40 research outputs found
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Can false memories prime alternative solutions to ambiguous problems?
Research has demonstrated that false memories are capable of priming and facilitating insight-based problem-solving tasks by increasing solution rates and decreasing solution times. The present research extended this finding by investigating whether false memories could be used to bias ambiguous insight-based problem-solving tasks in a similar manner. Compound remote associate task (CRAT) problems with two possible correct answers, a dominant and a non-dominant solution, were created and normed (Experiment 1). In Experiment 2, participants were asked to solve these CRAT problems after they were given Deese/Roediger-McDermott lists whose critical lures were also the non-dominant solution to half of the corresponding CRATs. As predicted, when false memories served as primes, solution rates were higher and solution times were faster for non-dominant than dominant CRAT solutions. This biasing effect was only found when participants falsely recalled the critical lure, and was not found when participants did not falsely recall the critical lure, or when they were not primed. Results are discussed with regard to spreading activation models of solution competition in problem-solving tasks and current theories of false memory priming effects
On the adaptive function of children's and adults' false memories
Recent research has shown that memory illusions can successfully prime both children’s and adults’ performance on complex, insight-based problems (compound remote associates tasks or CRATs). The current research aimed to clarify the locus of these priming effects. Like before, Deese/Roediger-McDermott (DRM) lists were selected to prime subsequent CRATs such that the critical lures were also the solution words to a subset of the CRATs participants attempted to solve. Unique to the present research, recognition memory tests were used and participants were either primed during the list study phase, during the memory test phase, or both. Across two experiments, primed problems were solved more frequently and significantly faster than unprimed problems. Moreover, when participants were primed during the list study phase, subsequent solution times and rates were considerably superior to those produced by those participants who were simply primed at test. Together, these are the first results to show that false-memory priming during encoding facilitates problem solving in both children and adults
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Rationality in context: An analogical perspective
At times, human behavior seems erratic and irrational. Therefore, when modeling human decision-making, it seems reasonable to take the remarkable abilities of humans into account with respect to rational behavior, but also their apparent deviations from the normative standards of rationality shining up in certain rationality tasks. Based on well-known challenges for human rationality, together with results from psychological studies on decision-making and from previous work in the field of computational modeling of analogy-making, I argue that the analysis and modeling of rational belief and behavior should also consider context-related cognitive mechanisms like analogy-making and coherence maximization of the background theory. Subsequently, I conceptually outline a high-level algorithmic approach for a Heuristic Driven Theory Projection-based system for simulating context-dependent human-style rational behavior. Finally, I show and elaborate on the close connections, but also on the significant differences, of this approach to notions of "ecological rationality"
Formal modeling and analysis of cognitive agent behavior
From an external perspective, cognitive agent behavior can be described by specifying (temporal) correlations of a certain
complexity between stimuli (input states) and (re)actions (output states) of the agent. From an internal perspective the agent’s
dynamics can be characterized by direct (causal) temporal relations between internal and mental states of the agent. The latter
type of specifications can be represented in a relatively simple, executable format, which enables different types of analysis
of the agent’s behavior. In particular, simulations of the agent’s behavior under different (environmental) circumstances
can be explored. Furthermore, by applying verification techniques, automated analysis of the consequences of the agent’s behavior
can be carried out. To enable such types of analysis when only given an external behavioral specification, this has to be
transformed first into some type of executable format. An automated procedure for such a transformation is proposed in this
paper. The application of the transformation procedure is demonstrated for a number of cases, showing examples of the types
of analysis as mentioned for different forms of behavior
Becoming original: effects of strategy instruction
Visual arts education focuses on creating original visual art products. A means to improve originality is enhancement of divergent thinking, indicated by fluency, flexibility and originality of ideas. In regular arts lessons, divergent thinking is mostly promoted through brainstorming. In a previous study, we found positive effects of an explicit instruction of metacognition on fluency and flexibility in terms of the generation of ideas, but not on the originality of ideas. Therefore, we redesigned the instruction with a focus on building up knowledge about creative generation strategies by adding more complex types of association, and adding generation through combination and abstraction. In the present study, we examined the effects of this intervention by comparing it with regular brainstorming instruction. In a pretest-posttest control group design, secondary school students in the comparison condition received the brainstorm lesson and students in the experimental condition received the newly developed instruction lesson. To validate the effects, we replicated this study with a second cohort. The results showed that in both cohorts the strategy instruction of 50 min had positive effects on students' fluency, flexibility and originality. This study implies that instructional support in building up knowledge about creative generation strategies may improve students' creative processes in visual arts education
Simulating Context Effects in Problem Solving with AMBR
This paper presents a computer simulation of context effects on problem solving with AMBR --- a model of human analogy-making. It demonstrates how perceiving some incidental objects from the environment may change the way the problem is being solved. It also shows that the timing of this perception is important: while the context element may have crucial influence during the initial stages of problem solving it has virtually no effect during the later stages. The simulation also explores the difference between an explicit hint condition where the focus of attention is drawn towards a context situation which is analogous to the target problem and an implicit context condition where an arbitrary object from the environment makes us remind an old episode