Previous research has shown that ideas which violate our expectations, such as schema-inconsistent concepts, enjoy privileged status in terms of memorability. In our study, memory for concepts that violate cultural (cultural schema-level) expectations (e.g., "illiterate teacher", "wooden bottle", or "thorny grass") versus domain-level (ontological) expectations (e.g., "speaking cat", "jumping maple", or "melting teacher") was examined. Concepts that violate cultural expectations, or counter-schematic, were remembered to a greater extent compared with concepts that violate ontological expectations and with intuitive concepts (e.g., "galloping pony", "drying orchid", or "convertible car"), in both immediate recall, and delayed recognition tests. Importantly, concepts related to agents showed a memory advantage over concepts not pertaining to agents, but this was true only for expectation-violating concepts. Our results imply that intuitive, everyday concepts are equally attractive and memorable regardless of the presence or absence of agents. However, concepts that violate our expectations (cultural-schema or domain-level) are more memorable when pertaining to agents (humans and animals) than to non-agents (plants or objects/artifacts). We conclude that due to their evolutionary salience, cultural ideas which combine expectancy violations and the involvement of an agent are especially memorable and thus have an enhanced probability of being successfully propagated.
- MeSH
- Biological Evolution MeSH
- Adult MeSH
- Culture MeSH
- Humans MeSH
- Young Adult MeSH
- Memory * MeSH
- Attention MeSH
- Probability MeSH
- Mental Recall MeSH
- Recognition, Psychology MeSH
- Animals MeSH
- Check Tag
- Adult MeSH
- Humans MeSH
- Young Adult MeSH
- Male MeSH
- Female MeSH
- Animals MeSH
- Publication type
- Journal Article MeSH
Táto štúdia má za cieľ predstaviť a vysvetliť fenomén nedávno objavený, a tým je slepota k zmene (change blindness); neschopnosť detekovať markantné zmeny. Cieľom je popísať prečo a za akých podmienok neschopnosť detekovať zmeny vzniká. Slepotu k zmene možno indukovať prostredníctvom viacerých designov (flicker, one-shot, „škvrny“, prerušenie počas filmu). Techniky flicker a one-shot sú popísané detailne, poukazujúc na úlohu kognitívnych a exekutívnych procesov v procese detekovania zmien. Snaha poukázať na indukovanie fenoménu slepoty k zmene jednak v laboratórnom, jednak v prirodzenom prostredí je demonštrovaná prostredníctvom príkladov z mnohých výskumných štúdií. Preto implikácie ponúkané výskumom slepoty k zmene by mohli pomôcť porozumeniu spracovávania vizuálnych informácií, a takisto prispieť k objasneniu permanentnej dilemy v psychológii: úlohe spracovávania informácií zdola-hore a zhora-dole.