当前共找到 3 篇文献分享。
1.
ZĒNG Yíngzhū (Zoo) 曾莹珠
(2026-02-12 14:35):
#paper
doi:10.1080/20008066
European Journal of Psychotraumatology, 2026, Improving post-traumatic stress symptoms in homeless-experienced women using narrative exposure therapy: a single-arm, open pilot study.
较高的NET干预完成率,加上PTSD和共病症状在前后的显著变化,表明NET可以作为解决HEW中严重PTSD症状的可行方案。未来有望将NET转化到其他类似的经历复杂和持续创伤暴露的创伤高敏感人群。
European Journal of Psychotraumatology,
2026-12-31.
DOI: 10.1080/20008066.2026.2620215
Abstract:
No abstract available.
2.
DeDe宝
(2026-02-05 02:37):
#paper, https://doi.org/10.1371/journal.pcbi.1013879 Information uncertainty influences learning strategy from sequentially delayed rewards. Plos Computational Biology.
本研究探索信息不确定性对延时奖励学习策略的影响。奖励延迟出现时,人类如何将奖励与先前事件关联?研究者操纵了奖励信息的不确定性:分离条件(即时奖励和延迟奖励的信息则分别呈现)和整合条件(奖励以即时奖励和延迟奖励的总和形式呈现),以探索信息不确定性对学习策略的影响。研究主要比较了三种模型:回顾模型(Elg,基于时间序列更新先前选择的价值)、前瞻模型(Tab,仅系统更新与奖励相关的过往选择)和混合模型(Hybrid,通过β参数调整两个模型的权重)。行为数据分析表明,被试能够掌握延迟奖励的关联规则,且低信息不确定性有助于促进学习表现,初始的低不确定性环境的学习体验会形成 “认知启动”,持续影响后续高不确定性环境中的策略使用。模型比较结果表明,两种模型都能捕捉被试核心行为特征,低信息不确定性时,前瞻模型更能解释被试行为;高不确定性时,回顾模型成为有效补充。上述结果表明人类会根据信息不确定性灵活切换混合学习策略。
PLOS Computational Biology,
2026-2-2.
DOI: 10.1371/journal.pcbi.1013879
Abstract:
When receiving a reward after a sequence of multiple events, how do we determine which event caused the reward? This problem, known as temporal credit assignment, can be difficult for …
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When receiving a reward after a sequence of multiple events, how do we determine which event caused the reward? This problem, known as temporal credit assignment, can be difficult for humans to solve given the temporal uncertainty in the environment. Research to date has attempted to isolate dimensions of delay and reward during decision-making, but algorithmic solutions to temporal learning problems and the effect of uncertainty on learning remain underexplored. To further our understanding, we adapted a reward learning task that creates a temporal credit assignment problem by combining sequentially delayed rewards, intervening events, and varying uncertainty via the amount of information presented during feedback. Using computational modeling, two learning strategies were developed: an eligibility trace, whereby previously selected actions are updated as a function of the temporal sequence, and a tabular update, whereby only systematically related past actions (rather than unrelated intervening events) are updated. We hypothesized that reduced information uncertainty would correlate with increased use of the tabular strategy, given the model’s capacity to incorporate additional feedback information. Both models effectively learned the task, and predicted choices made by participants (N = 142) as well as specific behavioral signatures of credit assignment. Consistent with our hypothesis, the tabular model outperformed the eligibility model under low information uncertainty, as evidenced by more accurate predictions of participants’ behavior and an increase in tabular weight. These findings provide new insights into the mechanisms implemented by humans to solve temporal credit assignment and adapt their strategy in varying environments.
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3.
刘昊辰
(2026-02-02 09:27):
#paper Particle Builder A Board Game for the Teaching of the Standard Model of Particle Physics at a Secondary Level.《Particle Builder》是一款于2016年由国际物理教师团队研发的桌游,后推出浏览器在线版本(支持与基础AI对战),专为高中阶段教学设计,通过7个难度递增的关卡,以互动gameplay传授粒子物理学标准模型的核心知识(如夸克、轻子、反物质等),经281名澳大利亚高中生测试,225人完成前后测,平均学习增益达0.16,媲美1.5周(约7小时)传统教学效果,且94%的学生认为其比常规科学课更有趣,88%认为更具参与感,物理版和在线版均免费向教师开放。下载地址:https://arxiv.org/pdf/2511.21116
arXiv,
2025-11-26T07:02:18Z.
DOI: 10.48550/arXiv.2511.21116
Abstract:
We present Particle Builder, an online board game which teaches students about concepts from the Standard Model of Particle Physics at a high school level. This short activity resulted in …
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We present Particle Builder, an online board game which teaches students about concepts from the Standard Model of Particle Physics at a high school level. This short activity resulted in a gain of 0.16, indicating that students learned a significant amount of particle physics knowledge. Students found the activity was more engaging and less difficult than a normal classroom lesson.
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