Lecture 8 - Knowledge & Problem Solving Flashcards

1
Q

Memory vs knowledge

A

Memory allows us to build knowledge as we learn from past experience
Learning and memory are closely related
Learning is the acquisition of skill or knowledge while memory is the expression of what we’ve acquired
Knowledge is the possession of information or the ability to locate it
Memory is part of learning, the ability to retain knowledge in the brain

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2
Q

Conceptual knowledge

A

Concept: a mental representation used for a variety of cognitive functions
(Example: what the essence of a cat is)
Conceptual knowledge: enables us to recognise objects and events and to make inferences about their properties
(Example: what you know about cats)
Categorisation: the process by which things are placed into groups called categories
Categories are all possible examples of a particular concept
(Example: cats are categorised as living things, mammals, pets, things we love)

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3
Q

Why are categories useful

A

Knowing something is in a category provides a great deal of information (pointers to knowledge)
Help to understand individual cases not previously encountered
Provide a wealth of general information about an item
Allows us to identify the special characterstics of a particular item
Example: you may not have a concept of a liger, but you know that it is a large feline (category) so you know it is an animal, predator, carnivore, likely dangerous, lazy, has whiskers, excellent hearing and smell, probably roars instead of meows and you should not get close

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4
Q

What makes a category

A

Not all members of everyday categories have the same defining features
Determined category membership based on whether an objec t meets the definition of a category does not work well
Instead of only relying on strict definition criteria items in a category resemble one another in a number of ways, such as family resemblance

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5
Q

How do we categorise concepts?

A

The prototype approach

Prototype: an average representation of the “typical” member of a category
Characteristic features that describe what members of that concept are like
An average category members encountered in the past
High prototypicality:
A category member closely resembles the category prototype - typical member of the b ire category = robins
Low protypicality:
A category member that does not closely resembles the category prototype - bird = ostrich

Differs among cultures and geography
There is a strong positive relationship between prototypicality and family resemblance
- items in a category that have a large amount of overlap have high family resemblance
Typicality effect: prototypical objects are
- processed preferentially
- processed more rapidly
- named for rapidly
- more effected by priming

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6
Q

The exemplar approach

A

A concept is represented by multiple examples (rather than a single prototype)
Examples are actual category members (not abstract averages)
To categories we compare new item to stored examples
Similarity to prototype view: representing a category is not defining it
Difference: representation is not abstract
The more similar a specific examplar is to a known category member, the more it will be categorised - family resemblance effect

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7
Q

Examplar vs prototype

A

Examplar:
- explains typicality effect
- easily takes into account atypical cases
- easily deals with variable categories
Prototype approach:
- fast and efficient
- facilitates categorisation
- easily deals with variable categories

Reality:
We probably use both (simultaneously and altering)
Examples may work best for small categories
Prototypes may work best for larger categories

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8
Q

Hierarchical organisation of categories

A

Three levels
Basic level (in the middle) is “psychologically privileged”
Going above basic level -> large loss of information (furniture vs table)
Going below basic level -> little gain of information (surgery theatre preparation table is still a table)

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9
Q

Semantic networks

A

Concepts are arranges in networks that represent the way concepts are organised in the mind (Collins and Quallian 1969)
- hierarchical model
- node = concept/category
- concepts are linked
- model for how many concepts and properties are associated in the mind
- bridges computer models of knowledge
Cognitive economy: shared properties are only stored at higher-level modes: exceptions are stored at lower nodes

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10
Q

Semantic dementia

A

Progressive neurological disorder in which people lose specific knowledge first and loss of memory follows the hierarchy from specific to general
Gradual disintegration of concepts and categories
Follow as opposite direction as in which children acquire knowledge

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11
Q

Cortical atrophy in semantic dementia

A

Selectively affects temporal lobes
Leads to progressive loss of
- word memory (mental lexicon)
- semantic categories (knowledge/recognition)

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12
Q

Spreading activation

A

Activation is the arousal level of a node
When a node is activated, activity spreads out along all connected links
Concepts that receive activation are primed and more easily accessed from memory
Activation spreading through a network as a person searched for a word (e.g. from ‘robin’ to ‘bird’)

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13
Q

Criticism of the Collins and Quillian model

A

This model cannot explain typicality effects
Cognitive economy?
Some sentence-verification studies have produced results that are problematic for the model

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14
Q

Solution: the connection approach

A

Originated in creating computer models for representing cognitive processes
Uses parallel distributed processing
Knowledge is represented in the distributed activity of many units
Knowledge can be activated by external stimuli and signals from other units in the knowledge system
Weights determine at each connection how strongly an incoming signal will activate next units

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15
Q

Advantages to the connection approach

A

Similar to human learning process, can explain how learning occurs (how humans build conceptual networks in our minds)
Training systems to recognise properties of one concept provides information about relates concepts (semantic networks, categorisation)
Can explain differences in typicality similarly to prototype models
Explains generalisation of learning
Can explain changing knowledge strcutre over time
Performance distribution occurs gradually as parts of the system are damaged. Network function not totally disk types by damage similarly as in semantic dementia
Very similar to brain - can model cognitive functions

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16
Q

Semantic categories in the brain

A

Different brain areas are specialised to process i from action about different categories
- category-specific memory circuits
- domain specificity
- double dissociation for categories “living things” and “non living things” (artefacts). Living things -> sensory properties, artefacts -> functions
Example: action concepts are stored in motor cortex, colour concepts in visual cortex, emotion words in motion circuit
Similar to category specific areas in the temporal lobe

17
Q

The embodied approach

A

Learning and conceptualisation
Knowledge of concepts is based on reactivation of sensory and motor processes that occur when we interact with the object
Mirror neurones: fire when we do a task or we observe another doing that same task
Semantic somatotopy: correspondence between words related to specific body parts and the location of brain activation

18
Q

What isn a problem?

A

An obstacle between present state and a goal
Not immediately obvious how to get around the obstacle
Difficult to solve
The same problem can be represented differently in the mind
Changing the problems representation often leads to new solutions (restructuring)

19
Q

Are problems solved suddenly or progressively?

A

Depends on the problem (Metcalfe and Wiebe 1987)
- insight problems such as riddles are solved suddenly
- non-insight problems such as math solutions are solved gradually

20
Q

Obstacles to problem solving

A

Fixation:
People’s tendency to focus on one specific characteristic of the problem keeps them from arriving at a solution
Functional fixed ness: restricting use of an object to its familiar functions

Mental set:
A preconceived notion about how to approach a problem based on a person’s experience with similar problems
- experience can make you an expert problem solver
- experience can also hinder you in finding solutions

21
Q

Informational-processing approach

A

Idea that to get to the goal state, you have to move each ring, each ring is bigger than the previous
You move one disc at a time to another peg
Can’t move a disk when another disc is on it
Bigger disc can’t go on scammer disc

Newell & Simon’s logic theorist approach: tower of Hanoi problem
Problem space
- initial state - conditions at the beginning of a problem - all three discs on left peg
- goal state - solution to the problem -all three disc are on the right preg
- intermediate state - conditions after each step is made toward solving a problem - after the smallest disc is moved to the right peg, the two larger discs are on the left peg and the smallest one is on the right
Operators - actions that take the problem from one state to another. Usually governed by rules - rule: a large disc can’t be placed on a smaller one
Problem space - all possible states that could occur when solving a problem
Means-end analysis - a way of solving a problem in which the goal is to reduce the difference between the initial and goal states - establishing sub goals, each of which moves the solution closer to the goal state
Sub goals - small goals that help create intermediate states that are closer to the goal. Occasionally, a sub goal may appear to increase the distance to the goal state but in then long run can result in the shortest path to the goal - sub goal 4: to free up the medium sized disc, need to move the small disc from the middle peg back to the peg on the left

22
Q

Why do we even care about that?

A

The tower of Hanoi illustrates means-end analysis and the importance of sub goals
Real-life problems: travel from London to Pittsburg
Operator getting from Newcastle to Haiti: take a plane
Two rules governing this operator
1. If there isn’t a direct flight, it is important to have enough time between flights to ensure that passengers and luggage can get from the first flight to the second one
2. The cost of the flight s has to be within your budget

23
Q

Ducker’s radiation problem

A

When using a solution to a similar problem guides solution to a new problem =“analogy problem solving”
Analogically transfer: the transfer from one problem to another
Source problem to target problem
2. Noticing relationship
2, mapping correspondence between source and target
3. Applying mapping
10% => 30% success rate after fortress story

24
Q

Using analogies to solve problems

A

Analogies aid problem solving but we often struggle to notice analogies
Often hints must be given to notice connection
- surface features get in the way - riding situational thinking
- structural features must be used
Analogically encoding: processing by which two problems are compared and similarities between them are determined
- comparing cases is believed to promote both recall and transfer
Analogically paradox: it can be difficult to apply analogies in the lab, but people routinely use analogies in real-world settings

25
Q

How do experts solve problems?

A

An expert is n”a person who, by devoting a large amount of time to learning about a field and practising and applying that learning, acknowledged as being extremely knowledgable or skilled in that field”
Experts solve problems in their field more quickly and with higher success rate than beginners
Experts possess more knowledge about their field
Knowledge is organised so it can be accessed when needed for problem (they can use knowledge of patterns they already know =schemas)
Novice: surface features vs expert: structural features
- experts spend more time analysing problem
- experts are no better than novices when given problems outsdie of their field
- experts are less likely to be open to new ways of looking at problems (struggle with problems that require flexible thinking)

26
Q

What is creativity?

A

Innovative thinking
Novel ideas
Divergent thinking: open-ended, large number of potential ‘solutions’
In relation to a problem, a creative solution also has to be useful (in creativity to contrast in arts)

27
Q

Generating ideas

A

Brain storming:
Individually - many ideas per person
In group - significantly less ideas per person
Creative cognition:
Technique used to tran people to think creatively by focusing on creation rather than use
Pre inventive forms: ideas tyhat precede creation of finished creative product
How to aid creativity:
Creativity is affected by mood (good mood = more ideas)
Healthy habits (exercise/physical activity, spending time in nature, sleep deprivation decreases creativity)

28
Q

How to test creativity

A

Example: Guilford’s alternate uses test
People get objects presented that are associated with a certain use
Task s to come up with as many possible uses in a given time

29
Q

Creativity and mental illness

A

Stereotype that highly creative people are more prone to mental illness (especially bipolar and psychotic conditions such as sz)
This is not supported by data
But their relatives are much more likely to be creative than the average population -> there is a genetic trait that is linked to both creativity and mental illness
Latent inhibition (LI): capacity to screen out stimuli that are considered irrelevant
- LI is critical to filter information protecting us from getting overwhelmed by information
- filter is impaired in some mental illnesses (e.g. psychosis, ADHD) and reduced in highly creative individuals (especially with high IQ)
- reduced LI makes you more open (openness with high IQ)

Savant syndrome:
Savant skills may be present in any person but are normally not accessible to conscious awareness
In savants the lack of inhibition unlocks skills (Snyder 2009)
Savant syndrome is often linked to damage in anterior temporal lobe (Chi and Snyder 2012)
When using TMS< deactivated left anterior temporal lobe causes people to think ‘outside the box’
We find problems difficult because our brains are wired to interpret the world in certain ways, based on experience