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331.
Christoph Hoerl 《Phenomenology and the Cognitive Sciences》2008,7(4):485-500
It is sometimes claimed that non-human animals (and perhaps also young children) live their lives entirely in the present
and are cognitively ‘stuck in time’. Adult humans, by contrast, are said to be able to engage in ‘mental time travel’. One
possible way of making sense of this distinction is in terms of the idea that animals and young children cannot engage in
tensed thought, which might seem a preposterous idea in the light of certain findings in comparative and developmental psychology.
I try to make this idea less preposterous by looking into some of the cognitive requirements for tensed thought. In particular,
I suggest that tensed thought requires a specific form of causal understanding, which animals and young children may not possess.
相似文献
Christoph HoerlEmail: |
332.
Klauer KC Voss A Schmitz F Teige-Mocigemba S 《Journal of personality and social psychology》2007,93(3):353-368
The authors present a diffusion-model analysis of the Implicit Association Test (IAT). In Study 1, the IAT effect was decomposed into 3 dissociable components: Relative to the compatible phase, (a) ease and speed of information accumulation are lowered in the incompatible phase, (b) more cautious speed-accuracy settings are adopted, and (c) nondecision components of processing require more time. Studies 2 and 3 assessed the nature of interindividual differences in these components. Construct-specific variance in the IAT relating to the construct to be measured (such as implicit attitudes) was concentrated in the compatibility effect on information accumulation (Studies 2 and 3), whereas systematic method variance in the IAT was mapped on differential speed-accuracy settings (Study 3). Implications of these dissociations for process theories of the IAT and for applications are discussed. 相似文献
333.
Effectance and control as determinants of video game enjoyment. 总被引:1,自引:0,他引:1
This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N=500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. 相似文献
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335.
Forstmann BU Ridderinkhof KR Kaiser J Bledowski C 《Cognitive, affective & behavioral neuroscience》2007,7(4):286-296
A tool that is commonly used to investigate selection among different alternatives in a changing environment is the task-switching
paradigm. Functional neuroimaging has pointed out a role for the posterior medial frontal cortex and the posterior parietal
cortex in the voluntary selection of task sets. In the present study, we set out to investigate the temporal dynamics of these
agency-related processes (in task choice vs. no-choice conditions) using event-related brain potentials (ERPs). The results
revealed agency-related modulations of a series of ERP components, including (1) an early parieto-occipital activation, taken
to reflect the evaluation of choice versus no choice; (2) a subsequent medial frontal expression of the voluntary selection
between task sets; (3) a CNV-like sustained negativity in preparation for the target; (4) a target-induced N210—P210 complex,
taken to reflect early sensory-perceptual processing; and (5) a target-induced P3, associated with the evaluation of the stimulus
and its designated response vis-à-vis the chosen versus competing task sets. Together, these results indicate that the opportunity
to choose between tasks invokes activity originating from the medial frontal cortex, associated with voluntary task set selection,
but also activation at different time points in a number of other brain areas, not necessarily captured by functional neuroimaging. 相似文献
336.
Latent-class hierarchical multinomial models are an important extension of the widely used family of multinomial processing
tree models, in that they allow for testing the parameter homogeneity assumption and provide a framework for modeling parameter
heterogeneity. In this article, the computer program HMMTree is introduced as a means of implementing latent-class hierarchical
multinomial processing tree models. HMMTree computes parameter estimates, confidence intervals, and goodness-of-fit statistics
for such models, as well as the Fisher information, expected category means and variances, and posterior probabilities for
class membership. A brief guide to using the program is provided. 相似文献
337.
Christoph Rehmann-Sutter 《医学与哲学(人文社会医学版)》2011,32(10A):17-19
解释了在进入参与生物库的门户时参与者的角色。三项实证研究对生物库参与者在生物库知情同意程序的观点进行了审慎评估和讨论。这些研究表明,对知情同意伦理要求方面,参与者的观点是带有广泛不同见解的异质组而不是同质组;需要理解在招募中捐赠者的实际情境和在这些情境下他们的感觉;许多参与者可能并不按知情同意概念所期待的方式理解参与行为;知情同意的程序对很多人而言仍然是很重要的,其灵活性也证明可以满足那些非正统的参与者的某些期望。提出通过全新的视角审视患者参与的伦理学。 相似文献
338.
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340.
Ruth Lee Christoph Hoerl Patrick Burns Alison S. Fernandes Patrick A. O'Connor Teresa McCormack 《Cognitive Science》2020,44(9):e12887
It seems self-evident that people prefer painful experiences to be in the past and pleasurable experiences to lie in the future. Indeed, it has been claimed that, for hedonic goods, this preference is absolute (Sullivan, 2018). Yet very little is known about the extent to which people demonstrate explicit preferences regarding the temporal location of hedonic experiences, about the developmental trajectory of such preferences, and about whether such preferences are impervious to differences in the quantity of envisaged past and future pain or pleasure. We find consistent evidence that, all else being equal, adults and children aged 7 and over prefer pleasure to lie in the future and pain in the past and believe that other people will, too. They also predict that other people will be happier when pleasure is in the future rather than the past but sadder when pain is in the future rather than the past. Younger children have the same temporal preferences as adults for their own painful experiences, but they prefer their pleasure to lie in the past and do not predict that others' levels of happiness or sadness vary dependent on whether experiences lie in the past or the future. However, from the age of 7, temporal preferences were typically abandoned at the earliest opportunity when the quantity of past pain or pleasure was greater than the quantity located in the future. Past–future preferences for hedonic goods emerge early developmentally but are surprisingly flexible. 相似文献