Treccani Barbara, Mulatti Claudio, Sulpizio Simone, Job Remo
Department of Psychology and Cognitive Science, University of Trento, Trento, Italy.
Department of Developmental Psychology and Socialisation, University of Padova, Padua, Italy.
Front Psychol. 2019 May 17;10:1102. doi: 10.3389/fpsyg.2019.01102. eCollection 2019.
In three experiments we investigated the origin of the effects of the compatibility between the typical location of entities denoted by written words (e.g., "up" for and "down" for ) and either the actual position of the words on the screen (e.g., upper vs. lower part of the screen), or the response position (e.g., upper- vs. lower- key presses) in binary categorization tasks. Contrary to predictions of the perceptual simulation account (Barsalou, 1999), conceptual spatial compatibility effects observed in the present study (faster RTs when the typical position of the stimulus referent in the real word was compatible with either the stimulus or response physical position) seem to be independent of whether there was an overlap between simulated processes possibly triggered by the presented stimulus and sensory-motor processes actually required by the task. Rather, they appear to depend critically on whether the involved stimulus and/or response dimensions had binary, variable (vs. fixed) values. Notably, no stimulus-stimulus compatibility effect was observed in Experiment 3, when the stimulus physical position was presented in a blocked design (i.e., it was kept constant within each block of trials). In contrast, in all three experiments, a compatibility effect between response position and another (non-spatial) conceptual dimension of the stimulus (i.e., its semantic category) was observed (i.e., an effect analogous to the MARC [] effect, which is usually observed in the number domain; Nuerk et al., 2004). This pattern of results is fully accounted for by the polarity principle, according to which these effects originate from the alignment of the polarities of either different stimulus dimensions or stimulus and response dimensions.
在三项实验中,我们研究了书面文字所表示实体的典型位置(例如,“上”对应 ,“下”对应 )与屏幕上文字的实际位置(例如,屏幕的上部与下部)或二元分类任务中的反应位置(例如,上按键与下按键)之间兼容性效应的起源。与知觉模拟理论(巴萨洛,1999)的预测相反,本研究中观察到的概念性空间兼容性效应(当真实世界中刺激指称的典型位置与刺激或反应的物理位置兼容时,反应时更快)似乎与呈现的刺激可能引发的模拟过程和任务实际所需的感觉运动过程之间是否存在重叠无关。相反,它们似乎关键取决于所涉及的刺激和/或反应维度是否具有二元、可变(相对于固定)值。值得注意的是,在实验3中,当刺激的物理位置以分块设计呈现时(即,在每个试验块内保持不变),未观察到刺激-刺激兼容性效应。相比之下,在所有三项实验中,都观察到了反应位置与刺激的另一个(非空间)概念维度(即其语义类别)之间的兼容性效应(即,类似于通常在数字领域观察到的MARC []效应;努尔克等人,2004)。这种结果模式完全可以由极性原则来解释,根据该原则,这些效应源于不同刺激维度或刺激与反应维度极性的对齐。