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121.
In the McGurk effect, perceptual identification of auditory speech syllables is influenced by simultaneous presentation of discrepant visible speech syllables. This effect has been found in subjects of different ages and with various native language backgrounds. But no McGurk tests have been conducted with prelinguistic infants. In the present series of experiments, 5-month-old English-exposed infants were tested for the McGurk effect. Infants were first gaze-habituated to an audiovisual /va/. Two different dishabituation stimuli were then presented: audio /ba/-visual /va/ (perceived by adults as /va/), and audio /da/-visual /va/ (perceived by adults as /da/). The infants showed generalization from the audiovisual /va/ to the audio /ba/-visual /va/ stimulus but not to the audio /da/-visual /va/ stimulus. Follow-up experiments revealed that these generalization differences were not due to a general preference for the audio /da/-visual /va/ stimulus or to the auditory similarity of /ba/ to /va/ relative to /da/. These results suggest that the infants were visually influenced in the same way as Englishspeaking adults are visually influenced.  相似文献   
122.
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   
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Philosophical Studies -  相似文献   
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Review     
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128.
Recent memory theory has emphasized the concept ofneed probability—that is, the probability that a given piece of learned information will be tested at some point in the future. It has been proposed that, in real-world situations, need probability declines over time and that the memory-loss rate is calibrated to match the progressive reduction in need probability (J. R. Anderson & Schooler, 1991). The present experiments were designed to examine the influence of the slope of the need-probability curve on the slope of the retention curve. On each of several trials, subjects memorized a list of digits, then retained the digits in memory for 1, 2, 4, 8, or 16 sec. Some trials ended with a recall test; other trials ended with the message, “no test.” In Experiment 1, the likelihood of encountering a memory test (i.e., the need probability) was made to either increase or decrease as the retention interval increased; in Experiment 2, need probability either was flat (invariant across retention intervals) or decreased as the retention interval increased. The results indicated that the shape of the need-probability curve influenced the slope of the retention curve (Experiment 1) and that the effect became larger as the experimental session progressed (Experiment 2). The findings support the notion that memory adapts to need probabilities and that the rate of forgetting is influenced by the slope of the need-probability curve. In addition, all of the forgetting curves approximated a power function, suggesting that need probability influences the slope but not the form of forgetting.  相似文献   
129.
Saunders BA  van Brakel J 《The Behavioral and brain sciences》1997,20(2):167-79; discussion 179-228
In this target article the following hypotheses are discussed: (1) Colour is autonomous: a perceptuolinguistic and behavioural universal. (2) It is completely described by three independent attributes: hue, brightness, and saturation: (3) Phenomenologically and psychophysically there are four unique hues: red, green, blue, and yellow; (4) The unique hues are underpinned by two opponent psychophysical and/or neuronal channels: red/green, blue/yellow. The relevant literature is reviewed. We conclude: (i) Psychophysics and neurophysiology fail to set nontrivial constraints on colour categorization. (ii) Linguistic evidence provides no grounds for the universality of basic colour categories. (iii) Neither the opponent hues red/green, blue/yellow nor hue, brightness, and saturation are intrinsic to a universal concept of colour. (iv) Colour is not autonomous.  相似文献   
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The focus of this paper is mechanisms that may be responsible for intellectual and developmental differences in the cognitive strategies of typical and atypical children, including those with mental retardation. The discussion of these mechanisms is based on behavioral experiments on external memory strategies and on a set of neural network models designed for these tasks. Following the review of the external memory research, the rationale for using neural network models, how they have been used in other research, and their specific application to intellectual and developmental differences in external memory, including the results of several simulations, are reviewed. This is followed by a discussion of the mechanisms of intellectual differences and developmental change included in the models and some challenges for this type of modeling. Neural network modeling is discussed as an asset to research on cognitive development.  相似文献   
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