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Research methods about category learning--论文代写范文精选

2016-03-14 来源: 51due教员组 类别: Essay范文

51Due论文代写网精选essay代写范文:“Research methods about category learning” 在目前的研究中,调查了交互参考交流和感知的结构特性,对发明的联合流程和对象,进行间接的功能性意义类别学习。这篇社会essay代写范文讲述了这一问题。这些类别没有特别标识或标签,相反,参与者进行学习。此外,这些功能定义类别也拥有一个复杂的感知结构,一个一维的规则预测函数,每个学习者工作单独对生物进行排序。六个可观察到的维度和两个功能维度定义在这项研究中。

计算机图形学中虚构的外星生物实例化,每个生物拥有四个诊断可观测。这些物理特性,为了抵消任何影响由于之前预期的物理功能相关性。填充边框颜色分配给这些物理特性保持稳定。下面的essay代写范文进行详述。

Abstract
With the present study, I investigated the interaction of referential communication and the structure of perceptual features on the joint processes of inventing a referential lexicon for novel objects and discovering the functional significance of those objects during an indirect category learning activity. To that end, participants worked either individually or as cooperative2 dyads to learn four combinations of orthogonal functional features—nutritive vs. not nutritive and destructive vs. not destructive—that defined four categories of fictional extra-terrestrial creatures. These categories were not specifically identified or labeled; rather, participants had to learn them indirectly as they predicted the functions. Also, these functionally defined categories possessed a complex perceptual structure: a unidimensional (simple) rule predicted one function, while a family resemblance (complex) sub-structure predicted the other function. This function-learning task yielded function prediction data. In addition to the main function-learning task, each learner worked individually to sort the creatures (pre- and post-function learning) and to predict their functions in an individual function prediction posttest that also yielded selective attention data.

Participants 
Thirty-five male and thirty-seven female students (mean age 25.1) from throughout the Columbia University community participated in this study for a cash payment. Participants were recruited using flyers posted widely across the university campus. The flyer promised a cash payment for participation and a digital audio player for the best performing participant. All participants were native speakers of the English language, with an average of four years of post-secondary schooling during which they devoted an average of two (or fewer) hours per week to computer games.

Materials 
The Design of the Category Structure
Six observable dimensions (O1-O6) and two functional dimensions (F1 and F2) defined the category structure used in this study (Table 1). The four combinations of binary values on F1 and F2 defined four categories, while sixteen combinations of binary values on O1-O5 defined the sixteen exemplars. The distribution of exemplar-defining value combinations met several criteria: each category entailed four unique exemplars, among which similar value combinations on O1-O3 predicted the value on F1 (family resemblance rule type), the value on O4 predicted the value on F2 (simple rule type), while the value on the O5 did not predict the value on any other dimension. Adding a modicum of naturalistic noise, O6 varied randomly across a range of possible values. The values on O6 did not predict the value on any other dimension.

The Design of the Stimuli 
Computer graphics of fictional extra-terrestrial creatures instantiated this category structure (using the Squeak variant of Smalltalk, in a 32-bit graphical environment). Each creature possessed four diagnostic observable features—tentacles (T), fins (F), torso animation (A), and eyes (E)—which varied between two levels (Figure B1 illustrates the two levels for each physical feature). Four permutations of these physical features—(1) TFAE, (2) ETFA, (3) AETF, (4) FAET—were assigned to dimensions O1-O4 in order to counterbalance any effects due to prior expectations of physical/functional correlations. The fill colors and border colors (dimension O5) assigned to these physical features remained either stable (one of two non-predictive values) or constant. Also, the size (dimension O6) of each rendered creature varied in scale, from 90 to 110 percent (in increments of 1%) of the basic creature size. This subtle source of variation was meant to add a modicum of naturalistic noise to the category structure.

Participants 
encountered these creatures in the context of a computer-based video game (installed on Apple iMac computers). The scenario (Figure C1) for the game presented the learning task and the pre- and post-tests as training materials for an imaginary mission to another planet, where the “astronaut” would encounter extraterrestrial creatures. Creatures might or might not offer nutritive value (described as a “jelly” that could serve either as food or bio-fuel) and might or might not be destructive (described as damage to “life support systems”). Successful game play required 33 participants to learn how to discriminate between four functionally-defined creature categories—nutritive & destructive (ND), nutritive only (NX), destructive only (XD), or no functional significance (XX). The counterbalanced assignment of functional features to dimensions F1 and F2 was meant to account for any effects due to function/rule-type pairings.(essay代写)

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