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121.
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Some hypotheses concerning the evolution of polysemous words   总被引:1,自引:0,他引:1  
The evolution of polysemous words is examined in three studies. Study 1 indicates that older words are more polysemous than recent words, and that frequently used words are more polysemous than infrequently used words. These effects were replicated, controlling for word concreteness (Study 2) and evaluation (Study 3), using two other samples of words. If words evolve additional meanings through metaphor (MacCormac, 1985), then variables (such as concreteness and evaluation) that play a role in metaphor may mediate the evolution of polysemy. The correlation between concreteness and polysemy was negligible (Study 2). As hypothesized, evaluation is a significant predictor of polysemy: Negative words are more polysemous than positive words, and relatively neutral words are more polysemous than evaluatively extreme words. These findings are consistent with the notion that polysemous words evolve, in part, through metaphor.  相似文献   
123.
Although lexical semantic deficits are postulated to play a prominent role in the anomia of Alzheimer's disease, it is unclear whether the primary disturbance is one of lexical access or one of lexical semantic loss. Response consistency on a naming task is one means of evaluating the underlying source of naming impairment. Access dysfunction usually implies variable word-finding difficulty, while a theory of lexical loss predicts that many word names would be consistently unavailable. Nineteen Alzheimer's disease patients were administered a visual confrontation naming task (the Boston Naming Test) on two occasions 6 months apart. Eighty percent of errors occurred consistently at both times; only 20% of errors occurred on only one occasion. Response consistency occurred significantly more often than expected under the assumption of no response consistency. Findings support the hypothesis that anomia in Alzheimer's disease is in part due to a loss of lexical semantic information.  相似文献   
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Lynda A. King  Daniel W. King 《Sex roles》1990,23(11-12):659-673
Alternate 25-item short forms of the Sex-Role Egalitarianism Scale (SRES) were developed and examined for psychometric quality using data from a sample of 608 students. Internal consistency coefficients were .94 and .92 for the two forms, stability coefficients with a three-week test-retest in terval were .88 for each, and the coefficient of equivalence or alternate forms reliability was .87. As expected, females scored significantly more egalitarian than males on both short forms, and results of factor analyses pointed to unidimensional measurement of a single construct for males, females, and the total sample. Additional support for reliability and validity is overviewed. The abbreviated SRES forms appear to provide a psychometrically sound and time-efficient means for assessing egalitarian attitudes.  相似文献   
126.
Our intuition that we richly represent the visual details of our environment is illusory. When viewing a scene, we seem to use detailed representations of object properties and interobject relations to achieve a sense of continuity across views. Yet, several recent studies show that human observers fail to detect changes to objects and object properties when localized retinal information signaling a change is masked or eliminated (e.g., by eye movements). However, these studies changed arbitrarily chosen objects which may have been outside the focus of attention. We draw on previous research showing the importance of spatiotemporal information for tracking objects by creating short motion pictures in which objects in both arbitrary locations and the very center of attention were changed. Adult observers failed to notice changes in both cases, even when the sole actor in a scene transformed into another person across an instantaneous change in camera angle (or “cut”).  相似文献   
127.
Visual identification of 3-D objects depends on representations that are invariant across changes in size and left-right orientation. We examined whether this finding reflects the unique demands of processing 3-D objects, or whether it generalizes to 2-D patterns and to the tactile modality. Our findings suggest that object representation for identification is influenced greatly by the processing demands of stimulus materials (e.g., 2-D vs. 3-D objects) and stimulus modality (touch vs. vision). Identification of 2-D patterns in vision is adversely affected by left-right orientation changes, but not size changes. Identification of the same patterns in touch is adversely affected by both changes. Together, the results suggest that the unique processing demands of stimulus materials and modality shape the representation of objects in memory.  相似文献   
128.
High levels of false recognition can be observed after people study lists of semantic associates that all converge on a nonpresented lure word. To test the idea that encoding distinctive perceptual information would help to reduce false recognition, we presented a line drawing representing each associated word during study list presentation and later tested recognition of studied words and lure words. Two experiments revealed marked reductions in false recognition after pictorial encoding, relative after to word encoding. Results suggest that people reject related and unrelated lures because these items lack the distinctive qualities associated with remembered pictures.  相似文献   
129.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   
130.
This study of a sample of working women investigated where positive experiences were derived from in everyday life, focusing on the domains of work and nonwork (leisure). It examined how aspects of the situation, in terms of principal environmental influences in work and leisure, and the person, in terms of locus of control, were associated with positive subjective states and psychological well-being. The study employed questionnaires and also the experience sampling method. The results showed that both work and leisure were important for positive psychological states and that internal locus of control was associated with greater enjoyment, interest, feelings of immediate control, intrinsic motivation, life satisfaction, and affective well-being and a number of principal environmental influences.  相似文献   
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