Publications

Displaying 201 - 213 of 213
  • Van Turennout, M., Hagoort, P., & Brown, C. M. (1998). Brain activitity during speaking: From syntax to phonology in 40 milliseconds. Science, 280, 572-574.

    Abstract

    In normal conversation, speakers translate thoughts into words at high speed. To enable this speed, the retrieval of distinct types of linguistic knowledge has to be orchestrated with millisecond precision. The nature of this orchestration is still largely unknown. This report presents dynamic measures of the real-time activation of two basic types of linguistic knowledge, syntax and phonology. Electrophysiological data demonstrate that during noun-phrase production speakers retrieve the syntactic gender of a noun before its abstract phonological properties. This two-step process operates at high speed: the data show that phonological information is already available 40 milliseconds after syntactic properties have been retrieved.
  • Van Turennout, M., Hagoort, P., & Brown, C. M. (1998). Brain activity during speaking: From syntax to phonology in 40 milliseconds. Science, 280(5363), 572-574. doi:10.1126/science.280.5363.572.
  • Van de Geer, J. P., & Levelt, W. J. M. (1963). Detection of visual patterns disturbed by noise: An exploratory study. Quarterly Journal of Experimental Psychology, 15, 192-204. doi:10.1080/17470216308416324.

    Abstract

    An introductory study of the perception of stochastically specified events is reported. The initial problem was to determine whether the perceiver can split visual input data of this kind into random and determined components. The inability of subjects to do so with the stimulus material used (a filmlike sequence of dot patterns), led to the more general question of how subjects code this kind of visual material. To meet the difficulty of defining the subjects' responses, two experiments were designed. In both, patterns were presented as a rapid sequence of dots on a screen. The patterns were more or less disturbed by “noise,” i.e. the dots did not appear exactly at their proper places. In the first experiment the response was a rating on a semantic scale, in the second an identification from among a set of alternative patterns. The results of these experiments give some insight in the coding systems adopted by the subjects. First, noise appears to be detrimental to pattern recognition, especially to patterns with little spread. Second, this shows connections with the factors obtained from analysis of the semantic ratings, e.g. easily disturbed patterns show a large drop in the semantic regularity factor, when only a little noise is added.
  • Van Ooijen, B., Cutler, A., & Norris, D. (1991). Detection times for vowels versus consonants. In Eurospeech 91: Vol. 3 (pp. 1451-1454). Genova: Istituto Internazionale delle Comunicazioni.

    Abstract

    This paper reports two experiments with vowels and consonants as phoneme detection targets in real words. In the first experiment, two relatively distinct vowels were compared with two confusible stop consonants. Response times to the vowels were longer than to the consonants. Response times correlated negatively with target phoneme length. In the second, two relatively distinct vowels were compared with their corresponding semivowels. This time, the vowels were detected faster than the semivowels. We conclude that response time differences between vowels and stop consonants in this task may reflect differences between phoneme categories in the variability of tokens, both in the acoustic realisation of targets and in the' representation of targets by subjects.
  • Van Berkum, J. J. A., Hijne, H., De Jong, T., Van Joolingen, W. R., & Njoo, M. (1991). Aspects of computer simulations in education. Education & Computing, 6(3/4), 231-239.

    Abstract

    Computer simulations in an instructional context can be characterized according to four aspects (themes): simulation models, learning goals, learning processes and learner activity. The present paper provides an outline of these four themes. The main classification criterion for simulation models is quantitative vs. qualitative models. For quantitative models a further subdivision can be made by classifying the independent and dependent variables as continuous or discrete. A second criterion is whether one of the independent variables is time, thus distinguishing dynamic and static models. Qualitative models on the other hand use propositions about non-quantitative properties of a system or they describe quantitative aspects in a qualitative way. Related to the underlying model is the interaction with it. When this interaction has a normative counterpart in the real world we call it a procedure. The second theme of learning with computer simulation concerns learning goals. A learning goal is principally classified along three dimensions, which specify different aspects of the knowledge involved. The first dimension, knowledge category, indicates that a learning goal can address principles, concepts and/or facts (conceptual knowledge) or procedures (performance sequences). The second dimension, knowledge representation, captures the fact that knowledge can be represented in a more declarative (articulate, explicit), or in a more compiled (implicit) format, each one having its own advantages and drawbacks. The third dimension, knowledge scope, involves the learning goal's relation with the simulation domain; knowledge can be specific to a particular domain, or generalizable over classes of domains (generic). A more or less separate type of learning goal refers to knowledge acquisition skills that are pertinent to learning in an exploratory environment. Learning processes constitute the third theme. Learning processes are defined as cognitive actions of the learner. Learning processes can be classified using a multilevel scheme. The first (highest) of these levels gives four main categories: orientation, hypothesis generation, testing and evaluation. Examples of more specific processes are model exploration and output interpretation. The fourth theme of learning with computer simulations is learner activity. Learner activity is defined as the ‘physical’ interaction of the learner with the simulations (as opposed to the mental interaction that was described in the learning processes). Five main categories of learner activity are distinguished: defining experimental settings (variables, parameters etc.), interaction process choices (deciding a next step), collecting data, choice of data presentation and metacontrol over the simulation.
  • Van Berkum, J. J. A., & De Jong, T. (1991). Instructional environments for simulations. Education & Computing, 6(3/4), 305-358.

    Abstract

    The use of computer simulations in education and training can have substantial advantages over other approaches. In comparison with alternatives such as textbooks, lectures, and tutorial courseware, a simulation-based approach offers the opportunity to learn in a relatively realistic problem-solving context, to practise task performance without stress, to systematically explore both realistic and hypothetical situations, to change the time-scale of events, and to interact with simplified versions of the process or system being simulated. However, learners are often unable to cope with the freedom offered by, and the complexity of, a simulation. As a result many of them resort to an unsystematic, unproductive mode of exploration. There is evidence that simulation-based learning can be improved if the learner is supported while working with the simulation. Constructing such an instructional environment around simulations seems to run counter to the freedom the learner is allowed to in ‘stand alone’ simulations. The present article explores instructional measures that allow for an optimal freedom for the learner. An extensive discussion of learning goals brings two main types of learning goals to the fore: conceptual knowledge and operational knowledge. A third type of learning goal refers to the knowledge acquisition (exploratory learning) process. Cognitive theory has implications for the design of instructional environments around simulations. Most of these implications are quite general, but they can also be related to the three types of learning goals. For conceptual knowledge the sequence and choice of models and problems is important, as is providing the learner with explanations and minimization of error. For operational knowledge cognitive theory recommends learning to take place in a problem solving context, the explicit tracing of the behaviour of the learner, providing immediate feedback and minimization of working memory load. For knowledge acquisition goals, it is recommended that the tutor takes the role of a model and coach, and that learning takes place together with a companion. A second source of inspiration for designing instructional environments can be found in Instructional Design Theories. Reviewing these shows that interacting with a simulation can be a part of a more comprehensive instructional strategy, in which for example also prerequisite knowledge is taught. Moreover, information present in a simulation can also be represented in a more structural or static way and these two forms of presentation provoked to perform specific learning processes and learner activities by tutor controlled variations in the simulation, and by tutor initiated prodding techniques. And finally, instructional design theories showed that complex models and procedures can be taught by starting with central and simple elements of these models and procedures and subsequently presenting more complex models and procedures. Most of the recent simulation-based intelligent tutoring systems involve troubleshooting of complex technical systems. Learners are supposed to acquire knowledge of particular system principles, of troubleshooting procedures, or of both. Commonly encountered instructional features include (a) the sequencing of increasingly complex problems to be solved, (b) the availability of a range of help information on request, (c) the presence of an expert troubleshooting module which can step in to provide criticism on learner performance, hints on the problem nature, or suggestions on how to proceed, (d) the option of having the expert module demonstrate optimal performance afterwards, and (e) the use of different ways of depicting the simulated system. A selection of findings is summarized by placing them under the four themes we think to be characteristic of learning with computer simulations (see de Jong, this volume).
  • Van Geenhoven, V. (1998). On the Argument Structure of some Noun Incorporating Verbs in West Greenlandic. In M. Butt, & W. Geuder (Eds.), The Projection of Arguments - Lexical and Compositional Factors (pp. 225-263). Stanford, CA, USA: CSLI Publications.
  • Van Valin Jr., R. D. (1998). The acquisition of WH-questions and the mechanisms of language acquisition. In M. Tomasello (Ed.), The new psychology of language: Cognitive and functional approaches to language structure (pp. 221-249). Mahwah, New Jersey: Erlbaum.
  • Van de Geer, J. P., Levelt, W. J. M., & Plomp, R. (1962). The connotation of musical consonance. Acta Psychologica, 20, 308-319.

    Abstract

    As a preliminary to further research on musical consonance an explanatory investigation was made on the different modes of judgment of musical intervals. This was done by way of a semantic differential. Subjects rated 23 intervals against 10 scales. In a factor analysis three factors appeared: pitch, evaluation and fusion. The relation between these factors and some physical characteristics has been investigated. The scale consonant-dissonant showed to be purely evaluative (in opposition to Stumpf's theory). This evaluative connotation is not in accordance with the musicological meaning of consonance. Suggestions to account for this difference have been given.
  • Van der Veer, G. C., Bagnara, S., & Kempen, G. (1991). Preface. Acta Psychologica, 78, ix. doi:10.1016/0001-6918(91)90002-H.
  • Vosse, T., & Kempen, G. (1991). A hybrid model of human sentence processing: Parsing right-branching, center-embedded and cross-serial dependencies. In M. Tomita (Ed.), Proceedings of the Second International Workshop on Parsing Technologies.
  • Weber, A. (1998). Listening to nonnative language which violates native assimilation rules. In D. Duez (Ed.), Proceedings of the European Scientific Communication Association workshop: Sound patterns of Spontaneous Speech (pp. 101-104).

    Abstract

    Recent studies using phoneme detection tasks have shown that spoken-language processing is neither facilitated nor interfered with by optional assimilation, but is inhibited by violation of obligatory assimilation. Interpretation of these results depends on an assessment of their generality, specifically, whether they also obtain when listeners are processing nonnative language. Two separate experiments are presented in which native listeners of German and native listeners of Dutch had to detect a target fricative in legal monosyllabic Dutch nonwords. All of the nonwords were correct realisations in standard Dutch. For German listeners, however, half of the nonwords contained phoneme strings which violate the German fricative assimilation rule. Whereas the Dutch listeners showed no significant effects, German listeners detected the target fricative faster when the German fricative assimilation was violated than when no violation occurred. The results might suggest that violation of assimilation rules does not have to make processing more difficult per se.
  • Wittek, A. (1998). Learning verb meaning via adverbial modification: Change-of-state verbs in German and the adverb "wieder" again. In A. Greenhill, M. Hughes, H. Littlefield, & H. Walsh (Eds.), Proceedings of the 22nd Annual Boston University Conference on Language Development (pp. 779-790). Somerville, MA: Cascadilla Press.

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