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
Q

Discriminate Dispersion

A

the location of an item stored in spatial memory “migrates” slightly

26
Q

Algorithm

A

a specific rule that is guaranteed to result in the correct answer if applied correctly

27
Q

Bayes Theorem

A

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
Q

Heuristic

A

rule of thumb: an informal
strategy that works under some circumstances, but is not guaranteed to result in the correct answer

29
Q

Frequency Heuristic

A

(general world knowledge)—basing judgments on frequency

30
Q

Familiarity Biases

A

the bias in availability is related to the ease of recall—our judgments
are biased by how familiar things are

31
Q

Representativeness Heuristic

A

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
Q

Compensatory Models

A

these models allow positive attributes to compensate for negative attributes

33
Q

Additive Difference Model

A

compares two alternatives by summing the differences between their values on each attribute

34
Q

Conjunctive Model

A

requires that all attributes satisfy some minimum criterion before considering that option

35
Q

Expected Value

A

the average value, as estimated by
combining the value of events with their probability of
occurrence

36
Q

Expected Utility

A

the subjective value of an outcome

37
Q

Problem Solving

A

the information processing involved in solving problems: goal directed activity

38
Q

Gestalt

A

emphasis of whole pattern or configuration

39
Q

Functional Fixedness

A

the tendency to use objects and concepts In the problem environment in only their customary way

40
Q

Negative Set

A

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
Q

Analogy

A

relationships between two similar situations, problems, or concepts

42
Q

Multi constraint Theory

A

a theory of analogical reasoning and problem solving

43
Q

Problem Similarity

A

between the source domain and the target domain

44
Q

Problem Structure

A

must be parallel structure between the source and the target problems

45
Q
A