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A list of 'effects' that have been noticed in the field of psychology. [clarification needed] Ambiguity effect; ... This page was last edited on 1 November 2024, ...
Schema are generally defined as mental information networks that represent some aspect of collected world knowledge. Frederic Bartlett was one of the first psychologists to propose Schematic theory, suggesting that the individual's understanding of the world is influenced by elaborate neural networks that organize abstract information and concepts. [8]
These devices, by definition, do not apply literally and thus exclude any fallacious conclusion that the formal reification is real. For example, the metaphor known as the pathetic fallacy, "the sea was angry" reifies anger, but does not imply that anger is a concrete substance, or that water is sentient. The distinction is that a fallacy ...
Oswald Külpe's books and published works cover a variety of subject matter, which impacted his interest in psychology. Examples of his publication topics include logic, aesthetics, philosophy, and epistemology. His first major book, published in 1893, was Grundriss der Psychologie.
Rosy retrospection is a proposed psychological phenomenon of recalling the past more positively than it was actually experienced. [1]The highly unreliable nature of human memory is well documented and accepted amongst psychologists.
In psychology, contextual cueing refers to a form of visual search facilitation which describe targets appearing in repeated configurations are detected more quickly. The contextual cueing effect is a learning phenomenon where repeated exposure to a specific arrangement of target and distractor items leads to progressively more efficient search.
An example of dishabituation is the response of a receptionist in a scenario where a delivery truck arrives at 9:00AM every morning. The first few times it arrives it is noticed by the receptionist, and after weeks, the receptionist does not respond as strongly. One day the truck does not arrive, and the receptionist notices its absence.
Heuristics (from Ancient Greek εὑρίσκω, heurískō, "I find, discover") is the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that humans, animals, [1] [2] [3] organizations, [4] and even machines [5] use to quickly form judgments, make decisions, and find solutions to complex problems.