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Browsing by discipline "Cognitive science"

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  • Alafuzoff, Aleksander (2016)
    Background. Birth asphyxia is a pathological state that occurs if fetal gas exchange is disrupted for an extended period of time during delivery. Prolonged birth asphyxia causes brain damage and can even lead to death, but which in mild and moderate cases causes motor and cognitive disability. One of the brain regions often damaged is the hippocampus, which is known to play a major role in memory processing. Thus, damage to the hippocampus may in part explain the long-term cognitive consequences of birth asphyxia. In the neonatal brain hippocampal network activity is discontinuous, dominated by sharp waves and oscillatory bouts, of which the former are thought to be important for memory consolidation in the adult brain. Later in development sharp waves exhibit fast oscillations called ripples that organise hippocampal activity after learning. The aim of this thesis was to establish how sharp wave signalling in the neonatal hippocampus is affected by birth asphyxia. Methods. A rat model developed at the Laboratory of Neurobiology, University of Helsinki, was used to study birth asphyxia and a putative therapeutic strategy. Neonatal rat pups aged 5-8 days were used in the study. These animals were randomly assigned to one of four experimental groups: naive control, sham control, asphyxia, and graded restoration of normocapnia. Hippocampal network activity was measured in vivo under urethane anaesthesia using local field potential (LFP) recordings 24 hours after the asphyxic insult. Sharp waves were detected and analysed in terms of event counts, timing, size, shape and ripple properties. Results and conclusions. After asphyxia, sharp waves occurred more frequently within clusters than in isolation. In addition, sharp wave ripples were detected for the first time during early neonatal development. In asphyxiated animals, the number and magnitude of detected ripples was statistically significantly decreased. Interestingly, animals that underwent graded restoration of normocapnia after asphyxia were no different from controls, suggesting a protective effect of the treatment. The abnormal SPW development after birth asphyxia may form a mechanism contributing to the emergence of cognitive deficits.
  • Sundvall, Jukka (2016)
    It has been previously shown that people express disgust at moral transgressions, with both verbal reports and facial expressions. It is also known that the real or imagined presence of an audience can make people more willing to punish perceived wrongdoers and harsher in their judgments of moral violations. The aim of this thesis was to examine whether other people's emotional communication may affect one's moral judgments of speculative dilemma situations, where the killing or harming of another person is motivated by the greater good. Specifically, this thesis aimed to find out if an audience's facial expression affects judgments of moral violations that break a deontological (duty-based) moral rule but are nevertheless utilitarian, ie. the violation can be said to increase aggregate welfare. The hypothesis was that a disgust-signaling facial expression would lead to less utilitarian judgments than a neutral expression. Four data sets from experiments were collected in Finland and in the Netherlands. 117, 124, 124 and 165 people took part in the experiments Three of the experiments were conducted on a computer, and one on a paper form. An established questionnaire of 12 moral dilemma situations was used. In each dilemma, the utilitarian option was also a deontological violation.The participants indicated on a Likert scale I) how acceptable the found the utilitarian option and II) how likely they thought they themselves would act according to this option. Photographs of faces were used as the audience stimulus. Depending on the experimental condition, these faces were either neutral, or expressed disgust or anger. The order of the dilemmas, the photographs and the placing of participants in different experimental conditions was fully randomized. In the fourth experiment, the possible effect of the audience's gender on moral judgments was also examined. In each of the data sets, a main effect of participant gender was observed: males were slightly more utilitarian than females. An anger-signaling audience had no effect discernible from a neutral audience, whereas a disgust-signaling audience led to changes in utilitarian judgment. Additionally, interactions between the emotional audience manipulation and participant and audience gender were observed. Based on these results, it seems that gender and the expression of disgust may have specific roles in audience effects on moral judgment.
  • Henttonen, Pentti (2016)
    The aim of the present study was to investigate the relationship between autonomic arousal, activation and auditory change detection in musicians and non-musicians, as reflected by the mismatch negativity (MMN) component of event-related potential response and cardiovascular activity measured in heart rate. 20 musicians and 20 non-musicians were included in the study. An oddball paradigm composed of stimuli deviating in three difficulty levels from standard tone in pitch, duration and location was utilized with two conditions of passive listening, which were followed by intermittent active listening tasks. Only pitch and duration deviants were analysed. Musicians exhibited greater MMN amplitudes, shorter MMN latencies and superior behavioral performance evidenced by discrimination accuracy and reaction time. The effects were observed for both pitch and duration deviants. Musicians' resting heart rates were lower during pre-experiment and both pre-task baselines, indicating higher cardiovascular efficiency. Greater task-related heart rate acceleration in active listening was observed in the musician group than in the non-musician group. MMN amplitude to pitch deviants during passive listening tasks correlated positively with behavioral accuracy in active discrimination tasks. Faster heart rate during active listening predicted better task performance in musician group, whereas the effect was opposite in non-musician group. In musician group, higher heart rate increased the task performance more for subjects with smaller MMN amplitudes. These data thus imply that cortically measured preattentive auditory discrimination capacity is reciprocally connected to the arousal dimension of autonomic nervous system's activity and that musical expertise affects this relationship. Results add support to the evidence of musicians' superior auditory change detection capacity measured in event-related potentials and behavioral performance, while providing new insights to the role of psychophysiological arousal in sound processing and other mental tasks.
  • Sahlberg, Heidi Maria Elisabet (2016)
    Bicycling is a way of transport and a sport that is considered both healthy and environmentally friendly. It is also a convenient way to get around especially for children and adolescents who cannot drive cars. However, school-aged children are an overrepresented group in bicycling-related injuries. For Finnish children, bicycling injuries are the most common traffic injuries. One possible explanation for children's higher accident liability could be their less developed hazard perception skills. This thesis is based on a study about hazard perception, where a game-like hazard perception test with videos filmed from a bicyclist's perspective was designed and tested on participants of different age and exposure to bicycling. The videos contained natural, unstaged videos from traffic, and participants were instructed to point out targets such as road users on a potential collision course and locations where road users could emerge from (e. g. house corners).The test was done using a touch screen where participants were to point out targets while the video was rolling early enough to gain points. If a target was missed or pointed out too late, the video was paused and feedback given. Performance in the hazard perception test was tested on 3 groups: one group of 49 children from the 2nd grade (age 8-9) and two adult groups: 16 adults who cycle at least 3 times a week (experienced adults) and 15 adults who cycle never or only rarely (inexperienced adults). The adults performed better than the children both in terms of answer latency and percentage of correct answers. Adults were also significantly better at pointing out view blockers as potentially hazardous targets. No significant differences were found between the experienced and inexperienced adults groups, which suggests that the test might have been too easy for the adult group. A correlation between a high percentage of correct answers and a low answer latency was found on an individual level, which suggests that the game was successful in measuring hazard perception skills.
  • Pesonen, Petteri (2002)
    Tutkielma käsittelee nykyisiä kognitiotieteen teorioita käsitteistä ja niiden mallintamista oliokeskeisillä tietämyksen esittämisen menetelmillä. Käsiteteorioista käsitellään klassinen, määritelmäteoria, prototyyppiteoria, duaaliteoriat, uusklassinen teoria, teoria-teoria ja atomistinen teoria. Oliokeskeiset menetelmät ovat viime aikoina jakautuneet kahden tyyppisiin kieliin: oliopohjaisiin ja luokkapohjaisiin. Uudet olio-pohjaiset olio-ohjelmointikielet antavat käsitteiden representointiin mahdollisuuksia, jotka puuttuvat aikaisemmista luokka-pohjaisista kielistä ja myös kehysmenetelmistä. Tutkielma osoittaa, että oliopohjaisten kielten uudet piirteet tarjoavat keinoja, joilla käsitteitä voidaan esittää symbolisessa muodossa paremmin kuin perinteisillä menetelmillä. Niillä pystytään simuloimaan kaikkea mitä luokkapohjaisilla kielillä voidaan, mutta ne pystyvät lisäksi simuloimaan perheyhtäläisyyskäsitteitä ja mahdollistavat olioiden dynaamisen muuttamisen ilman, että siinä rikotaan psykologisen essentialismin periaatetta. Tutkielma osoittaa lisäksi vakavia puutteitta, jotka koskevat koko oliokeskeistä menetelmää.
  • Alén, Hannu (2015)
    Action video games have been found to improve many cognitive skills. Most established findings are related to faster information processing speed and improved attentional capabilities. Many of the same cognitive processes are better on elite athletes of interceptive sports compared to non-elites. This study aimed to find some preliminary evidence whether the improvements in cognitive processes gained from action video gaming might be beneficial in ball sports. This was done by comparing the performance of action video game players and nonaction-video players on an anticipation of coincidence test. Anticipation of coincidence is a laboratory test, where the task is to anticipate when a moving object arrives at a certain point and to coincide a button press with it. Performance on the task is thought to depend on information processing speed and attentional capabilities. When the speeds and possible speed changes are similar to those encountered in real ball sports, elite athletes of these sports are generally more accurate in the task compared to non-elites. Elite athletes differ from non-elites in their gaze patterns as well. For example, athletes fixate to the target quicker and their quiet eye, meaning the last fixation or tracking gaze before a motor action on a specific target lasting at least 100 ms, is longer. Thus, it was studied whether action video gamers fare better on the anticipation of coincidence task in different constant speeds and in deceleration conditions, and whether their gaze patterns are different compared to non-gamers. 10 action video game players and 9 nonaction-video game players participated in the experiment. The results show that action video game players are more accurate in the task in most constant speed conditions and in a deceleration condition with slow speeds. There was some variation in gaze patters, including that action video gamers had quiet eye more often in fast speeds. The results suggest that action video game players can program more accurate motor responses based on the speed of the target and reprogram wrong motor actions better than nonaction-video game players. In addition action video game players are better able to track fast moving targets. As these skills are important in ball sports, this possible linkage between action video games and ball sports performance should be studied further.
  • Kässi, Juho (2011)
    Objectives: GPS technology enables the visualisation of a map reader's location on a mobile map. Earlier research on the cognitive aspects of map reading identified that searching for map-environment points is an essential element for the process of determining one's location on a mobile map. Map-environment points refer to objects that are visualized on the map and are recognizable in the environment. However, because the GPS usually adds only one point to the map that has a relation to the environment, it does not provide a sufficient amount of information for self-location. The aim of the present thesis was to assess the effect of GPS on the cognitive processes involved in determining one's location on a map. Methods: The effect of GPS on self-location was studied in a field experiment. The subjects were shown a target on a mobile map, and they were asked to point in the direction of the target. In order for the map reader to be able to deduce the direction of the target, he/she has to locate himself/herself on the map. During the pointing tasks, the subjects were asked to think aloud. The data from the experiment were used to analyze the effect of the GPS on the time needed to perform the task. The subjects verbal data was used to assess the effect of the GPS on the number of landmark concepts mentioned during a task (landmark concepts are words referring to objects that can be recognized both on the map and in the environment). Results and conclusions: The results from the experiment indicate that the GPS reduces the time needed to locate oneself on a map. The analysis of the verbal data revealed that the GPS reduces the number of landmark concepts in the protocols. The findings suggest that the GPS guides the subject's search for the map-environment points and narrows the area on the map that must be searched for self-location.
  • Paunonen, Erno (2016)
    Videogames are thought to be able to make learning more efficient. However, videogames should contain certain elements to reach this potential, for example clear goals, the right amount of challenge and fast feedback. Optimal challenge is reached – according to a truism – when "the task is not too hard or easy". This notation is also a central part in the flow theory (Csikszentmihalyi, 1975). However, the exact evaluation of what is the optimal difficulty level cannot be made based on it. There are only a few studies, which try to find where the optimal difficulty level lies and these are not able to give a clear answer. In this thesis I used success rate (probability of successful execution of a task) as an objective measurement of challenge. I studied, what the success rate should be for optimal learning to occur and how it affects flow and motivation. In addition, I will evaluate the independent effects of flow and motivation on learning and performance. The study contained three groups with 11 participants each, who were made to play a simple reaction game on a touch screen monitor. Each group had a target success rate which were 0.2 (hard), 0.5 (medium) and 0.9 (easy). Participants played three gaming sessions with this target success rate. Between these sessions a test was conducted. In the test the game stayed the same, but the challenge also was same for all groups. Before every test, the participants filled a flow and motivation questionnaire. The study did not find that difficulty level would affect learning, flow or motivation. However, the 0.5 success rate group evaluated the challenge to be the most pleasant. This could affect motivation in the long run. Flow and motivation were found to increase performance at an individual level. The study did not show that the task difficulty level is as important of a factor as has been previously thought, but it reveals that flow and motivation do play a role in performance.
  • Knuutila, Antti (2012)
    Brains are capable of processing information with remarkable efficiency under constraints set by the limited supply of physical resources such as the amount of space and the availability of metabolic energy. Natural selection has optimised the structure and function of brain networks using simple design rules similar to those found in man-made electronic and information systems. This study presents findings concerning a number of general principles of brain design governing the evolution and organisation of neural information processing. The rule of minimising wiring in neuronal networks is one such principle operating on multiple levels of brain organisation. Both individual components and larger brain architectural units are seen to feature characteristics of near-optimal wiring. Miniaturisation of neuronal components conserves space but raises problems about noise in signalling. Small-world organisation of anatomical and functional networks is widely employed in the brain, contributing to high global efficiency at low cost. Metabolic costs severely constrain signal traffic in the human brain, necessitating the use of energy-efficient sparse neural representations. Extensive evidence is presented of anatomical and physiological optimisations facilitating efficient information processing in brain networks. Limitations of current experimental techniques are discussed, with a view on possible future avenues of research.
  • Kruskopf, Milla (2016)
    The purpose of this study is to increase scientific understanding of children's conceptual change in computational thinking during a summer school intervention. With a mixed method approach of self-report questionnaire and interview, the investigation highlights modern children's knowledge, beliefs and understanding of as well as attitudes, emotions and motivations towards computers, programming and artificial intelligence. Think-aloud –tasks are also used to investigate children's computational thought processes. The SRQ data with an intervention group (n = 28) and a comparison group (n = 21) was analysed with repeated measures and independent samples t-tests, MANOVA and ANCOVA, with the pretest condition as covariate. The data revealed a change in the intervention group's conceptions about embedded cyber-physical systems and the application of computers in different industrial and artistic fields. A slight shift towards a strong AI –mindset was discovered in the intervention group through the SRQ. The interviews for the intervention group (n = 6) and two comparison groups (n = 4, material comparison n = 4) reinforced this conclusion and showed a strong enhancement of computational thinking attitudes and perspectives in the intervention group in contrast to the comparison groups. The computational skills were found to be tightly knit to level of mathematical understanding, and didn't change notably during the summer school intervention.
  • Liikkanen, Lassi A. (2006)
    Design embraces several disciplines dedicated to the production of artifacts and services. These disciplines are quite independent and only recently has psychological interest focused on them. Nowadays, the psychological theories of design, also called design cognition literature, describe the design process from the information processing viewpoint. These models co-exist with the normative standards of how designs should be crafted. In many places there are concrete discrepancies between these two in a way that resembles the differences between the actual and ideal decision-making. This study aimed to explore the possible difference related to problem decomposition. Decomposition is a standard component of human problem-solving models and is also included in the normative models of design. The idea of decomposition is to focus on a single aspect of the problem at a time. Despite its significance, the nature of decomposition in conceptual design is poorly understood and has only been preliminary investigated. This study addressed the status of decomposition in conceptual design of products using protocol analysis. Previous empirical investigations have argued that there are implicit and explicit decomposition, but have not provided a theoretical basis for these two. Therefore, the current research began by reviewing the problem solving and design literature and then composing a cognitive model of the solution search of conceptual design. The result is a synthetic view which describes recognition and decomposition as the basic schemata for conceptual design. A psychological experiment was conducted to explore decomposition. In the test, sixteen (N=16) senior students of mechanical engineering created concepts for two alternative tasks. The concurrent think-aloud method and protocol analysis were used to study decomposition. The results showed that despite the emphasis on decomposition in the formal education, only few designers (N=3) used decomposition explicitly and spontaneously in the presented tasks, although the designers in general applied a top-down control strategy. Instead, inferring from the use of structured strategies, the designers always relied on implicit decomposition. These results confirm the initial observations found in the literature, but they also suggest that decomposition should be investigated further. In the future, the benefits and possibilities of explicit decomposition should be considered along with the cognitive mechanisms behind decomposition. After that, the current results could be reinterpreted.
  • Nikkanen, Mikko (2001)
    Tämän tutkimuksen tavoitteena oli edesauttaa emootioiden arkkitehtuurin ymmärtämistä. Kosslynin ja Koenigin (1995) malli johti meidät muodostamaan hypoteesin, jonka mukaan emotionaalinen järjestelmä jakaantuu kahteen erilliseen alijärjestelmään. Toinen näistä järjestelmistä käsittelisi myönteisiä emootioita ja toinen kielteisiä. Ensimmäisen hypoteesimme mukaan oikea hemisfääri olisi erikoistunut kielteisten ärsykkeiden käsittelyyn ja vasen hemisfääri myönteisten ärsykkeiden käsittelyyn. Toinen hypoteesimme käsitteli hemisfäärien välisen asymmetrian muuttumista henkilön emotionaalisen tilan mukaan. Tämän hypoteesin mukaan tietynlaisen emotionaalisen tilan aikaansaaminen syventäisi hemisfäärien välistä asymmetriaa. Tässä yhteydessä puhumme ärsykkeen "kuumasta" käsittelystä. Koetehtävänämme oli myönteisten, neutraalien ja kielteisten ärsykkeiden emotionaalisen latauksen arviointi. Esitimme ärsykkeet joko oikeaan tai vasempaan näkökentän puoliskoon (ns. jaetun näkökentän menetelmä), jolloin saatoimme verrata oikean ja vasemman hemisfäärin suoriutumista sekä itsenäisinä että keskenään. Tulokset eivät tukeneet hypoteesejamme. Mielenkiintoisin esiin noussut ilmiö oli se, että oikea hemisfääri käsitteli neutraaleja ärsykkeitä nopeammin kuin vasen hemisfääri, mutta vain saatettuamme ensin osanottajan myönteiseen emotionaaliseen tilaan.
  • Oulasvirta, Antti (2001)
    Keskeytyksellä tarkoitetaan tehtävän (päätehtävä) kognitiivisen suorituksen katkeamista jonkin ulkopuolisen tekijän aiheuttamana. Päätehtävään palataan keskeytystehtävän jälkeen. Tutkielmassa tarkastellaan keskeytyksen vaikutusta päätehtävää koskeviin muistisisältöihin. Tutkielmassa tehdään katsaus empiiriseen keskeytystutkimukseen. Keskeytykset vaikuttavat mm. päätehtävän suoritusaikaan, -tarkkuuteen sekä -virheisiin. Haitallisuuteen vaikuttavat mm. muistikuormitus keskeytyksen hetkellä ja päätehtävää koskevan representaation uudelleen aktivoimiseksi annetut palautusvihjeet, keskeytyksen kompleksisuus, sen pituus, esiintymisfrekvenssi ja samankaltaisuus päätehtävän kanssa, tehtävien käyttämät modaliteetit sekä henkilön harjaantuneisuus. Tutkielmassa argumentoidaan muistitoimintojen keskeisyyden puolesta keskeytysten kognitiivisessa selittämisessä. Keskeytystutkimusten tuloksille konstruoidaan pitkäkestoisen työmuistin teorian pohjalta selitysmalli, jossa interferenssillä on keskeinen rooli. Pitkäkestoisen työmuistin tehtävänä on tallettaa suoritettavan päätehtävän kannalta olennaista tietoa sellaiseen tilaan, josta se on nopeasti aktivoitavissa lyhytkestoisen työmuistin käyttöön. Asiantuntijat pystyvät tallettamaan tiedon nopeasti pitkäkestoiseen työmuistiin ns. palautusrakenteisiin. Erilaisten muistikoodaus- ja palautusstrategioiden avulla asiantuntija pystyy tehokkaasti tekemään erottelun muistisisältöjen kesken, välttäen näin interferenssin. Tutkielmassa tehdään lisäksi katsaus muisti-illuusioiden tutkimukseen. Useimmat muisti-illuusioista ovat lähtöisin ongelmista muistisisältöjen lähteen monitoroinnissa. Katsauksesta käy ilmi kuinka tietyt muistivirheet liittyvät tiettyihin muistitoimintoihin. Koesarjassa toisaalta testataan selitysmallia, toisaalta sovelletaan muisti-illuusiotutkimuksen käsitteitä. Tarkoituksena on saada lisätietoa keskeytysten muistivaikutuksista. Mikäli keskeytykset tuottaisivat tietynlaisia muistivirheitä, olisi tähän tietoon perustuen mahdollista rajata tarkemmin vastaavat muistitoiminnot. Ensimmäisessä kokeessa koehenkilöt (n=12) varjostivat tietokoneelta auditiivisesti (puhe) ja visuaalisesti (puhujan videokuva) esitettyä tekstiä (pääteksti). Minuutin kuluttua puhe katkesi ja sitä seurasi välittömästi puolen minuutin tauko tai video toisesta tekstistä (keskeytysteksti). Koehenkilöt tekivät vapaan palautuksen päätekstistä. Toisessa kokeessa päätekstejä oli neljä siten, että kunkin jälkeen oli joko tauko tai keskeytysteksti. Koehenkilöt (n=16) palauttivat yhden pääteksteistä. Kolmannessa kokeessa (n=12) varioitiin päätekstin ja keskeytystekstin semanttista läheisyyttä kolmessa käsittelyssä. Muilta osin kokeet olivat kuten ensimmäinen koe. Jokaisessa kokeessa palautuksia analysoitiin vertaamalla niitä vastaaviin pääteksteihin. Palautuksista eriteltiin niiden tarkkuus, virheelliset väittämät (sekaannukset) sekä sarjapositiot. Lisäksi laadullisessa analyysissa sekaannukset luokiteltiin muistivirhetyypeittäin. Erot käsittelyiden välillä palautusten tarkkuudessa olivat tilastollisesti merkitseviä tai lähes merkitseviä kaikissa kokeissa. Toisessa kokeessa havaittiin keskeytyksen aiheuttavan sarjaposition äskeisyyskomponentin heikkenemisen. Ensimmäisessä ja kolmannessa kokeessa sekaannuksien määrässä oli merkitsevä tai lähes merkitsevä ero käsittelyiden välillä. Kolmannessa kokeessa sekoitettiin semanttisesti päätekstin kanssa samankaltaisten keskeytystekstien sisältöjä pääteksteihin. Koesarjan tulokset tukevat annettua selitysmallia. Tarkastelu osoittaa, että interferenssi selittää suurimman osan kokeissa havaituista eroista käsittelyiden välillä. Tulosten pohjalta selitysmallia tarkennetaan huomioimalla erilaisten keskeytystilanteiden rajoittava vaikutus palautusstrategioiden käyttöön. Tarkastelussa kiinnitetään huomiota myös pitkä- ja lyhytkestoisten muistien rooliin keskeytyksessä. Keskeytyksen aiheuttama tiedon syrjäyttäminen näkyy sarjapositioissa, mutta syrjäyttämisen heikentävä vaikutus palautuksen tarkkuuteen on pieni. Lopuksi selitysmallia arvioidaan ja sitä tarkastellaan muistivirhetutkimuksen sekä käytännön sovellusten kannalta.
  • Verkhovskaia, Valeria (2016)
    Usability testing is a widely used technique to evaluate web site usability. Roughly divided usability testing can be conducted in laboratory or remotely by a moderated synchronous test or by an unmoderated asynchronous test. There has been comparative research of the methods, but so far it hasn't provided yet all the answers. Therefore, this Master's thesis sought to find whether there are qualitative differences in the usability problems identified by the methods or whether the type of the web site affects the results of the usability testing method. In the research three different public web sites were tested: an online store, an authority web site and an online newspaper. These were tested with 39 test users divided in three conditions: laboratory testing, synchronous testing and asynchronous testing. Users also evaluated the web sites and the experienced workload in each condition. It was found that evaluating these web sites majority of the most severe usability problems were found with all of the usability testing methods, and each method revealed also unique usability problems that were not identified by other methods. The laboratory tests revealed more usability problems than others, especially related to navigation, body text, information architecture and interaction design. Also minor usability issues were identified the best with laboratory testing. On the other hand, the synchronous usability tests combine features of the laboratory and remote tests resulting in missing less usability problems that would have been found with other methods. These proved also good for finding usability problems concerning links and buttons, body text and information architecture and design. Asynchronous tests took less time and scored a little better in finding usability issues related to technical implementation. The results showed that moderated methods are more suitable for evaluating texts or the structure of the web site. These methods are potentially better for the earlier stages of the design process, but they were also more effective for finding less severe usability issues. On the other hand, the asynchronous method might be suitable when there are certain issues that need to be validated, when there's a need to review main problems quickly or the web site needs to be tested once more before the release.
  • Gröndahl, Tommi (2015)
    This thesis is a study of the grammatical status of definiteness in the Finnish noun phrase, from the perspective of generative linguistics. I propose that the Finnish definite noun phrase contains a functional head D, hosting the definiteness feature [+DEF]. My argument is based on the noun phrase having numerous properties, which point to definiteness being present as a grammatical feature. In addition, many structural observations demonstrate that definiteness is linked to a functional projection above NP. I also propose that the element "se", which has reduced from a demonstrative into a definite article in spoken Finnish, is localizable to the Specifier position of DP, like demonstrative pronouns. The D-head, on the other hand, is always phonologically null in Finnish, and also present in "bare" definite noun phrases containing no definite determiner (i.e. a definite article, a demonstrative or a personal pronoun). The analysis fits well with a broader diachronic framework, according to which the definite article develops universally due to the semantic reduction of a demonstrative. I argue that the definite article is a consequence of an EPP-feature in the D-head, mandating the Specifier of DP to be articulated. In this regard, D behaves like the T-head in Finnish, where an optional EPP-feature produces a semantically empty expletive to the subject position of verbs with no semantic arguments.
  • Purma, Jukka (2008)
    The thesis aims to link the biolinguistic research program and the results of studies in comceptual combination from cognitive psychology. The thesis derives a theory of syntactic structure of noun and adjectival compounds from the Empty Lexicon Hypothesis. Two compound-forming operations are described: root-compounding and word-compounding. The aptness of theory is tested with finnish and greek compounds. From the syntactic theory semantic requirements for conceptual system are derived, especially requirements for handling morphosyntactic features. These requirements are compared to three formidable theories of conceptual combination: relation theory CARIN, Dual-Process theory and C3-theory. The claims of explanatory power of relational distributions of modifier in CARIN-theory are discarded, as the method for sampling and building relational distributions is not reliable and the algorithmic instantiation of theory does not compute what it claims to compute. From relational theory there still remains results supporting existence of 'easy' relations for certain concepts. Dual-Process theory is found to provide results that cannot in theory be affected by linguistic system, but the basic idea of property compounds is kept. C3-theory is found to be not computationally realistic, but the basic results of diagnosticity and local properties (domains) of conceptual system are solid. The three conceptual combination models are rethought as a problem of finding the shortest route between the two concepts. The new basis for modeling is suggested to be bare conceptual landscape with morphosyntactiic or semantic features working as guidance and structural features of landscape basically unknown, but such as they react to features from linguistic system. Minimalistic principles to conceptual modeling are suggested.
  • Helokunnas, Siiri (2013)
    Objectives. The main function of eye blinking is to moisten and protect the cornea. Therefore it may be surprising that blink rate can convey information about the person's emotional and cognitive state, and that people with abnormal blink rates can be perceived as unfriendly or nervous. Moreover, listeners' blinks have been shown to synchronize with a videotaped speaker's blinks. For these reasons, blinks are suggested to have social functions, as well. The objective of this thesis was to probe the neural correlates of blink viewing with magnetoencephalography (MEG). The research questions were: 1) Do viewed eye blinks elicit observable MEG responses? If they do, which brain regions are involved? 2) How does the response change when the blink video is slowed down? 3) Are the self-produced blinks synchronized with the viewed blinks? Methods. The participants (n = 9) were presented with a video of a neutral female face showing no other movement than a single eye blink. The video was played back with normal speed (blink duration 351 ms) and in slow motion (950 ms); a pair of normal and slow videos was repeated 102 times. Between the blink videos, five other facial expressions were shown, and the participants task was to memorize those expressions. A 306-channel neuromagnetometer recorded the brain responses with a sampling rate of 600 Hz. After averaging and filtering the responses, the mean peak latencies, return-to-baseline durations and amplitudes were compared on the channels showing the strongest peaks. The participants blinks were measured with electro-oculogram (EOG), and the proportion of blinks occurring during the viewed blink was compared with the proportions of blinks at other time points. Results and discussion. Both fast and slow viewed blinks elicited prominent MEG responses. The mean peak latencies of the responses to the slow blinks were longer than those to the normal blink (445 ms vs. 317 ms). The responses to the slow blink also returned to the baseline later (921 ms vs. 537 ms). The maximum responses were equal in amplitude between the normal and slow conditions, contrary to our expectations based on earlier results showing that when the viewed stimuli move faster, the responses are stronger. In accordance with earlier EEG results, the cortical sources, modeled as current dipoles, were located mainly in the occipito-temporal cortical regions in the right hemisphere. The subjects also tended to blink more after the blink in the video (peak around 700 ms after the onset of the viewed blink). In conclusion, eye blinks are likely to have social relevance, and this was the first study to demonstrate with MEG how the human brain reacts to viewed blinks.
  • Koverola, Mika Jaakko Tapio (2016)
    Specific Language Impairment is a broad spectrum disorder of language development, not including deficits of non-verbal intelligence. It typically manifests in a slower rate of learning new words. According to previous research, the disorder is connected with anomalous lateralization of speech related neural processes. The neural basis of Specific Language Impairment has mainly been studied in adults and school aged children, even though the disorder manifests already in preschool age. Studying the neural representations of words and their changes during a learning process in preschool children can help to recognize the cognitive risk factors of Specific Language Impairment. This study aims to confirm, whether neural representations of words are anomalously lateralized in Specific Language Impairment. In addition, differences in the rate of formation of the neural representation of words between children with Specific Language Impairment and children with typically developed language skills are studied. 12 children with Specific Language Impairment and 12 children with typically developed linguistic abilities between the ages 3 to 6 participated in the study. The differences between groups in event related potentials for a known word and an unknown pseudoword and the changes they undergo during passive listening were explored. It was found that the evoked response potentials for both stimulus types were more clearly lateralized on the left side in linguistically typically developed children than in those with Specific Language Impairment, suggesting atypical organization of word representations. Group differences were also found in the event related potentials elicited by the pseudoword: in the control group the event related potential for the pseudoword differed significantly from the one for the known word in the beginning of the experiment (lexicality effect) and resembled it by the end of the experiment (lexicalization), whereas no such difference in the beginning of and change during the experiment was observed in the experimental group. Based on this study Specific Language Impairment is associated with anomalous neural functions both in the automatic activation of the neural representations of words and in the formation of new word representations during passive listening. Both of these phenomena may be related to abnormal language development, but the mechanisms should be determined in more detail in further investigations.
  • Venekoski, Viljami (2016)
    Advances in computational linguistics have made analyzing large quantities of text data a more feasible task than ever before. In particular, the recent distributional language models hold promise of effective semantic analysis at a low computational cost. Semantics, however, is a multifaceted phenomenon, and although various language model architectures have been presented, there is relatively little research evaluating the semantic validity of such models. The aim of this research is to evaluate the semantic validity of different distributional language models, particularly as tools for representing Finnish language online text data. The models and methods are evaluated based on their performance on three empirical studies, each estimating a different aspect of semantic representation. The language models in the studies were built using word2vec architecture. The models were taught on approximately 2.6 billion tokens from the Suomi24 corpus of Finnish language social media discussions. 18 models were built in total, each with a different combination of feature processing methods. The models were evaluated in three studies. For Study I, a resource consisting of 300 similarity ratings for word pairs from 55 human annotators was collected. This resource was used as an evaluation task by comparing model estimated similarity scores to the human rated similarity judgments. Study II investigated relational semantics as an evaluation method and were operationalized in form of an analogy task, for which a Finnish language resource is presented. In Study III, the language models were evaluated based on their performance in document classification of Suomi24 messages to their respective topics. The results of the Studies indicate that each presented evaluation task is sufficiently reliable method for estimating language model semantic validity. In turn, distributed language models are reported being able to represent semantics given morphologically rich yet fragmentary Finnish language social media data. Feature processing methods are shown to increase the semantic accuracy of language models in most cases, but to a limited extent. If evaluated valid, semantic language technologies are proposed to hold widespread applicability across scientific as well as commercial fields.