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The Final-Syllable Advantage in Cross-Modal Mapping Between Name Pronunciation and Face Shape 名字发音与脸型跨模态映射的末音节优势。
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-12-24 DOI: 10.1111/cogs.70157
Xiangbo Yan, Yangtao Liu, Yue Zhou, Zihan Bai, Zhongqing Jiang

Previous studies show that people believe that a name belongs to a person if the person's face shape (FS) matches the lip shape formed when pronouncing the name. This represents a cross-modal mapping effect between name pronunciation (NP) and FS. Considering that approximately 84.55% of Chinese people have a two-character name, the present study specifically investigates which character of double-character Chinese names plays a more critical role in the mapping relationship with the FS. We conducted four experiments that used disyllabic names with pronunciations involving contrasting lip shapes. The interval between the pronunciation of the name's first and final characters was set at either 0 or 1000 ms. Two presentation orders were used: presenting the name before the face image and the face image before the name. We found that the NP–FS mapping persists when the lip shapes of the initial and final syllables of a name differ, while the final syllable determinetavs the mapping. This underscores the significant role of the final syllable in driving NP–FS mapping, which supports the hypothesis that names must be completely encoded for recognition before being integrated with facial perception.

先前的研究表明,如果一个人的脸型与念这个名字时的唇形相匹配,人们就会认为这个名字属于这个人。这代表了名字发音(NP)和名字发音(FS)之间的跨模态映射效应。考虑到大约84.55%的中国人有双字姓名,本研究具体考察了双字姓名中哪个字符在与FS的映射关系中起着更关键的作用。我们进行了四个实验,使用双音节的名字,发音涉及不同的唇形。名称的第一个字符和最后一个字符的发音之间的间隔设置为0或1000毫秒。实验采用了两种呈现顺序:先呈现姓名后呈现人脸图像和先呈现人脸图像后呈现姓名。我们发现,当名字的首音节和尾音节的唇形不同时,NP-FS映射仍然存在,而最后一个音节决定了映射。这强调了最后一个音节在驱动NP-FS映射中的重要作用,这支持了一个假设,即在与面部感知集成之前,名称必须完全编码以进行识别。
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引用次数: 0
An Agent-Based Model of Semantic Memory Search: Disentangling Cognitive Control and Semantic Space Organization 基于智能体的语义记忆搜索模型:认知控制与语义空间组织。
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-12-24 DOI: 10.1111/cogs.70155
Diego Morales, Sergio E. Chaigneau, Enrique Canessa

Verbal fluency tasks reveal clustering and switching patterns traditionally explained by strategic search or stochastic processes like Lévy or random walks. However, previous comparisons ignored how search processes interact with semantic structure, leaving unclear whether model performance reflects strategic mechanisms or fortuitous alignment with semantic organization. This study developed and validated a novel Area Restricted Search (ARS) agent-based model of semantic memory retrieval, then systematically compared it against Lévy Walk (LW) and Random Walk (RW) models to investigate when different search mechanisms succeed under varying structural conditions. The model implements incremental decision-making based on local information, without predetermined switching points or complete semantic space access. Semantic structure parameters were treated as free variables during optimization, allowing examination of process–structure interactions across diverse configurations. Performance was evaluated against 50 participants across three semantic categories using clustering, switching, and temporal variables. Two simulations examined model fit and adaptability to varying semantic structures. Different mechanisms require distinct semantic configurations: ARS performed well in moderate clustering, LW in sparse arrangements, and RW under dense clustering, but RW generated response distributions different from participants. However, when semantic density was constrained while varying cluster dispersion, ARS maintained human-like performance across multiple configurations, while LW showed limited flexibility, and RW consistently failed to get close to participants' response distributions. These findings show that human-like semantic memory retrieval across diverse contexts requires strategic mechanisms capable of dynamic adaptation to varying semantic organizations, rather than universal superiority of any single approach or of models based on context-independent stochastic processes.

语言流畅性任务揭示了聚类和转换模式,传统上由战略搜索或随机过程(如lsamvy或随机漫步)解释。然而,之前的比较忽略了搜索过程如何与语义结构相互作用,不清楚模型性能是反映战略机制还是与语义组织的偶然对齐。本研究提出并验证了一种基于区域受限搜索(Area Restricted Search, ARS)智能体的语义记忆检索模型,并将其与lsamvy Walk (LW)和Random Walk (RW)模型进行了系统比较,研究了在不同结构条件下不同搜索机制的成功情况。该模型实现了基于局部信息的增量决策,没有预定的切换点和完整的语义空间访问。语义结构参数在优化过程中被视为自由变量,允许检查不同配置的过程结构相互作用。使用聚类、切换和时间变量对50名参与者在三个语义类别中的性能进行了评估。两个仿真测试了模型的拟合和对不同语义结构的适应性。不同的机制需要不同的语义配置:ARS在中度聚类下表现良好,LW在稀疏聚类下表现良好,RW在密集聚类下表现良好,但RW产生的响应分布因参与者而异。然而,当语义密度受到约束而集群离散度变化时,ARS在多种配置下保持了类似人类的性能,而LW表现出有限的灵活性,RW始终无法接近参与者的响应分布。这些发现表明,跨不同上下文的类人语义记忆检索需要能够动态适应不同语义组织的策略机制,而不是任何单一方法或基于上下文无关随机过程的模型的普遍优势。
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引用次数: 0
The “Crowd Size Illusion” and the Relativity of Number Perception “人群规模错觉”与数字感知的相对性。
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-12-17 DOI: 10.1111/cogs.70148
Gabriel C. L. Waterhouse, Sami Ryan Yousif

When we investigate busy visual scenes, how do we estimate the number of objects that we see? Most work on number perception answers this question by focusing on properties of the to-be-estimated set of objects—their number, their size, their relative position, and so on. Here, in contrast, we show that perceived number is influenced by extraneous visual information. In six experiments, participants were shown “crowds” of dots that filled “seats” in a visual grid, asking whether the perceived number is influenced not only by the number of occupied seats, but also the number of unoccupied seats. When only about 15%–30% of the “seats” were filled, people perceived fewer dots (compared to displays without any grid). We further demonstrated that this illusion depends on the proportion of occupied seats. When most “seats” were filled, the illusion reversed: People perceived the grid displays as having more dots. This effect is continuous, switching directions at around the 50% occupancy mark. Moreover, this “crowd size illusion” is phenomenologically robust: It is evident in simple visual displays, even when the observer is aware they are being tricked. We discuss these findings in light of the recent hypothesis that the number system represents number in a part–whole format.

当我们研究繁忙的视觉场景时,我们如何估计我们看到的物体的数量?大多数关于数字感知的研究都是通过关注待估计对象集的属性来回答这个问题的——它们的数量、大小、相对位置等等。在这里,相反地,我们表明感知的数字受到外来视觉信息的影响。在六个实验中,研究人员向参与者展示了视觉网格中“座位”上的“一群”点,并询问他们感知到的数字是否不仅受到已占用座位数量的影响,还受到未占用座位数量的影响。当只有大约15%-30%的“座位”被填满时,人们感觉到的点更少(与没有任何网格的显示相比)。我们进一步证明,这种错觉取决于被占用座位的比例。当大多数“座位”被填满时,这种错觉就发生了逆转:人们认为网格显示的点更多。这种影响是持续的,在50%的入住率标志左右切换方向。此外,这种“群体规模错觉”在现象上是稳健的:它在简单的视觉展示中是明显的,即使观察者意识到他们被欺骗了。我们根据最近的假设讨论这些发现,即数字系统以部分-整体格式表示数字。
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引用次数: 0
Digitally Supervised Play of Math Games Improves Math Learning More When the Games Are Played With Peers Than When Played Individually 数字监督下的数学游戏与同伴一起玩比单独玩更能提高数学学习效果。
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-12-10 DOI: 10.1111/cogs.70150
Nadir Díaz-Simón, Guillermo Trinidad, Dinorah de León, Elizabeth Spelke, Alejandro Maiche

Because many children worldwide fail to realize their potential for learning school mathematics, diverse initiatives have embraced using digital technologies that provide feedback to individual children. Such training, however, draws children's attention away from the teacher and peers, reducing opportunities for peer-to-peer teaching, learning, and collaboration. In this paper, we present a novel approach to learning through a digitally controlled training program providing partial feedback to groups of children who play together with concrete materials to foster discussion, collaboration, and consensus-based responses to mathematical problems. To evaluate the effectiveness of this approach, children from each participating classroom were randomly assigned to play the same math games either individually on digital tablets with feedback to each individual child or in small groups using physical cards guided by a digital device that provided feedback only at group level: a “Magic Box.” To encourage children in both conditions to reflect on their performance and correct their errors, partial rather than complete feedback was given in both conditions. Results showed that play in groups produced greater improvement in children's math skills than individual play. Thus, math play in groups with partial digital feedback may serve as an effective complement to traditional school math curricula.

由于世界上许多儿童没有意识到他们学习学校数学的潜力,各种各样的倡议都采用了数字技术,为每个孩子提供反馈。然而,这样的训练会把孩子们的注意力从老师和同伴身上引开,减少了同伴间教学、学习和合作的机会。在本文中,我们提出了一种新的学习方法,通过数字控制的训练计划,为儿童群体提供部分反馈,这些儿童与具体材料一起玩耍,以促进对数学问题的讨论、合作和基于共识的反应。为了评估这种方法的有效性,每个参与的班级的孩子们被随机分配玩同样的数学游戏,或者单独在数字平板电脑上玩,每个孩子都有反馈,或者分成小组使用物理卡片,由数字设备指导,只在小组层面上提供反馈:一个“魔法盒”。为了鼓励两种情况下的孩子反思自己的表现并纠正错误,在两种情况下都给予了部分而不是完整的反馈。结果显示,与单独玩耍相比,小组玩耍对儿童数学技能的提高更大。因此,有部分数字反馈的小组数学游戏可以作为传统学校数学课程的有效补充。
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引用次数: 0
Core Vocabulary in Language Representation and Processing 语言表征与处理中的核心词汇。
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-12-10 DOI: 10.1111/cogs.70151
Andrew Wang, Simon De Deyne, Meredith McKague, Andrew Perfors

The question of which words are most important or fundamental to a language has been explored in many ways. However, many of these approaches place little emphasis on how humans learn, represent, and process language from a psychological perspective. In this study, we define and compare three distinct psycholinguistic measures of core vocabulary—word frequency, age-of-acquisition, and centrality in semantic networks—and test how well these core words capture human performance in a word-guessing game. In two experiments, 1000 participants were given different core words as both hint and target words, with the aim of identifying the target as quickly as possible. We found that while core words in general did not make very effective hints, they were effectively guessed as targets when using hints beyond the sets core words, and furthermore, were better guessed when the core word targets were defined based on centrality in semantic networks rather than linguistic factors like frequency. This finding was consistent across a range of experimental conditions and analyses. We discuss the implications of these findings for representation and processing in semantic memory, and what factors should constitute a human core vocabulary.

关于哪些单词对一门语言来说是最重要或最基本的问题,人们已经从很多方面进行了探讨。然而,许多这些方法很少强调人类如何从心理学的角度学习、表达和处理语言。在这项研究中,我们定义并比较了核心词汇的三种不同的心理语言学测量方法——词汇频率、习得年龄和语义网络的中心性——并测试了这些核心词汇在猜词游戏中的表现。在两个实验中,1000名参与者被给予不同的核心词作为提示词和目标词,目的是尽快识别目标词。我们发现,虽然核心词通常不会产生非常有效的提示,但当使用超出核心词集的提示时,它们被有效地猜测为目标,而且,当核心词目标是基于语义网络中的中心性而不是语言因素(如频率)来定义时,猜测效果更好。这一发现在一系列实验条件和分析中是一致的。我们讨论了这些发现对语义记忆的表征和加工的影响,以及哪些因素应该构成人类核心词汇。
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引用次数: 0
Assessing Pressures Shaping Natural Language Lexica 评估形成自然语言词典的压力
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-12-03 DOI: 10.1111/cogs.70145
Jeanne Bruneau--Bongard, Emmanuel Chemla, Thomas Brochhagen

Human languages balance communicative informativity with complexity, conveying as much as needed through the simplest means required to do so. Yet, these concepts—informativity and complexity—have been operationalized in various ways, and it remains unclear which definitions best capture empirical linguistic patterns. A particularly successful operationalization is that offered by the Information Bottleneck framework, which suggests a balance between complexity and informativity across domains like color, kinship, and number. However, we show that the notion of complexity employed by this framework has some counterintuitive consequences. Focusing on color terms, we then study to what extent this and other notions of complexity play a role in explaining cross-linguistic regularity. We propose a method to assess their explanatory contributions; and to probe whether they enter in a joint optimization or in a trade-off competition. This offers a more general framework to study language change and the forces that shape it, where instead of showing that a given model is compatible with existing data, the data is used to adjudicate between candidate measures.

人类语言平衡了交际的信息性和复杂性,通过最简单的方式传达所需的信息。然而,这些概念——信息性和复杂性——已经以各种方式进行了操作,目前尚不清楚哪种定义最能捕捉经验语言模式。一个特别成功的操作化是由信息瓶颈框架提供的,它建议在颜色、亲属关系和数量等领域的复杂性和信息性之间取得平衡。然而,我们展示了这个框架所采用的复杂性概念有一些违反直觉的后果。然后,我们以颜色术语为重点,研究这个和其他复杂性概念在解释跨语言规律性方面发挥了多大的作用。我们提出了一种方法来评估他们的解释性贡献;并探讨它们是处于联合优化还是权衡竞争状态。这为研究语言变化及其形成的力量提供了一个更通用的框架,而不是显示给定模型与现有数据兼容,数据被用来在候选措施之间进行裁决。
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引用次数: 0
The Co-Structuring of Gesture-Vocal Dynamics: An Exploration in Karnatak Music Performance 手势声动力的共构:卡纳塔克音乐表演的探索。
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-11-30 DOI: 10.1111/cogs.70137
Lara Pearson, Thomas Nuttall, Wim Pouw

In music performance contexts, vocalists tend to gesture with hand and upper body movements as they sing. But how does this gesturing relate to the sung phrases, and how do singers’ gesturing styles differ from each other? In this study, we present a quantitative analysis and visualization pipeline that characterizes the multidimensional co-structuring of body movements and vocalizations in vocal performers. We apply this to a dataset of performances within the Karnatak music tradition of South India, including audio and motion tracking data of 44 performances by three expert Karnatak vocalists, openly published with this report. Our results show that time-varying features of head and hand gestures tend to be more similar when the concurrent vocal time-varying features are also more similar. While for each performer we find clear co-structuring of sound and movement, they each show their own characteristic salient dimensions (e.g., hand position, head acceleration) through which movement co-structures with singing. Our time-series analyses thereby provide a computational approach to characterizing individual vocalists’ unique multimodal vocal-gesture co-structuring profiles. We also show that co-structuring clearly reduces degrees of freedom of the multimodal performance such that motifs that sound alike tend to co-structure with gestures that move alike. The current method can be applied to any multimodally ensembled signals in both human and nonhuman communication, to determine co-structuring profiles and explore any reduction in degrees of freedom. In the context of Karnatak singing performance, the current analysis is an important starting point for further experimental study of gesture-vocal synergies.

在音乐表演中,歌手在唱歌时往往会用手和上身的动作来做手势。但是,这些手势与歌曲有什么关系,歌手的手势风格又有什么不同呢?在这项研究中,我们提出了一种定量分析和可视化管道,以表征声乐表演者身体动作和发声的多维共结构。我们将此应用于南印度卡纳塔克音乐传统中的表演数据集,包括三位卡纳塔克声乐专家的44场表演的音频和动作跟踪数据,并与本报告一起公开发表。我们的研究结果表明,当并发的声音时变特征也更相似时,头部和手势的时变特征往往更相似。虽然我们发现每个表演者的声音和动作都有明显的共同结构,但他们每个人都有自己的显著特征(例如,手的位置,头部的加速度),通过这些特征,动作与歌唱共同构成。因此,我们的时间序列分析提供了一种计算方法来表征单个歌唱家独特的多模态声乐-手势共结构特征。我们还表明,共构明显降低了多模态表演的自由度,这样,听起来相似的母题往往与动作相似的手势共构。目前的方法可以应用于人类和非人类通信中的任何多模态集成信号,以确定共结构剖面并探索自由度的任何降低。在卡纳塔克歌唱表演的背景下,本文的分析是进一步实验研究手势-声音协同作用的重要起点。
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引用次数: 0
Influence of Visual and Action Experiences on Sensorimotor Simulation During Action Verb Processing: The Roles of Motor Perspective and Personal Pronouns 动作动词加工过程中视觉和动作经验对感觉运动模拟的影响:运动视角和人称代词的作用
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-11-26 DOI: 10.1111/cogs.70146
Ting Zhou, Hong Mou, Likai Liu, Yingying Wang

The theory of embodied simulation posits that semantic processing related to actions involves the simulation of sensorimotor experiences, similar to action recognition, which also activates the action observation network. Visual and action experiences obtained through vision and proprioception can facilitate the processing of action verbs via this simulation process. However, the differential effects of these two types of action representations on the processing of action verbs remain to be explored. This study uses an action–language priming paradigm and three behavioral experiments to explore how visual and action experiences from different perspectives affect sensorimotor simulation in action verb processing. Experiment 1 studied how action image perspectives (first-person vs. third-person) and image-word congruency affect action verb priming. Experiment 2 examined the role of the action agent in perspective priming. Experiment 3 investigated that motor experience congruency, jointly activated by visual perspective and personal pronouns, influences action verb processing. Experiment 1 showed faster action verb processing with the first-person perspective (1PP) during prime–target incongruency and non-mirrored conditions, indicating better action control and prediction, enhancing sensorimotor simulation. Experiment 2 found faster responses with the 1PP during incongruency, with no effect from the action agent on sensorimotor simulation. Experiment 3 showed faster reaction times for prime–target congruency than incongruency, with no effect of perspective congruency. These results show that action verb processing involves simulating sensorimotor experiences from specific perspectives, emphasizing the key role of action experience and offering new evidence for action verb representation theories.

具身模拟理论认为,与动作相关的语义加工涉及对感觉运动经验的模拟,类似于动作识别,这也激活了动作观察网络。通过视觉和本体感觉获得的视觉和动作经验可以促进动作动词在模拟过程中的加工。然而,这两种类型的动作表征对动作动词加工的不同影响仍有待探讨。本研究采用动作-语言启动范式和三个行为实验,探讨不同角度的视觉和动作经验对动作动词加工过程中感觉运动模拟的影响。实验1研究了动作意象视角(第一人称与第三人称)和意象词一致性对动作动词启动的影响。实验2考察动作动因在透视启动中的作用。实验3考察了由视觉视角和人称代词共同激活的运动经验一致性对动作动词加工的影响。实验1显示,在启动-目标不一致和非镜像条件下,第一人称视角下的动作动词加工速度更快,表明动作控制和预测能力更强,感觉运动模拟能力增强。实验2发现,在不一致状态下,1PP的反应速度更快,而动作剂对感觉运动模拟没有影响。实验3显示,对启动-目标一致性的反应速度快于对启动-目标不一致的反应速度,但不受视角一致性的影响。这些结果表明,动作动词加工涉及从特定角度模拟感觉运动经验,强调了动作经验的关键作用,为动作动词表征理论提供了新的证据。
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引用次数: 0
Assessing Others’ Knowledge Through Their Speech Disfluencies and Gestures 通过说话不流利和手势来评估他人的知识
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-11-26 DOI: 10.1111/cogs.70144
Can Avcı, Demet Özer, Terry Eskenazi, Tilbe Göksun

As part of the multimodal language system, gestures play a vital role for listeners, by capturing attention and providing information. Similarly, disfluencies serve as a cue for the listeners about one's knowledge on a topic. In two studies, the first study with natural and the second study with controlled stimuli, we asked whether the combination of gestures and speech disfluencies would affect how listeners made feeling-of-another's-knowing (FOAK) judgments regarding speakers’ knowledge states. In Study 1, we showed participants videos of speakers providing navigational instruction. We manipulated the speakers’ use of gestures and speech disfluencies, whereas facial expressions, words, and additional visual cues (e.g., background, clothes, objects) naturally occurred. We found that fluent speech elicited higher FOAK ratings than disfluent speech, but no significant effect was found for gestures. In the follow-up Study 2, we examined the same disfluency-gesture interaction in a more controlled setting using video stimuli with an actress controlling for background, intonation, and word choice, as well as iconic and beat gesture types as gesture subcategories. Participants also filled out the Gesture Awareness Scale. Results were identical with the first study, in which only the disfluent speech received significantly lower FOAK ratings, revealing no effects of gesture use or type. These findings suggest that individuals may use certain communicative cues more than others, particularly in the context of assessing others’ knowledge.

作为多模态语言系统的一部分,手势通过吸引注意力和提供信息对听者起着至关重要的作用。同样地,不流利也可以作为一个线索,让听者知道一个人对某个话题的了解程度。在两项研究中,第一项研究是自然刺激,第二项研究是受控刺激,我们询问手势和言语不流畅的结合是否会影响听者对说话者的知识状态做出“他人认知感受”(FOAK)判断的方式。在研究1中,我们向参与者展示了演讲者提供导航指导的视频。我们操纵了说话者对手势的使用和说话的不流畅性,而面部表情、文字和其他视觉线索(如背景、衣服、物体)则是自然发生的。我们发现流利的语言比不流利的语言引起更高的FOAK评分,但手势没有发现显著的影响。在后续的研究2中,我们在一个更受控制的环境中,使用视频刺激,由女演员控制背景、语调和选词,以及作为手势子类别的标志性和节拍手势类型,研究了同样的不流畅-手势互动。参与者还填写了手势意识量表。结果与第一项研究相同,在第一项研究中,只有不流利的语言获得了显著较低的FOAK评级,表明手势使用或类型没有影响。这些发现表明,个体可能比其他人更多地使用某些交际线索,特别是在评估他人知识的背景下。
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引用次数: 0
With or Without a System: How Category-Specific and System-Wide Cognitive Biases Shape Word Order 有或没有系统:特定类别和系统范围的认知偏差如何影响词序
IF 2.4 2区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-11-26 DOI: 10.1111/cogs.70139
Annie Holtz, Simon Kirby, Jennifer Culbertson

Certain recurrent features of language characterize the way a whole language system is structured. By contrast, others target specific categories of items within those wider systems. For example, languages tend to exhibit consistent order of heads and dependents across different phrases—a system-wide regularity known as harmony. While this tendency is generally robust, some specific syntactic categories appear to deviate from the trend. We examine one such case, the order of adjectives and genitives, which do not exhibit a typological tendency for consistent order with respect to the noun. Instead, adjectives tend to follow and genitives precede the noun. Across two silent gesture experiments, we test the hypothesis that these category-specific ordering tendencies reflect cognitive biases that favor (i) conveying objects before properties that modify them, but (ii) conveying expressions of possession before possessors. While our hypothesis is thus that these biases are semantic in nature—they impact preferences for how concepts are ordered—the claim is that they may have downstream effects on conventionalized syntax by contributing to an over-representation of postnominal adjectives and prenominal genitives. We find that these biases affect gesture order in contexts where no conventionalized system is in place. When a system is in place, participants learn that system, and category-specific biases do not impact their learning. Our results suggest that different contexts reveal distinct types of cognitive biases; some are active during learning and others are active during language creation.

语言的某些循环特征决定了整个语言系统的结构方式。相比之下,其他公司针对的是更广泛系统中的特定类别的物品。例如,语言倾向于在不同的短语中表现出一致的词头和依存关系的顺序——一种被称为和谐的系统范围的规律性。虽然这种趋势通常是稳健的,但一些特定的语法类别似乎偏离了这一趋势。我们研究一个这样的情况,形容词和动词的顺序,不表现出一个类型学的倾向,为一致的顺序,相对于名词。相反,形容词往往跟在名词后面,动词往往放在名词前面。通过两个无声手势实验,我们验证了这样一个假设,即这些特定类别的排序倾向反映了认知偏见,这种偏见倾向于(i)在传递物体之前传递修饰它们的属性,但(ii)在传递占有的表达之前传递占有的表达。虽然我们的假设是这些偏差本质上是语义性的——它们影响了人们对概念排序方式的偏好——但我们的主张是,它们可能会对约定俗成的语法产生下游影响,因为它们会导致后名形容词和前名代词的过度使用。我们发现,在没有常规系统的情况下,这些偏差会影响手势顺序。当系统到位时,参与者学习该系统,特定类别的偏见不会影响他们的学习。我们的研究结果表明,不同的环境揭示了不同类型的认知偏见;一些活跃在学习过程中,另一些活跃在语言创造过程中。
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引用次数: 0
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Cognitive Science
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