70 research outputs found
A non-parametric Bayesian prior for causal inference of auditory streaming.
traditionally been modeled using a mechanistic approach. The
problem however is essentially one of source inference – a
problem that has recently been tackled using statistical
Bayesian models in visual and auditory-visual modalities.
Usually the models are restricted to performing inference over
just one or two possible sources, but human perceptual
systems have to deal with much more complex scenarios. To
characterize human perception we have developed a Bayesian
inference model that allows an unlimited number of signal
sources to be considered: it is general enough to allow any
discrete sequential cues, from any modality. The model uses a
non-parametric prior, hence increased complexity of the
signal does not necessitate more parameters. The model not
only determines the most likely number of sources, but also
specifies the source that each signal is associated with. The
model gives an excellent fit to data from an auditory stream
segregation experiment in which the pitch and presentation
rate of pure tones determined the perceived number of
sources
Studying strategies and types of players:Experiments, logics and cognitive models
How do people reason about their opponent in turn-taking games? Often, people do not make the decisions that game theory would prescribe. We present a logic that can play a key role in understanding how people make their decisions, by delineating all plausible reasoning strategies in a systematic manner. This in turn makes it possible to construct a corresponding set of computational models in a cognitive architecture. These models can be run and fitted to the participants’ data in terms of decisions, response times, and answers to questions. We validate these claims on the basis of an earlier game-theoretic experiment about the turn-taking game “Marble Drop with Surprising Opponent”, in which the opponent often starts with a seemingly irrational move. We explore two ways of segregating the participants into reasonable “player types”. The first way is based on latent class analysis, which divides the players into three classes according to their first decisions in the game: Random players, Learners, and Expected players, who make decisions consistent with forward induction. The second way is based on participants’ answers to a question about their opponent, classified according to levels of theory of mind: zero-order, first-order and second-order. It turns out that increasing levels of decisions and theory of mind both correspond to increasing success as measured by monetary awards and increasing decision times. Next, we use the logical language to express different kinds of strategies that people apply when reasoning about their opponent and making decisions in turn-taking games, as well as the ‘reasoning types’ reflected in their behavior. Then, we translate the logical formulas into computational cognitive models in the PRIMs architecture. Finally, we run two of the resulting models, corresponding to the strategy of only being interested in one’s own payoff and to the myopic strategy, in which one can only look ahead to a limited number of nodes. It turns out that the participant data fit to the own-payoff strategy, not the myopic one. The article closes the circle from experiments via logic and cognitive modelling back to predictions about new experiments
The Relationship between Regular Sports Participation and Vigilance in Male and Female Adolescents
The present study investigated the relationship between regular sport participation (soccer) and vigilance performance. Two groups of male and female adolescents differentiated in terms of their sport participation (athletes, n = 39, and non-athletes, n = 36) took part in the study. In one session, participants performed the Leger Multi-stage fitness test to estimate their aerobic fitness level. In the other session, participants completed the Psychomotor Vigilance Task (PVT) to evaluate their vigilance performance. Perceived arousal prior to the task and motivation toward the task were also measured in the PVT session. The results revealed that athletes had better cardiovascular fitness and showed better performance in the PVT. However, correlation analyses did not show any significant relationship between cardiovascular fitness and performance in the PVT. Athletes showed larger scores in motivation and perceived arousal measures with respect to non-athletes, although, once again, these variables were not correlated with PVT performance. Gender differences were observed only in the Leger test, with males showing greater fitness level than females. The major outcome of this research points to a positive relationship between regular sport participation and vigilance during adolescence. This relationship did not seem to be influenced by gender, perceived arousal, motivation toward the task or cardiovascular fitness. We discuss our results in terms of the different hypotheses put forward in the literature to explain the relationship between physical activity and cognitive functioning.This research was supported by a Spanish
Ministerio de Educación y Cultura (https://sede. educacion.gob.es) predoctoral grant (FPU13-05605) to the first author, and project research grants: Junta de Andalucia Proyecto de Excelencia SEJ-6414
(http://www.juntadeandalucia.es) and Ministerio de Economía y Competitividad PSI2013-46385 (http://www.mineco.gob.es) to DS and FH
A computational model of second-order social reasoning
This paper presents the first computational cognitive model of second-order social reasoning. The model uses a decision tree strategy to reason about the opponent's behavior. We hypothesize that a decision tree strategy requires (1) declarative memory, and (2) working memory. Declarative memory is required to retrieve successive reasoning steps, while working memory is required to temporarily store these reasoning steps while the next step is retrieved from memory. The model fit on data from a social reasoning game supports the validity of the model. This initial result leads to an explicit prediction for an experiment in which the reasoning game is combined with another task that requires the same cognitive resources as hypothesized by the model. This work is a first step towards understanding higher-order social reasoning from a cognitive modeling perspective
Converging evidence for abstract phonological knowledge in speech processing
The perceptual processing of speech is a constant interplay of multiple competing albeit convergent processes: acoustic input vs. higher-level representations, universal mechanisms vs. language-specific, veridical traces of speech experience vs. construction and activation of abstract representations. The present summary concerns the third of these issues. The ability to generalise across experience and to deal with resulting abstractions is the hallmark of human cognition, visible even in early infancy. In speech processing, abstract representations play a necessary role in both production and perception. New sorts of evidence are now informing our understanding of the breadth of this role
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