111,209 research outputs found

    When Objects Become Part of Self: Effects of Ownership and Choice on Self-object Associations

    Get PDF
    Despite its significant role in the society, ownership has received little research attention from social psychology. Understanding ownership as a form of people-object relations has important implications for social cognition, as the relations between people and objects share similar mechanisms with the relations between people and other social entities. Adopting an associative approach to relations, the present research investigates how ownership influences self-object association—mental associations between the owner’s self and the owned objects in the owner’s associative network. It is argued that the formation of self-object associations is gated by the levels of congruence or incongruence between the owner’s active representation of the self and those of the objects. In five experimental studies, the effects of ownership on self-object associations were examined in two types of ownership scenario. In the mere-ownership scenario, participants received an object randomly selected from two alternatives as gift. In the ownership-by-choice scenario, participants were free to choose an object from two alternatives as gift. Objects with either positive or negative valence were included, under the assumption that they are evaluatively congruent or incongruent, respectively, with the self. In the mere-ownership scenario, it was predicted that the formation of self-object associations should be determined passively by pre-existing levels of self-object congruence, assuming the information processing of the alternatives should be at a minimal level. In the ownership-by-choice scenario, it was predicted that the formation of self-object associations should be determined by choice, assuming choice-related information processing creates self-object congruence for the chosen object. Consistent with the predictions, the findings show a moderating effect of object valence on self-object associations in the mere-ownership scenario, in that ownership effects on self-object associations were found for positive objects but not for negative objects. The findings also show an ownership-by-choice effect on self-object association for negative objects, indicating choice-induced changes in the representations of the chosen object. Additional findings indicate that such changes are caused by pre-choice information processing. The findings are discussed in light of the psychology of ownership, choice, and the self

    Mine and me: exploring the neural basis of object ownership.

    Get PDF
    This document is made available in accordance with publisher policies. Please cite only the published version using the reference above. Full terms of use are available

    Behavioural types for non-uniform memory accesses

    Full text link
    Concurrent programs executing on NUMA architectures consist of concurrent entities (e.g. threads, actors) and data placed on different nodes. Execution of these concurrent entities often reads or updates states from remote nodes. The performance of such systems depends on the extent to which the concurrent entities can be executing in parallel, and on the amount of the remote reads and writes. We consider an actor-based object oriented language, and propose a type system which expresses the topology of the program (the placement of the actors and data on the nodes), and an effect system which characterises remote reads and writes (in terms of which node reads/writes from which other nodes). We use a variant of ownership types for the topology, and a combination of behavioural and ownership types for the effect system.Comment: In Proceedings PLACES 2015, arXiv:1602.0325

    Entry and access : how shareability comes about

    Get PDF
    Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research

    Specificity and coherence of body representations

    Get PDF
    Bodily illusions differently affect body representations underlying perception and action. We investigated whether this task dependence reflects two distinct dimensions of embodiment: the sense of agency and the sense of the body as a coherent whole. In experiment 1 the sense of agency was manipulated by comparing active versus passive movements during the induction phase in a video rubber hand illusion (vRHI) setup. After induction, proprioceptive biases were measured both by perceptual judgments of hand position, as well as by measuring end-point accuracy of subjects' active pointing movements to an external object with the affected hand. The results showed, first, that the vRHI is largely perceptual: passive perceptual localisation judgments were altered, but end-point accuracy of active pointing responses with the affected hand to an external object was unaffected. Second, within the perceptual judgments, there was a novel congruence effect, such that perceptual biases were larger following passive induction of vRHI than following active induction. There was a trend for the converse effect for pointing responses, with larger pointing bias following active induction. In experiment 2, we used the traditional RHI to investigate the coherence of body representation by synchronous stimulation of either matching or mismatching fingers on the rubber hand and the participant's own hand. Stimulation of matching fingers induced a local proprioceptive bias for only the stimulated finger, but did not affect the perceived shape of the hand as a whole. In contrast, stimulation of spatially mismatching fingers eliminated the RHI entirely. The present results show that (i) the sense of agency during illusion induction has specific effects, depending on whether we represent our body for perception or to guide action, and (ii) representations of specific body parts can be altered without affecting perception of the spatial configuration of the body as a whole

    The System of Corporate Governance in Kyrgyzstan

    Get PDF
    The paper is devoted to formation of the modern corporate governance system in Kyrgyz Republic. The main factors that influence this process have been studied, e.g., legal background and practice of privatization; corporate and antimonopoly law; financial markets; stakeholders activities, etc. The authors conclude that there were significant positive changes in the sphere of corporate governance in Kyrgyzstan. First of all it should be marked that in the country that had no previous experience of private property and market, institutions of corporate governance were formed, there was a process of learning of both owners and managers how to govern the company using the available set of laws and regulations. But this process is far from being complete, since the real corporate relations are still very dysfunctional. In the authors’ opinion, improvement of corporate governance in the country requires a complex approach: upgrading of legislation must be accompanied by active measures aimed at improving the situation in all spheres that influence the quality of corporate governance. The main task in this sphere is creation of favorable legal and institutional climate which would lead to improvement of common norms of corporate governance and to attraction of external investments.corporate governance, privatization, ownership structure, transition economy, Kyrgyzstan

    Applying self-processing biases in education:improving learning through ownership

    Get PDF
    Accepting ownership of an item is an effective way of associating it with self, evoking self-processing biases that enhance memory. This memory advantage occurs even in ownership games, where items are arbitrarily divided between participants to temporarily ‘own’. The current study tested the educational applications of ownership games across two experiments. In Experiment 1, 7 to 9-year-old children were asked to choose three novel, labelled shapes from an array of nine. The experimenter chose three shapes and three remained ‘un-owned’. A subsequent free-recall test showed that children reliably learned more self-owned than other-owned or un-owned shapes. Experiment 2 replicated this finding for shapes that were assigned to owners rather than chosen, and showed that ownership enhanced memory more effectively than a control game with no ownership manipulation. Together, these experiments show that ownership games can evoke self-processing biases in children’s memory, enhancing learning. Implications for education strategies are discussed

    A review of self-processing biases in cognition

    Get PDF
    When cues in the environment are associated with self (e.g., one’s own name, face, or coffee cup), these items trigger processing biases such as increased attentional focus, perceptual prioritization and memorial support. This paper reviews the existing literature on self-processing biases before introducing a series of studies that provide new insight into the influence of the self on cognition. In particular, the studies examine affective and memorial biases for self-relevant stimuli, and their flexible application in response to different task demands. We conclude that self-processing biases function to ensure that self-relevant information is attended to and preferentially processed because this is a perpetual goal of the self-system. However, contrary task-demands or priming can have an attenuating effect on their influence, speaking to the complexity and dynamism of the self-processing system in cognition
    • 

    corecore