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Description
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
Most people are experts in some area of information; however, they may not be knowledgeable about other closely related areas. How knowledge is generalized to hierarchically related categories was explored. Past work has found little to no generalization to categories closely related to learned categories. These results do not fit

Most people are experts in some area of information; however, they may not be knowledgeable about other closely related areas. How knowledge is generalized to hierarchically related categories was explored. Past work has found little to no generalization to categories closely related to learned categories. These results do not fit well with other work focusing on attention during and after category learning. The current work attempted to merge these two areas of by creating a category structure with the best chance to detect generalization. Participants learned order level bird categories and family level wading bird categories. Then participants completed multiple measures to test generalization to old wading bird categories, new wading bird categories, owl and raptor categories, and lizard categories. As expected, the generalization measures converged on a single overall pattern of generalization. No generalization was found, except for already learned categories. This pattern fits well with past work on generalization within a hierarchy, but do not fit well with theories of dimensional attention. Reasons why these findings do not match are discussed, as well as directions for future research.
ContributorsLancaster, Matthew E (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / Chi, Michelene (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2013
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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
The purpose of the Preschool Intervention for Embodied Storytelling (PIES) study was to evaluate the efficacy of a drama-based story time intervention on at-risk preschool students’ emotion knowledge, story retell and story comprehension skills. Six classrooms with 44 students were randomly assigned into drama-based intervention and dialogic reading control groups.

The purpose of the Preschool Intervention for Embodied Storytelling (PIES) study was to evaluate the efficacy of a drama-based story time intervention on at-risk preschool students’ emotion knowledge, story retell and story comprehension skills. Six classrooms with 44 students were randomly assigned into drama-based intervention and dialogic reading control groups. After four weeks of intervention sessions twice per week, students’ emotion knowledge and story retell skills were assessed with distal measures. During the program, students’ comprehension of the stories was evaluated weekly. Participants did not show significant main effects on any measures, however investigation of simple effects revealed differences in gains over time for intervention students in their story retell skills. Despite lack of significance, effect sizes for story retell were promising. Mean differences in story comprehension skills were consistently in favor of the intervention group for the duration of the program. Teacher participants showed an increase in their positive perceptions of drama-based instruction, but their own use of these strategies at story time was variable before and after observing the PIES program. Drama based instruction through PIES may be a favorable intervention strategy for preschool students as they develop narrative skills that are a prerequisite for future reading comprehension success.
ContributorsPierce, Melissa (Author) / Restrepo, Maria Adelaida (Thesis advisor) / Glenberg, Arthur (Committee member) / Marley, Scott (Committee member) / Arizona State University (Publisher)
Created2022
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Description
A cornerstone of children’s socio-cognitive development is understanding that others can have knowledge, thoughts, and perceptions that differ from one’s own. Preschool-aged children often have difficulty with this kind of social understanding, i.e., they lack an explicit theory of mind. The goal of this dissertation was to examine the role

A cornerstone of children’s socio-cognitive development is understanding that others can have knowledge, thoughts, and perceptions that differ from one’s own. Preschool-aged children often have difficulty with this kind of social understanding, i.e., they lack an explicit theory of mind. The goal of this dissertation was to examine the role mental state language as a developmental mechanism of children’s early understanding of their own mental states (i.e., their introspective ability). Specifically, it was hypothesized that (1) parents’ ability to recognize and appropriately label their children’s mental states and (2) children’s linguistic ability to distinguish between their mental states shapes the development of children’s introspective ability. An initial prediction of the first hypothesis is that parents should recognized differences in the development of children’s self- and other-understanding in order to better help their children’s introspective development. In support of this prediction, parents (N = 400, Mage = 58 months, Range = 28-93 months) reported that children’s understanding of their own knowledge was greater than children’s understanding of others’ knowledge. A prediction of the second hypothesis is that children’s linguistic ability to distinguish between and appropriately label their own mental states should determine their ability to make fined grained judgments of mental states like certainty. In support of this prediction, children’s (N = 197, Mage = 56 months, Range = 36-82 months) ability to distinguish between their own knowledge and ignorance states was associated children’s ability to engage in uncertainty monitoring. Together, these findings provide support for the association between children’s linguistic environment and ability and their introspective development.
ContributorsGonzales, Christopher Ryan (Author) / Fabricius, William V. (Thesis advisor) / Spinrad, Tracy (Committee member) / Glenberg, Arthur (Committee member) / Horne, Zachary (Committee member) / Arizona State University (Publisher)
Created2018
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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
For this master's thesis, a unique set of cognitive prompts, designed to be delivered through a teachable robotic agent, were developed for students using Tangible Activities for Geometry (TAG), a tangible learning environment developed at Arizona State University. The purpose of these prompts is to enhance the affordances of the

For this master's thesis, a unique set of cognitive prompts, designed to be delivered through a teachable robotic agent, were developed for students using Tangible Activities for Geometry (TAG), a tangible learning environment developed at Arizona State University. The purpose of these prompts is to enhance the affordances of the tangible learning environment and help researchers to better understand how we can design tangible learning environments to best support student learning. Specifically, the prompts explicitly encourage users to make use of their physical environment by asking students to perform a number of gestures and behaviors while prompting students about domain-specific knowledge. To test the effectiveness of these prompts that combine elements of cognition and physical movements, the performance and behavior of students who encounter these prompts while using TAG will be compared against the performance and behavior of students who encounter a more traditional set of cognitive prompts that would typically be used within a virtual learning environment. Following this study, data was analyzed using a novel modeling and analysis tool that combines enhanced log annotation using video and user model generation functionalities to highlight trends amongst students.
ContributorsThomas, Elissa (Author) / Burleson, Winslow (Thesis advisor) / Muldner, Katarzyna (Committee member) / Walker, Erin (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2014