Several eye-movement studies have revealed flexibility in the parafoveal processing of character-order information in Chinese reading. In particular, studies show that processing a two-character word in a sentence benefits more from parafoveal preview of a nonword created by transposing rather than replacing its two characters. One issue that has not been investigated is whether the contextual predictability of the target word influences this processing of character order information. However, such a finding would provide novel evidence for an early influence of context on lexical processing in Chinese reading. Accordingly, we investigated this issue in an eye-movement experiment using the boundary paradigm and sentences containing two-character target words with high or low contextual predictability. Prior to the reader’s gaze crossing an invisible boundary, each target word was shown normally (i.e. a valid preview) or with its two characters either transposed or replaced by unrelated characters to create invalid nonword previews. These invalid previews reverted to the target word once the reader’s gaze crossed the invisible boundary. The results showed larger preview benefits (i.e. a decrease in fixation times) for target words following transposed-character than substituted-character previews, revealing a transposed-character effect similar to that in previous research. In addition, a word predictability effect (shorter fixation times for words with high than low predictability) was observed following both valid and transposed-character previews, but not substituted-character previews. The findings therefore reveal that context can influence an early stage of lexical processing in Chinese reading during which character order is processed flexibly.
In reasoning about strategic interpersonal situations, such as in playing games, an individual's representation of the situation often includes not only information about the goals and rules of the game, but also a mental model of other minds. Often such mental models involve a hierarchy of reflexive reasoning commonly employed in social situations ("What do you think I think you think..."), and may be related to the developmental notion of 'theory of mind'. In two experiments, the authors formally investigate such interpersonal recursive reasoning in college-age adults within the context of matrix games. Participants are asked to predict the moves of another player (experimenter's confederate) in a two-choice, sequential-move game that may terminate at various stages with different payoffs for each player. Participants are also asked to decide optimally on their own moves based on the prediction made. Errors concerning the prediction, or translation of those predictions into decisions about one's action, were recorded. Results demonstrate the existence of a "default" mental model about the other player in the game context that is dynamically modified as new evidence is accumulated. Predictions about this other player's behavior are, in general, used consistently in decision-making, though the opponent tends to be modeled, by default, to behave in a myopic fashion not anticipating the participant's own action. 相似文献
The purpose of this study was to investigate the changes in balance and qualitative and quantitative jumping performances by 20 children with Down syndrome (3 to 6 years) on jumping lessons. 30 typical children ages 3 to 6 years were recruited as a comparison group. Before the jumping lesson, a pretest was given subjects for balance and jumping skill measures based on the Motor Proficiency and Motor Skill Inventory, respectively. Subjects with Down syndrome received 3 sessions on jumping per week for 6 weeks but not the typical children. Then, a posttest was administered to all subjects. Analysis of covariance showed the pre- and posttest differences on scores for floor walk, beam walk, and horizontal and vertical jumping by subjects with Down syndrome were significantly greater than those for the typical children. 相似文献