expert and novice players. The degradation in performance was accompanied by a change in the visual search behaviours employed by experts, which confirmed thr strength of the search–cognition–performance links  相似文献   

7.
Relation of knowledge and performance in boys' tennis: age and expertise   总被引:5,自引:0,他引:5  
This research examined boys' development of knowledge structure and sport performance in tennis. To assess decision-making and performance, expert and novice tennis players (10-11 and 12-13 years old) were compared on tennis performance (control, decision, and execution), tennis knowledge, serve skill, and groundstroke skill. Experts regardless of age performed better than novices on tennis skill and knowledge; experts' decisions and actions were better during tennis game performance. Declarative knowledge was related to the development of procedural knowledge; serve and groundstroke skill were related to the motor execution components of performance. Interviews during and after game play were used to examine knowledge and decision-making. Experts, as compared to novices, focused on higher level concepts, had more connections between concepts, and had more condition and alternative action concepts that were important to the game's goal structure. Experts' greater decision-making ability during game play was related to their knowledge structure.  相似文献   

8.
Comparing experts with novices offers unique insights into the functioning of cognition, based on the maximization of individual differences. Here we used this expertise approach to disentangle the mechanisms and neural basis behind two processes that contribute to everyday expertise: object and pattern recognition. We compared chess experts and novices performing chess-related and -unrelated (visual) search tasks. As expected, the superiority of experts was limited to the chess-specific task, as there were no differences in a control task that used the same chess stimuli but did not require chess-specific recognition. The analysis of eye movements showed that experts immediately and exclusively focused on the relevant aspects in the chess task, whereas novices also examined irrelevant aspects. With random chess positions, when pattern knowledge could not be used to guide perception, experts nevertheless maintained an advantage. Experts' superior domain-specific parafoveal vision, a consequence of their knowledge about individual domain-specific symbols, enabled improved object recognition. Functional magnetic resonance imaging corroborated this differentiation between object and pattern recognition and showed that chess-specific object recognition was accompanied by bilateral activation of the occipitotemporal junction, whereas chess-specific pattern recognition was related to bilateral activations in the middle part of the collateral sulci. Using the expertise approach together with carefully chosen controls and multiple dependent measures, we identified object and pattern recognition as two essential cognitive processes in expert visual cognition, which may also help to explain the mechanisms of everyday perception.  相似文献   

9.
Abstract

Theories on motor skill acquisition predict that earlier learning stages require more attention, which should lead to higher cognitive-motor dual-task interference in novices as compared to experts. Expert and novice table tennis players returned balls from a ball machine while concurrently performing an auditory 3-back task (working memory). The groups did not differ in 3-back performance in the single task. Cognitive dual-task performance reductions were more pronounced in novices. A similar pattern emerged for the number of missed balls in table tennis, except that experts outperformed novices already in the single task. Experts consistently showed costs of about 10%, while novices showed costs between 30% and 50%. The findings indicate that performances of novices suffer considerably in motor-cognitive dual-task situations.  相似文献   

10.
A widely cited result asserts that experts’ superiority over novices in recalling meaningful material from their domain of expertise vanishes when they are confronted with random material. A review of recent chess experiments in which random positions served as control material (presentation time between 3 and 10 sec) shows, however, that strong players generally maintain some superiority over weak players even with random positions, although the relative difference between skill levels is much smaller than with game positions. The implications of this finding for expertise in chess are discussed and the question of the recall of random material in other domains is raised.  相似文献   

11.
Complex problem solving is often an integration of perceptual processing and deliberate planning. But what balances these two processes, and how do novices differ from experts? We investigate the interplay between these two in the game of SET. This article investigates how people combine bottom‐up visual processes and top‐down planning to succeed in this game. Using combinatorial and mixed‐effect regression analysis of eye‐movement protocols and a cognitive model of a human player, we show that SET players deploy both bottom‐up and top‐down processes in parallel to accomplish the same task. The combination of competition and cooperation of both types of processes is a major factor of success in the game. Finally, we explore strategies players use during the game. Our findings suggest that within‐trial strategy shifts can occur without the need of explicit meta‐cognitive control, but rather implicitly as a result of evolving memory activations.  相似文献   

12.
For many years, the game of chess has provided an invaluable task environment for research on cognition, in particular on the differences between novices and experts and the learning that removes these differences, and upon the structure of human memory and its paramaters. The template theory presented by Gobet and Simon based on the EPAM theory offers precise predictions on cognitive processes during the presentation and recall of chess positions. This article describes the behavior of CHREST, a computer implementation of the template theory, in a memory task when the presentation time is varied from one second to sixty, on the recall of game and random positions, and compares the model to human data. Strong players are better than weak players in both types of positions, especially with long presentation times, but even after brief presentations. CHREST predicts the data, both qualitatively and quantitatively. Strong players' superiority with random positions is explained by the large number of chunks they hold in LTM. Their excellent recall with short presentation times is explained by templates, a special class of chunks. CHREST is compared to other theories of chess skill, which either cannot account for the superiority of Masters in random positions or predict too strong a performance of Masters in such positions.  相似文献   

13.
Research into the perceptual and cognitive effects of playing video games is an area of increasing interest for many investigators. Over the past decade, expert video game players (VGPs) have been shown to display superior performance compared to non-video game players (nVGPs) on a range of visuospatial and attentional tasks. A benefit of video game expertise has recently been shown for task switching, suggesting that VGPs also have superior cognitive control abilities compared to nVGPs. In two experiments, we examined which aspects of task switching performance this VGP benefit may be localized to. With minimal trial-to-trial interference from minimally overlapping task set rules, VGPs demonstrated a task switching benefit compared to nVGPs. However, this benefit disappeared when proactive interference between tasks was increased, with substantial stimulus and response overlap in task set rules. We suggest that VGPs have no generalized benefit in task switching-related cognitive control processes compared to nVGPs, with switch cost reductions due instead to a specific benefit in controlling selective attention.  相似文献   

14.
We applied computer‐based text analyses of regressive imagery to verbal protocols of individuals engaged in creative problem‐solving in two domains: visual art (23 experts, 23 novices) and computer programming (14 experts, 14 novices). Percentages of words involving primary process and secondary process thought, plus emotion‐related words, were tabulated. Visual art protocols were higher in primary process thought and emotion‐related words; those from programming were higher in secondary process thought. Almost no main effects of expertise or interactions were found. Correlations between the measures (particularly those involving emotion‐related words) also varied as a function of task. This pattern suggests cognitive processes vary considerably across different creative problem‐solving tasks or domains, and that a more domain‐specific approach to creative cognition may be advisable. Further implications for integrating and consolidating some extant lines of creativity research are discussed.  相似文献   

15.
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.  相似文献   

16.
结合专家-新手范式与ERP技术,研究网球运动专长对个体深度运动知觉产生的影响。通过记录网球专家和新手各19名进行深度运动模式判断时的行为和ERP数据,比较两组个体深度运动知觉的行为反应差异和脑电特征。结果显示,网球专家组深度运动知觉的判断准确率高于新手组;新手组在球体靠近时P1(PO7点)的潜伏期比球体远离时的潜伏期长,专家组无显著性差异;专家组在球体靠近时的P2(Oz点)成分潜伏期长于球体远离时的潜伏期。结果表明,网球运动专家的深度运动知觉能力在准确性上较新手高;运动专长效应与选择性注意资源的调用以及模式识别有关;枕区P2成分可作为深度运动知觉的评价指标。  相似文献   

17.
Designers are adept at determining similarities between previously seen objects and new creations using visual association. However, extant research on the visual association of designers and the differences between expert and novice designers when they engage in the visual association task are scant. Using electroencephalography (EEG), this study attempted to narrow this research gap. Sixteen healthy designers—eight experts and eight novices—were recruited, and asked to perform visual association while EEG signals were acquired, subsequently analysed using independent component analysis. The results indicated that strong connectivity was observed among the prefrontal, frontal, and cingulate cortices, and the default mode network. The experts used both hemispheres and executive functions to support their association tasks, whereas the novices mainly used their right hemisphere and memory retrieval functions. The visual association of experts appeared to be more goal-directed than that of the novices. Accordingly, designing and implementing authentic and goal-directed activities for improving the executive functions of the prefrontal cortex and default mode network are critical for design educators and creativity researchers.  相似文献   

18.
This study examined whether mock‐jurors' comprehension of judicial self‐defence instructions improved when an audio‐visual instructional format involving computer animations and a flow chart was used. In a mock‐juror paradigm, 90 law students (experts) and 90 legally untrained adults (novices) were randomly allocated to one of three instructional conditions (audio, audio‐elaborated, audio‐visual). Dependent measures of self‐defence comprehension included verdict delivery, multiple‐choice (recognition), paraphrasing (recall) and novel scenarios (transfer). Law students performed better on self‐defence comprehension tests than novices in the audio‐only conditions. The audio‐visual format significantly enhanced novices' comprehension, with their comprehension scores matching those of law students. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

19.
Although experts should be well positioned to convey their superior knowledge and skill to novices, the organization of that knowledge, and particularly its level of abstraction, may make it difficult for them to do so. Using an electronic circuit-wiring task, the authors found that experts as compared with beginners used more abstract and advanced statements and fewer concrete statements when providing task instructions to novices. In a 2nd study, the authors found that beginner-instructed novices performed better than expert-instructed novices and reported fewer problems with the instructions when performing the same task. In Study 2, the authors found that although novices performed better on the target task when instructed by beginners, they did better on a different task within the same domain when instructed by experts. The evidence suggests that the abstract, advanced concepts conveyed by experts facilitated the transfer of learning between the different tasks.  相似文献   

20.
《人类行为》2013,26(1):57-101
This article presents a review of the skill retention and skill decay literature that focuses on factors that influence the loss of trained skills or knowledge over extended periods of nonuse. Meta-analytic techniques were applied to a total of 189 independent data points extracted from 53 articles. Results indicate that there is substantial skill loss with nonpractice or nonuse, with the amount of skill loss ranging from an effect size (d) of -0.01 immediately after training to a d of -1.4 after more than 365 days of nonuse. Most of the study's hypotheses for moderators were supported. Physical, natural, and speed-based tasks were less susceptible to skill loss than cognitive, artificial, and accuracy-based tasks. Additionally, certain methodological variables, such as using recognition tests, using similar conditions of retrieval at retention, and using behavioral evaluation criteria, resulted in less skill loss over time. Implications of the results for training and future research are discussed.  相似文献   

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