Exam 4 Flashcards

Problem solving

1
Q

Two levels of analysis

A

Conceptual (semantic)
Belief (speakers intent)

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2
Q

Pragmatics

A

Social rules of language

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3
Q

Insight

A

a deep understanding of the nature of something especially a difficult problem – a relatively sudden perception of correct relations among elements of a problem in problem solving

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4
Q

Mechanistic

A

Step by step or mechanistic (cognitive science, artificial intelligence)

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5
Q

Problem Space

A

the various states or conditions that are possible in the problem

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6
Q

Operators

A

a set of legal operations or “moves”

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7
Q

Well-Defined

A

any problem that presents an explicit or complete specification of the initial and goal states of the problem

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8
Q

Ill-Defined

A

the states and/or operators are only vaguely specified

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9
Q

GPS or General Problem Solver

A

production system

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10
Q

Means-end Analysis

A

the problem is solved by repeatedly determining the difference between the current stage and the goal state, then finding and applying the operator that reduces the difference

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11
Q

N400 ERP

A

mismatch negativity; when a stimulus does not match the current sentence context

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12
Q

LEET Stimulus

A

Based on an alternative alphabet used on the internet/web (e.g, L33T LEET)

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13
Q

Situation Model

A

a representation of the real world situation described by those sentences (can be person, time, location, or emotion based)

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14
Q

Reference

A

the linguistic device of alluding to a concept by using another name (reduces boredom)

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15
Q

Inference

A

Something the listener does: the process of drawing connections between concepts determine the referents of words and ideas in a passage, and deriving conclusions from a message

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16
Q

Idioms

A

a phrase whose meaning cannot be determined by the literal definition, but, instead, refers to a figurative known only through common use (“tie the knot” “kick the bucket” “a penny for your thoughts”)

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17
Q

Fixations

A

when the eye stops on a. word (200-250 ms)

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18
Q

Saccade Duration

A

(5-15 ms) how long eye movements last

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19
Q

Reversions

A

Back tracking: when you move your eye backwards to the left to re-read a word

20
Q

Conversation

A

Normal, everyday language interactions

21
Q

Conditional Reasoning

A

if P then Q: a logical determination or whether the evidence supports, refutes, or is irrelevant to the stated if-then relationship

22
Q

Illicit Conversation

A

when the propositions “if” and “then” are reversed

23
Q

Psychophysics

A

how perceptual experience differs from the physical stimulation being perceived

24
Q

Decisions About Symbolic Distances

A

we judge differences between symbols more rapidly when they differ considerably on some symbolic
dimension (e.g., magnitude)

25
Discriminate Dispersion
the location of an item stored in spatial memory "migrates" slightly
26
Algorithm
a specific rule that is guaranteed to result in the correct answer if applied correctly
27
Bayes Theorem
the odds in favor of a given hypothesis after the acquisition of a piece of data should equal the prior odds (i.e., the odds before the datum was collected) multiplied by the likelihood ratio: P(H1/D)/P(H2/D) = P(H1)/P(H2) x P(D/H1)/P(D/H2
28
Heuristic
rule of thumb: an informal strategy that works under some circumstances, but is not guaranteed to result in the correct answer
29
Frequency Heuristic
(general world knowledge)—basing judgments on frequency
30
Familiarity Biases
the bias in availability is related to the ease of recall—our judgments are biased by how familiar things are
31
Representativeness Heuristic
a judgment strategy in which we make estimates based on how similar an event seems to its population, or whether the event seems similar to the process that produced it
32
Compensatory Models
these models allow positive attributes to compensate for negative attributes
33
Additive Difference Model
compares two alternatives by summing the differences between their values on each attribute
34
Conjunctive Model
requires that all attributes satisfy some minimum criterion before considering that option
35
Expected Value
the average value, as estimated by combining the value of events with their probability of occurrence
36
Expected Utility
the subjective value of an outcome
37
Problem Solving
the information processing involved in solving problems: goal directed activity
38
Gestalt
emphasis of whole pattern or configuration
39
Functional Fixedness
the tendency to use objects and concepts In the problem environment in only their customary way
40
Negative Set
A bias or tendency to solve problems in one particular way, using a single specific approach, even when different approaches might be more productive
41
Analogy
relationships between two similar situations, problems, or concepts
42
Multi constraint Theory
a theory of analogical reasoning and problem solving
43
Problem Similarity
between the source domain and the target domain
44
Problem Structure
must be parallel structure between the source and the target problems
45