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Behavioural problems are a key feature of frontotemporal lobar degeneration (FTLD). Also, FTLD patients show impairments in emotion processing. Specifically, the perception of negative emotional facial expressions is affected. Generally, however, negative emotional expressions are regarded as more difficult to recognize than positive ones, which thus may have been a confounding factor in previous studies. Also, ceiling effects are often present on emotion recognition tasks using full-blown emotional facial expressions. In the present study with FTLD patients, we examined the perception of sadness, anger, fear, happiness, surprise and disgust at different emotional intensities on morphed facial expressions to take task difficulty into account. Results showed that our FTLD patients were specifically impaired at the recognition of the emotion anger. Also, the patients performed worse than the controls on recognition of surprise, but performed at control levels on disgust, happiness, sadness and fear. These findings corroborate and extend previous results showing deficits in emotion perception in FTLD.  相似文献   
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Insight problems are difficult because the initially activated knowledge hinders successful solving. The crucial information needed for a solution is often so far removed that gaining access to it through restructuring leads to the subjective experience of “Aha!”. Although this assumption is shared by most insight theories, there is little empirical evidence for the connection between the necessity of restructuring an incorrect problem representation and the Aha! experience. Here, we demonstrate a rare case where previous knowledge facilitates the solving of insight problems but reduces the accompanying Aha! experience. Chess players were more successful than non‐chess players at solving the mutilated checkerboard insight problem, which requires retrieval of chess‐related information about the color of the squares. Their success came at a price, since they reported a diminished Aha! experience compared to controls. Chess players’ problem‐solving ability was confined to that particular problem, since they struggled to a similar degree to non‐chess players to solve another insight problem (the eight‐coin problem), which does not require chess‐related information for a solution. Here, chess players and non‐chess players experienced the same degree of insight.  相似文献   
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When a single perceptual object provides two different reasons for a particular decision (by containing two qualitatively different targets), detailed analyses of the response-time distributions have shown that the two different reasons are jointly responsible for the final decision. The question is whether this coactivation occurs because the two targets contained by the object were from separate dimensions (e.g., color and shape) or were parts of the same perceptual object. Early work argued in favor of dimensions, implying that the types of information being processed is critical, as opposed to their sources; more recent work has argued in favor of objects. Experiment 1 in the present paper corrected for a potential bias in the design of some recent studies and found additional evidence in favor of objects. Two additional experiments directly manipulated whether redundant targets would be perceived as parts of one or two perceptual objects (while holding all else constant) and produced the strongest evidence to date that coactivation requires that the redundant targets be parts of one object. This reverses the original conclusion and suggests that the sources of information are critical, as opposed to the types. Two specific versions of the object-based model are discussed.  相似文献   
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Having a sudden insight is often associated with inherent confidence, enough for Archimedes to run naked through the streets shouting “Eureka!”. Recent evidence demonstrates that public displays of enthusiasm, such as the ancient polymath's, are actually supported by a higher likelihood of being correct.  相似文献   
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The present study investigates a possible memory advantage for solutions that were reached through insightful problem solving. We hypothesized that insight solutions (with Aha! experience) would be remembered better than noninsight solutions (without Aha! experience). 34 video clips of magic tricks were presented to 50 participants as a novel problem-solving task, asking them to find out how the trick was achieved. Upon discovering the solution, participants had to indicate whether they had experienced insight during the solving process. After a delay of 14 days, a recall of solutions was conducted. Overall, 55 % of previously solved tricks were recalled correctly. Comparing insight and noninsight solutions, 64.4 % of all insight solutions were recalled correctly, whereas only 52.4 % of all noninsight solutions were recalled correctly. We interpret this finding as a facilitating effect of previous insight experiences on the recall of solutions.  相似文献   
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We developed an interactive program, Analysis of Brain Lesions (ABLe) so that researchers studying the effects of brain lesions on cognition could have a user-friendly tool that could quantitatively characterize such lesions. The program was prepared in Tcl/Tk and will run on any UNIX or PC LINUX platform with the MEDx medical imaging software package. The ABLe is almost completely automated and determines the brain lesion size as well as which cytoarchitectonic brain regions (Brodmann areas) are contained within the boundaries of the lesion. Lesion data from multiple subjects can be grouped together and the degree of lesion overlap displayed. All images are analyzed and displayed within standard Talairach coordinate space, and the precision of the match between the ABLe Brodmann area graphics and the subject/patient brain is easily confirmed. The program is the first easy-to-use software that contains these specific features and is available for interested researchers with a background in lesion analysis.  相似文献   
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The “Tower of London” puzzle was adapted to tablet PCs to be used as a clinical bedside test. “Iso-problems”, a specific class of problems, require identical moves but ball colours are permuted. Thus difficulty is the same even if the appearance is different. We wanted to determine the impact of these as yet little-studied tasks and hypothesised that there may be a learning effect specific to them (the “iso-effect”). We interspersed a set of six iso-problems within one selection of 22 tasks and analysed problem solving by 81 healthy adults (mean age 41.6 years). Participants showed learning across iso-problems (less time, fewer moves, increasingly efficient solutions). This effect was distinct from general learning, as was obvious from comparison with a series of non-isomorphic tasks. However, participants seem not to be aware of solving such problems. This “iso-effect” may be related to implicit memory, a domain that so far has not been assessed using the Tower of London.  相似文献   
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