This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays

The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays in category definition was explained. It was hypothesized that the effects of partial experience are not explained by a shifting of attention between dimensions (Taylor & Ross, 2009) but rather by an increased reliance on prototypical values used to fill in missing information during incomplete experiences. Results indicated that participants (1) do not fill in missing information with prototypical values, (2) integrate information less efficiently between different modalities than within a single modality, and (3) have difficulty learning only when partial experience prevents access to diagnostic information.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Mcbeath, Micheal (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Intuitive decision making refers to decision making based on situational pattern recognition, which happens without deliberation. It is a fast and effortless process that occurs without complete awareness. Moreover, it is believed that implicit learning is one means by which a foundation for intuitive decision making is developed. Accordingly, the

Intuitive decision making refers to decision making based on situational pattern recognition, which happens without deliberation. It is a fast and effortless process that occurs without complete awareness. Moreover, it is believed that implicit learning is one means by which a foundation for intuitive decision making is developed. Accordingly, the present study investigated several factors that affect implicit learning and the development of intuitive decision making in a simulated real-world environment: (1) simple versus complex situational patterns; (2) the diversity of the patterns to which an individual is exposed; (3) the underlying mechanisms. The results showed that simple patterns led to higher levels of implicit learning and intuitive decision-making accuracy than complex patterns; increased diversity enhanced implicit learning and intuitive decision-making accuracy; and an embodied mechanism, labeling, contributes to the development of intuitive decision making in a simulated real-world environment. The results suggest that simulated real-world environments can provide the basis for training intuitive decision making, that diversity is influential in the process of training intuitive decision making, and that labeling contributes to the development of intuitive decision making. These results are interpreted in the context of applied situations such as military applications involving remotely piloted aircraft.
ContributorsCovas-Smith, Christine Marie (Author) / Cooke, Nancy J. (Thesis advisor) / Patterson, Robert (Committee member) / Glenberg, Arthur (Committee member) / Homa, Donald (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Learning and transfer were investigated for a categorical structure in which relevant stimulus information could be mapped without loss from one modality to another. The category space was composed of three non-overlapping, linearly-separable categories. Each stimulus was composed of a sequence of on-off events that varied in duration and number

Learning and transfer were investigated for a categorical structure in which relevant stimulus information could be mapped without loss from one modality to another. The category space was composed of three non-overlapping, linearly-separable categories. Each stimulus was composed of a sequence of on-off events that varied in duration and number of sub-events (complexity). Categories were learned visually, haptically, or auditorily, and transferred to the same or an alternate modality. The transfer set contained old, new, and prototype stimuli, and subjects made both classification and recognition judgments. The results showed an early learning advantage in the visual modality, with transfer performance varying among the conditions in both classification and recognition. In general, classification accuracy was highest for the category prototype, with false recognition of the category prototype higher in the cross-modality conditions. The results are discussed in terms of current theories in modality transfer, and shed preliminary light on categorical transfer of temporal stimuli.
ContributorsFerguson, Ryan (Author) / Homa, Donald (Thesis advisor) / Goldinger, Stephen (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Recent findings in human interactions with complex objects, objects with unpredictable interaction dynamics, revealed predictability as an important factor when determining effective control strategies. The current study extended these findings by examining the role of predictability in the selection of control strategies in two scenarios: during initial interactions with a

Recent findings in human interactions with complex objects, objects with unpredictable interaction dynamics, revealed predictability as an important factor when determining effective control strategies. The current study extended these findings by examining the role of predictability in the selection of control strategies in two scenarios: during initial interactions with a novel, complex object, and when intentional constraints are imposed. In Experiment 1, methods with which people can identify and improve their control strategy during initial interactions with a complex object were examined. Participants actively restricted their movements at first to simplify the object’s complex behavior, then gradually adjusted movements to improve the system’s predictability. In Experiment 2, predictability of participants’ control strategies was monitored when the intention to act was changed to prioritize speed over stability. Even when incentivized to seek alternative strategies, people still prioritized predictability, and would compensate for the loss of predictability. These experiments furthered understanding of the motor control processes as a whole and may reveal important implications when generalized to other domains that also interact with complex systems.
ContributorsNguyen, Tri Duc (Author) / Amazeen, Eric (Thesis advisor) / Glenberg, Arthur (Committee member) / Amazeen, Polemnia G (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Emergent processes can roughly be defined as processes that self-arise from interactions without a centralized control. People have many robust misconceptions in explaining emergent process concepts such as natural selection and diffusion. This is because they lack a proper categorical representation of emergent processes and often misclassify these processes into

Emergent processes can roughly be defined as processes that self-arise from interactions without a centralized control. People have many robust misconceptions in explaining emergent process concepts such as natural selection and diffusion. This is because they lack a proper categorical representation of emergent processes and often misclassify these processes into the sequential processes category that they are more familiar with. The two kinds of processes can be distinguished by their second-order features that describe how one interaction relates to another interaction. This study investigated if teaching emergent second-order features can help people more correctly categorize new processes, it also compared different instructional methods in teaching emergent second-order features. The prediction was that learning emergent features should help more than learning sequential features because what most people lack is the representation of emergent processes. Results confirmed this by showing participants who generated emergent features and got correct features as feedback were better at distinguishing two kinds of processes compared to participants who rewrote second-order sequential features. Another finding was that participants who generated emergent features followed by reading correct features as feedback did better in distinguishing the processes than participants who only attempted to generate the emergent features without feedback. Finally, switching the order of instruction by teaching emergent features and then asking participants to explain the difference between emergent and sequential features resulted in equivalent learning gain as the experimental group that received feedback. These results proved teaching emergent second-order features helps people categorize processes and demonstrated the most efficient way to teach them.
ContributorsXu, Dongchen (Author) / Chi, Michelene (Thesis advisor) / Homa, Donald (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Recognition memory was investigated for naturalistic dynamic scenes. Although visual recognition for static objects and scenes has been investigated previously and found to be extremely robust in terms of fidelity and retention, visual recognition for dynamic scenes has received much less attention. In four experiments, participants view a number of

Recognition memory was investigated for naturalistic dynamic scenes. Although visual recognition for static objects and scenes has been investigated previously and found to be extremely robust in terms of fidelity and retention, visual recognition for dynamic scenes has received much less attention. In four experiments, participants view a number of clips from novel films and are then tasked to complete a recognition test containing frames from the previously viewed films and difficult foil frames. Recognition performance is good when foils are taken from other parts of the same film (Experiment 1), but degrades greatly when foils are taken from unseen gaps from within the viewed footage (Experiments 3 and 4). Removing all non-target frames had a serious effect on recognition performance (Experiment 2). Across all experiments, presenting the films as a random series of clips seemed to have no effect on recognition performance. Patterns of accuracy and response latency in Experiments 3 and 4 appear to be a result of a serial-search process. It is concluded that visual representations of dynamic scenes may be stored as units of events, and participant's old
ew judgments of individual frames were better characterized by a cued-recall paradigm than traditional recognition judgments.
ContributorsFerguson, Ryan (Author) / Homa, Donald (Thesis advisor) / Goldinger, Stephen (Committee member) / Glenberg, Arthur (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we

Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we may define these complex categories such as chairs, tables, or stairs by understanding the simpler rules defined by potential interactions with these objects. This concept, called grounding, allows for the learning and transfer of complex categorization rules if said rules are capable of being expressed in a more simple fashion by virtue of meaningful physical interactions. The present experiment tested this hypothesis by having participants engage in either a Rule Based (RB) or Information Integration (II) categorization task with instructions to engage with the stimuli in either a non-interactive or interactive fashion. If participants were capable of grounding the categories, which were defined in the II task with a complex visual rule, to a simpler interactive rule, then participants with interactive instructions should outperform participants with non-interactive instructions. Results indicated that physical interaction with stimuli had a marginally beneficial effect on category learning, but this effect seemed most prevalent in participants were engaged in an II task.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / McBeath, Michael (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2014
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Description
An emerging literature on the relation between memory and importance has shown that people are able to selectively remember information that is more, relative to less important. Researchers in this field have operationalized importance by assigning value to the different information that participants are asked to study and remember. In

An emerging literature on the relation between memory and importance has shown that people are able to selectively remember information that is more, relative to less important. Researchers in this field have operationalized importance by assigning value to the different information that participants are asked to study and remember. In the present investigation I developed two experiments, using a slightly altered value-directed-remembering (VDR) paradigm, to investigate whether and how value modifies the dynamics of memory organization and search. Moreover, I asked participants to perform a surprise final free recall task in order to examine the effects of value in the recall dynamics of final free recall. In Experiment 1, I compared the recall dynamics of delayed and final free recall between a control and a value condition, in the latter of which numbers appeared next to words, in random order, denoting the value of remembering each word during recall. In Experiment 2, I manipulated the order of presentation of the values by adding an ascending and a descending condition where values were presented in either an ascending or a descending order, respectively. Overall, my results indicated that value affected several measures of delayed and final free recall, without, in most cases, taking away the serial position effects on those same measures.
ContributorsStefanidi, Aikaterini (Author) / Brewer, Gene A. (Thesis advisor) / Glenberg, Arthur (Committee member) / Goldinger, Stephen (Committee member) / Arizona State University (Publisher)
Created2015
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Description
ABSTRACT



Learning a novel motor pattern through imitation of the skilled performance of an expert has been shown to result in better learning outcomes relative to observational or physical practice. The aim of the present project was to examine if the advantages of imitational practice could be further

ABSTRACT



Learning a novel motor pattern through imitation of the skilled performance of an expert has been shown to result in better learning outcomes relative to observational or physical practice. The aim of the present project was to examine if the advantages of imitational practice could be further augmented through a supplementary technique derived from my previous research. This research has provided converging behavioral evidence that dyads engaged in joint action in a familiar task requiring spatial and temporal synchrony end up developing an extended overlap in their body representations, termed a joint body schema (JBS). The present research examined if inducing a JBS between a trainer and a novice trainee, prior to having the dyad engage in imitation practice on a novel motor pattern would enhance both of the training process and its outcomes.

Participants either worked with their trainer on a familiar joint task to develop the JBS (Joint condition) or performed a solo equivalent of the task while being watched by their trainer (Solo condition). Participants In both groups then engaged in blocks of alternating imitation practice and free production of a novel manual motor pattern, while their motor output was recorded. Analyses indicated that the Joint participants outperformed the Solo participants in the ability to synchronize the spatial and temporal components of their imitation movements with the trainer’s pattern-modeling movements. The same group showed superior performance when attempting to freely produce the pattern. These results carry significant theoretical and translational potentials for the fields of motor learning and rehabilitation.
ContributorsSoliman, Tamer (Author) / Glenberg, Arthur (Thesis advisor) / Helms Tillery, Stephen (Committee member) / McBeath, Michael (Committee member) / Amazeen, Eric (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Writing is an intricate cognitive and social process that involves the production of texts for the purpose of conveying meaning to others. The importance of lower level cognitive skills and language knowledge during this text production process has been well documented in the literature. However, the role of higher level

Writing is an intricate cognitive and social process that involves the production of texts for the purpose of conveying meaning to others. The importance of lower level cognitive skills and language knowledge during this text production process has been well documented in the literature. However, the role of higher level skills (e.g., metacognition, strategy use, etc.) has been less strongly emphasized. This thesis proposal examines higher level cognitive skills in the context of persuasive essay writing. Specifically, two published manuscripts are presented, which both examine the role of higher level skills in the context of writing. The first manuscript investigates the role of metacognition in the writing process by examining the accuracy and characteristics of students' self-assessments of their essays. The second manuscript takes an individual differences approach and examines whether the higher level cognitive skills commonly associated with reading comprehension are also related to performance on writing tasks. Taken together, these manuscripts point towards a strong role of higher level skills in the writing process and provide a strong foundation on which to develop future research and educational interventions.
ContributorsAllen, Laura K (Author) / McNamara, Danielle S. (Thesis advisor) / Connor, Carol (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2014