EXPRESS: Misretrieval but not misrepresentation: A feature misbinding account of post-interpretive effects in number attraction.

2021 ◽  
pp. 174702182110615
Author(s):  
Jack Dempsey ◽  
Kiel Christianson ◽  
Darren Tanner

Attraction effects in comprehension have reliably shown a grammaticality asymmetry in which mismatching plural attractors confer facilitatory interference for ungrammatical verbs but no processing cost for grammatical verbs (Tanner et al., 2014; Wagers et al., 2009). While this has favored cue-based retrieval accounts of attraction phenomena in comprehension, Patson and Husband (2016) offered offline evidence suggesting comprehenders systematically misrepresent number information in attraction phrases, leaving open the possibility for faulty NP representations later in processing. The current study employs two self-paced reading discourse experiments to test for number attraction misrepresentations in real-time. Specifically, the attraction phrases occurred as embedded direct object phrases, allowing for a direct test of the role of attractor noun number in head noun number misrepresentation (i.e. no number cue from verb). Although no on-line evidence for misrepresentation was found, a third single-sentence RSVP experiment showed error rates to offline probes corroborating the post-interpretive findings from Patson and Husband (2016), suggesting that a search in memory for associative features may not employ the same processes as the formation of dependencies in discourse comprehension. The findings are discussed in the framework of feature misbinding in memory in line with recent post-interpretive accounts of offline comprehension errors.

1987 ◽  
Vol 26 (02) ◽  
pp. 73-76 ◽  
Author(s):  
Kathryn Rowan ◽  
P. Byass ◽  
R. W. Snow

SummaryThis paper reports on a computerised approach to the management of an epidemiological field trial, which aimed at determining the effects of insecticide-impregnated bed nets on the incidence of malaria in children. The development of a data system satisfying the requirements of the project and its implementation using a database management system are discussed. The advantages of this method of management in terms of rapid processing of and access to data from the study are described, together with the completion rates and error rates observed in data collection.


1976 ◽  
Author(s):  
Vivian S. Sessions
Keyword(s):  

2011 ◽  
Vol 23 (9) ◽  
pp. 2447-2467 ◽  
Author(s):  
Sara Bögels ◽  
Herbert Schriefers ◽  
Wietske Vonk ◽  
Dorothee J. Chwilla

The present study addresses the question whether accentuation and prosodic phrasing can have a similar function, namely, to group words in a sentence together. Participants listened to locally ambiguous sentences containing object- and subject-control verbs while ERPs were measured. In Experiment 1, these sentences contained a prosodic break, which can create a certain syntactic grouping of words, or no prosodic break. At the disambiguation, an N400 effect occurred when the disambiguation was in conflict with the syntactic grouping created by the break. We found a similar N400 effect without the break, indicating that the break did not strengthen an already existing preference. This pattern held for both object- and subject-control items. In Experiment 2, the same sentences contained a break and a pitch accent on the noun following the break. We argue that the pitch accent indicates a broad focus covering two words [see Gussenhoven, C. On the limits of focus projection in English. In P. Bosch & R. van der Sandt (Eds.), Focus: Linguistic, cognitive, and computational perspectives. Cambridge: University Press, 1999], thus grouping these words together. For object-control items, this was semantically possible, which led to a “good-enough” interpretation of the sentence. Therefore, both sentences were interpreted equally well and the N400 effect found in Experiment 1 was absent. In contrast, for subject-control items, a corresponding grouping of the words was impossible, both semantically and syntactically, leading to processing difficulty in the form of an N400 effect and a late positivity. In conclusion, accentuation can group words together on the level of information structure, leading to either a semantically “good-enough” interpretation or a processing problem when such a semantic interpretation is not possible.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


1999 ◽  
Vol 77 (12) ◽  
pp. 1874-1890 ◽  
Author(s):  
C D Rollo ◽  
C V Ko ◽  
JG A Tyerman ◽  
L J Kajiura

Sleep is required for the consolidation of memory for complex tasks, and elements of the growth-hormone (GH) axis may regulate sleep. The GH axis also up-regulates protein synthesis, which is required for memory consolidation. Transgenic rat GH mice (TRGHM) express plasma GH at levels 100-300 times normal and sleep 3.4 h longer (30%) than their normal siblings. Consequently, we hypothesized that they might show superior ability to learn a complex task (8-choice radial maze); 47% of the TRGHM learned the task before any normal mice. All 17 TRGHM learned the task, but 33% of the 18 normal mice learned little. TRGHM learned the task significantly faster than normal mice (p < 0.05) and made half as many errors in doing so, even when the normal nonlearners were excluded from the analysis. Whereas normal mice expressed a linear learning curve, TRGHM showed exponentially declining error rates. The contribution of the GH axis to cognition is conspicuously sparse in literature syntheses of knowledge concerning neuroendocrine mechanisms of learning and memory. This paper synthesizes the crucial role of major components of the GH axis in brain functioning into a holistic framework, integrating learning, sleep, free radicals, aging, and neurodegenerative diseases. TRGHM show both enhanced learning in youth and accelerated aging. Thus, they may provide a powerful new probe for use in gaining an understanding of aspects of central nervous system functioning, which is highly relevant to human health.


2018 ◽  
Vol 71 (1) ◽  
pp. 28-36 ◽  
Author(s):  
Matthias Hartmann ◽  
Jochen Laubrock ◽  
Martin H Fischer

In the domain of language research, the simultaneous presentation of a visual scene and its auditory description (i.e., the visual world paradigm) has been used to reveal the timing of mental mechanisms. Here we apply this rationale to the domain of numerical cognition in order to explore the differences between fast and slow arithmetic performance, and to further study the role of spatial-numerical associations during mental arithmetic. We presented 30 healthy adults simultaneously with visual displays containing four numbers and with auditory addition and subtraction problems. Analysis of eye movements revealed that participants look spontaneously at the numbers they currently process (operands, solution). Faster performance was characterized by shorter latencies prior to fixating the relevant numbers and fewer revisits to the first operand while computing the solution. These signatures of superior task performance were more pronounced for addition and visual numbers arranged in ascending order, and for subtraction and numbers arranged in descending order (compared to the opposite pairings). Our results show that the “visual number world”-paradigm provides on-line access to the mind during mental arithmetic, is able to capture variability in arithmetic performance, and is sensitive to visual layout manipulations that are otherwise not reflected in response time measurements.


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