LPI Topic 7 Flashcards

1
Q

Concept Learning

A

The process of learning to classify objects, events, or ideas based on shared features.

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2
Q

Categorisation

A

Grouping similar objects or ideas based on shared characteristics to simplify thinking.

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3
Q

Category

A

A set of objects that share common properties, e.g., “birds” or “vehicles”.

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4
Q

Concept

A

A mental representation of a category, used for reasoning and communication.

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5
Q

Defining Features Approach

A

Concepts are defined by a set of necessary and sufficient features.

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6
Q

Hierarchical Network Model (Quillian, 1969)

A

Concepts are stored in a hierarchy from general (superordinate) to specific (subordinate).

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7
Q

Superordinate Level

A

The most general category (e.g., “animal”).

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8
Q

Basic Level

A

Intermediate level, often the most used in daily life (e.g., “dog”).

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9
Q

Subordinate Level

A

The most specific category (e.g., “Labrador”).

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10
Q

Economy of Storage

A

A cognitive benefit of the hierarchical model, reducing redundancy in knowledge storage.

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11
Q

Typicality Effect (Smith et al., 1974)

A

Some category members are recognised faster than others (e.g., “robin” faster than “penguin” for “bird”).

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12
Q

intransitivity of Categorisation (Hampton, 1982)

A

People may categorise inconsistently (e.g., “car seat is a chair” but not “car seat is furniture”).

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13
Q

Issues with Atypical Examples

A

Some members do not fit neatly into categories (e.g., “penguin” as a bird).

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14
Q

Challenges from Semantic Dementia

A

General knowledge is retained longer than specific details, contradicting the hierarchy model.

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15
Q

Prototype Approach (Rosch, 1973)

A

Concepts are represented by an ideal or most typical example.

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16
Q

Prototype Example

A

A robin is a more typical “bird” than a penguin.

17
Q

Typicality Gradient

A

More typical examples are categorised faster.

18
Q

Flexibility of Prototypes

A

Prototypes can change with experience.

19
Q

Abstract Concepts

A

No clear prototype for ideas like “crime” or “justice”.

20
Q

Prototype Combination Problem

A

How do we combine prototypes for complex ideas? (e.g., “killer firework”).

21
Q

Exemplar Approach (Medin & Schaffer, 1978)

A

Concepts are represented by stored examples rather than a single prototype.

22
Q

How Categorisation Works

A

A new object is compared to known exemplars.

23
Q

Preserves Variability

A

Unlike the prototype approach, it retains category differences.

24
Q

Strength Over Prototype Approach

A

Accounts for real-world variability, not just an “average” example.

25
Q

Criticisms of the Exemplar Approach

A

Cognitive Load
- Storing all exemplars requires large memory capacity.

Abstract Concept Limitation
- Difficult to use with non-physical concepts like “justice”.

26
Q

Connectionist Model

A

Knowledge is represented by patterns of activation in neural networks.

27
Q

Parallel Distributed Processing (PDP)

A

Cognitive processing happens in parallel across multiple connections.

28
Q

Pattern Completion

A

Concepts are reconstructed from past experience, not stored as fixed entities.

29
Q

Training the Network

A

Adjusts connection weights based on feedback to improve accuracy.

30
Q

Rumelhart’s Connectionist Model

A

Input Units
- Represent concepts at the basic level (e.g., “canary”).

Hidden Units
- Mediate learning by forming connections between input and output.

Output Units
- Represent category attributes (e.g., “canary can sing”).

Error-Driven Learning
- Learning occurs by adjusting incorrect predictions.

Comparison to Rescorla-Wagner Model
- Both involve learning through error correction.

31
Q

Progressive Differentiation

A

Broader categories (e.g., “animal” vs. “plant”) are learned before finer distinctions.

32
Q

Coherent Covariation

A

Features that frequently co-occur help category learning (e.g., “feathers” and “wings” for birds).