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1.
The human conceptual system comprises simulated information of sensorimotor experience and linguistic distributional information of how words are used in language. Moreover, the linguistic shortcut hypothesis predicts that people will use computationally cheaper linguistic distributional information where it is sufficient to inform a task response. In a pre-registered category production study, we asked participants to verbally name members of concrete and abstract categories and tested whether performance could be predicted by a novel measure of sensorimotor similarity (based on an 11-dimensional representation of sensorimotor strength) and linguistic proximity (based on word co-occurrence derived from a large corpus). As predicted, both measures predicted the order and frequency of category production but, critically, linguistic proximity had an effect above and beyond sensorimotor similarity. A follow-up study using typicality ratings as an additional predictor found that typicality was often the strongest predictor of category production variables, but it did not subsume sensorimotor and linguistic effects. Finally, we created a novel, fully grounded computational model of conceptual activation during category production, which best approximated typical human performance when conceptual activation was allowed to spread indirectly between concepts, and when candidate category members came from both sensorimotor and linguistic distributional representations. Critically, model performance was indistinguishable from typical human performance. Results support the linguistic shortcut hypothesis in semantic processing and provide strong evidence that both linguistic and grounded representations are inherent to the functioning of the conceptual system. All materials, data, and code are available at https://osf.io/vaq56/ .  相似文献   
2.
We propose and test a comprehensive theory designed to explain seemingly contradictory relations between job demands, emotional exhaustion, and work‐family conflict (WFC) reported in the literature. Using job demands‐resources theory, effort‐recovery theory, and personal resources theory we hypothesized that job demands would spillover to emotional exhaustion as mediated by WFC (causality model), and alternatively that job demands would also spillover to WFC as mediated by emotional exhaustion (reverse causal model). Further, we also hypothesized using loss spiral theory that a more comprehensive model representing reciprocal and cross‐linked effects (causal and reverse causal simultaneously) would best fit the data. The hypotheses were tested in a longitudinal study of 257 Australian (Victorian) frontline police officers at two time points approximately 12 months apart. We used structural equation modelling and found in support of the simultaneous reciprocal effects hypothesis, that the more comprehensive model fitted the data better than either the causality or the reverse causal model. Future research should more comprehensively model the important relationships between job demands, emotional exhaustion, and WFC to reflect their complex interplay. Interventions to reduce work demands arising from work pressure and emotional demands are indicated to prevent conflict at home and emotional exhaustion in police officers.  相似文献   
3.
In a market entry game, the number of entrants usually approaches game-theoretic equilibrium quickly, but in real-world markets business start-ups typically exceed market capacity, resulting in chronically high failure rates and suboptimal industry profits. Excessive entry has been attributed to overconfidence arising when expected payoffs depend partly on skill. In an experimental test of this hypothesis, 96 participants played 24 rounds of a market entry game, with expected payoffs dependent partly on skill on half the rounds, after their confidence was manipulated and measured. The results provide direct support for the hypothesis that high levels of confidence are largely responsible for excessive entry, and they suggest that absolute confidence, independent of interpersonal comparison, rather than confidence about one's abilities relative to others, drives excessive entry decisions when skill is involved.  相似文献   
4.
In individual choices between alternatives x and y, the availability of a third alternative z, judged inferior to x but not to y, tends to increase preferences for x. Two experiments investigated corresponding strategic asymmetric dominance effects in games. In Experiment 1, 72 players chose strategies in six symmetric 3 × 3 games, each having one strategy dominating just one other, or in reduced 2 × 2 games constructed by deleting the dominated strategies. Asymmetrically dominated strategies, even when unavailable (phantom decoy), increased choices of the strategies that dominated them and bolstered decision confidence. In Experiment 2, 81 participants played 12 similar but asymmetric games with or without dominated strategies, and similar asymmetric dominance, phantom decoy, and confidence effects were found.  相似文献   
5.
Information that is presumed to be true at encoding but later on turns out to be false (i.e., misinformation) often continues to influence memory and reasoning. In the present study, we investigated how the strength of encoding and the strength of a later retraction of the misinformation affect this continued influence effect. Participants read an event report containing misinformation and a subsequent correction. Encoding strength of the misinformation and correction were orthogonally manipulated either via repetition (Experiment 1) or by imposing a cognitive load during reading (Experiment 2). Results suggest that stronger retractions are effective in reducing the continued influence effects associated with strong misinformation encoding, but that even strong retractions fail to eliminate continued influence effects associated with relatively weak encoding. We present a simple computational model based on random sampling that captures this effect pattern, and conclude that the continued influence effect seems to defy most attempts to eliminate it.  相似文献   
6.
The problem of ambiguity in games is discussed, and a class of ambiguous games is identified. A total of 195 participants played strategic-form games of various sizes with unidentified co-players. In each case, they first chose between a known-risk game involving a co-player indifferent between strategies and an equivalent ambiguous game involving one of several co-player types, each with a different dominant strategy, and then they chose a strategy for the preferred game. Half the players knew that the ambiguous co-player types were equally likely, and half did not. Half expected the outcomes to be known immediately, and half expected a week's delay. Known-risk games were generally preferred, confirming a significant strategic ambiguity aversion effect. In the delay conditions, players who knew that the ambiguous co-player types were equally likely were significantly less ambiguity averse than those who did not. Decision confidence was significantly higher in 2 × 2 than in larger games.  相似文献   
7.
Decision theory and game theory rest on a fundamental assumption that players seek to maximize their individual utilities, but in some interactive decisions it seems intuitively reasonable to aim to maximize the utility of the group of players as a whole. Such team reasoning requires collective preferences and a distinctive mode of reasoning from preferences to decisions. Findings from two experiments provide evidence for collective preferences and team reasoning. In lifelike vignettes (Experiment 1) and abstract games (Experiment 2) with certain structural properties, most players preferred team-reasoning strategies to strategies supporting unique Nash equilibria, although individually rational players should choose equilibrium strategies. These findings suggest that team reasoning predicts strategy choices more powerfully than orthodox game theory in some games.  相似文献   
8.
This study investigated the relationship between on-task behavior and the academic performance of three low achieving and disruptive children in an elementary school special-education class. A number of researchers have postulated that the direct elimination of off-task or disruptive behavior is a necessary prior requirement when increases in academic performance are sought in special-education classrooms composed of low achievers with below-average socioeconomic environments. The present research program investigated this issue and measured the incidence of on-task behavior and its relationship to changes in the performance of a variety of academic tasks brought about by the opportunity to engage in daily free-time activities. Three children from a class of eight “educably mentally handicapped” students were chosen as target subjects, as their repertoires seemed to be especially defective. These children were observed by the first author for 90-minute sessions three days a week, and data regarding on-task behavior were obtained by the use of an interval recording technique. In conjunction with the teacher, the first author also monitored the academic performance of the children in six structured activities—answer completion from boardwork instructions, task completion from handout assignments, comprehension of reading assignments and vocabulary recognition, accuracy of direction-following to audiotaped instructions, quality of copied handwriting, and the matching of appropriate phonetic sounds to pictured objects and situations. Following baseline sessions during which both on-task and academic performance was measured, several experimental sessions were conducted during which free-time was given noncontingently. During these sessions, no reliable changes in student performance were observed. Subsequently, the teacher and experimenters defined a specified percentage of correct completion of each of the six categories of skill performance as necessary for the achievement of the free-time reinforcer, during each experimental session. As a result, both the academic productivity and the on-task measures of behavior were observed to increase, even though reinforcement was not directly contingent upon on-task behavior. The subsequent reinstitution of noncontingent free-time was followed by lower rates of both output and on-task behavior. The final reintroduction of contingent free-time for academic productivity again produced substantial increases in both work accomplished correctly and on-task behavior. Corresponding increases in productivity were noted for most nontarget children as well. While the present investigation has shown a high correspondence between productivity and on-task behavior, we must keep in mind that on-task behavior can be defined in many different ways. It remains possible that differences in the degree of correlation between outcome measures and the topography of “work” activity may relate to the degree to which the specific on-task behaviors measured are actually required for the outcome behavior. The failure of many researchers to identify a direct relationship between “appearances” and output may be inherently a measurement problem.  相似文献   
9.
Experimental and Monte Carlo methods were used to test theoretical predictions about adaptive learning of cooperative responses without awareness in minimal social situations—games in which the payoffs to players depend not on their own actions but exclusively on the actions of other group members. In Experiment 1, learning occurred slowly over 200 rounds in a dyadic minimal social situation but not in multiplayer groups. In Experiments 2–4, learning occurred rarely in multiplayer groups, even when players were informed that they were interacting strategically and were allowed to communicate with one another but were not aware of the game’s payoff structure. Monte Carlo simulation suggested that players approach minimal social situations using a noisy version of the win–stay, lose–shift decision rule, deviating from the deterministic rule less frequently after rewarding than unrewarding rounds.  相似文献   
10.
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