Difference between revisions of "Concept formation" - New World Encyclopedia

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'''Concept''' is one of the basic units of '''thought''' along with '''image''' and '''symbol.'''
 
  
=Images, concepts, symbols=
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'''Concepts''' are the [[category|categorization]] of objects, events, or people that share common properties. By using concepts, we are able to organize complex notions into simpler, and therefore more easily usable forms. '''Concept formation''' is the process by which we learn to form classes of things, event, people, and so forth.  
Images are picture-like mental representations.
 
  
Seeing something in our "mind's eye" is similar to seeing real objects. Information from the eyes normally activates the brain's primary visual area, creating an image. Other brain areas help us recognize the image by relating it to store knowledge. When we form a mental image, the system works in reverse. Brain areas where memories are stored send signals back to the visual cortex, where once again, an image is created. For example, if we visualise a friend's face, the area of our brain that specializes in perceiving faces will become more active. Geologists use the earth's sediment layers to infer past events, Physicists cannot observe gravity directly, even though they study its effects. We use images to think, remember, solve problems, and make decisions. Images allow us to scan information stored in memory, help us plan a course of actions. The insight of '''Albert Einstein''' into the ''theory of relativity'' occured when he created a visual image of chasing after and matching the speed of a beam light (Kosslyn and Koenig, 1992). Later he turned this visual image into words.
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While research on [[learning]] in [[animal]]s has been used by some [[psychologist]]s as evidence that [[primate]]s at least, if not other species, are capable of concept formation, and [[computer]]s have been programmed to process information by using and developing classification rules, these accomplishments are all relatively impoverished compared to human concept formation. For [[human being]]s, concept formation is essential to our life in the complex world of interactions with not only objects but also people and abstract ideas.  
Though visual imagery is dominant in our everyday life, images do not have to be only visual; They can be ''auditory'' and even ''olfactory,'' involving the ''sense of smell.'' According to the data of Cognitive psychology,  97 percent of people have visual images, 92% have auditory images, 50% imagery for movements, touch, and smell.
 
  
'''Concepts''' are generalized ideas that represent a class of objects or events. Concepts help us classify newly encountered objects on the basis of our past experience. For example, we can surmise that someone tapping a handheld screen is probably using some kind of computer or PDA, even if we have never encountered that specific brand before.
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[[Child development|Child developmentalists]], such as [[Jean Piaget]] and [[Lev Vygotsky]], have researched the way children form their own concepts through experience, assimilate existing concepts such as [[culture|cultural]] [[values]], [[norm]]s, and [[belief]]s from adults, and further create and develop their own concepts as they mature toward adulthood. [[Cognitive psychology|Cognitive psychologist]]s, like [[Eleanor Rosch]], have suggested that rather than a strictly logico-mathematical form of classification people develop natural categories that are graded, involving "prototypes," or typical examples.  
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{{toc}}
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Prototype theory has helped us to understand how we form concepts about our world, which contains from the start naturally occurring things. However, as Vygotsky noted, we learn much from our social interactions, and thus human concept formation is neither based on purely physical, concrete characteristics of objects, nor strictly on abstract, logico-mathematical principles. It reflects the everyday experiences we have with the natural and social worlds, together with our subjective, personal, and cultural interpretations we give to them, creating and defining new concepts as we interact with our world, ever seeking to understand all that we encounter and innovating, creating new and better concepts and substantial objects that improve the quality of our lives.
  
Concepts influence bahavior; we would assume, for instance, that it might be appropriate to pet an animal after determining that it is a dog, whereas we would bahave differently after classifying the animal as a wolf.
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==Concepts and categorization==
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'''Concepts''' are generalized [[idea]]s that represent a class of objects or events. A concept is an abstract idea or a mental [[symbol]], typically associated with a corresponding representation in [[language]] or symbol, that denotes all of the objects in a given [[category]] or class of entities, interactions, phenomena, or relationships between them. Concepts are abstract in that they omit the differences of the things in their extension, treating them as if they were identical. They are universal in that they apply equally to every thing in their extension. Concepts are also the basic elements of propositions, much the same way a word is the basic semantic element of a sentence. Unlike [[perception]]s, which are particular images of individual objects, concepts cannot be visualized. Because they are not, themselves, individual perceptions, concepts are discursive and result from reason. They can only be thought about, or designated, by means of a name. Words are not concepts. Words are signs for concepts.
  
When cognitive psychologists first first studied concepts they focused on those which were clearly defined by a unique set of properties and features. For example, an equilateral triangle is a closed shape that has three sides of equal length. If an object has three characteristics, it is an equilateral triangle, if it does not, it is not an equilateral triangle.
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Concepts lighten the load on [[memory]] and enhance our ability to communicate.
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For example, at the airport when asked what you have in your suitcase, you never answer with a detailed list of items: two jackets, a pair of Austrian shoes, four Greek shirts, the Bible, ''Introduction to Psychology'', documents on Western Civilization, and so forth. More likely your answer will be "clothes" and "books." Using these categories reflects the operation of concepts.  
  
Concepts lighten the load on memory and enhance our ability to communicate.
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[[Categorization]] is the process in which ideas and objects are [[recognition|recognized]], [[difference|differentiated]] and [[understanding|understood]]. Categorization implies that objects are grouped into categories, usually for some specific and cognitive purpose. Ideally, a category illuminates a [[relation (mathematics)|relationship]] between the [[subject (philosophy)|subject]]s and [[object (philosophy)|object]]s of [[knowledge]]. Categorization is fundamental in [[decision making]] and in all kinds of interaction with the environment. There are, however, different ways of approaching categorization.
  
'''Language''' is the '''communication''' of information through '''symbols''' according to definite and systematic rules. Language consists of '''symbols''' or words, and rules for combining them. '''Grammar''' is the system of rules that determine how our '''thoughts''' can be expresssed. '''Semantics''' are the rules governing the meaning of words and sentences. '''Concept formation'''  the process of integrating a series of features that group together to form a class of [[ideas]] or [[object (philosophy)|object]]s, in that way classifying information into meaningful categories. Conceptual rules are formal rules for deciding whether an object or an event is an example of a particular concept.
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===Concept formation in humans and animals===
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Generally speaking, concepts are (a) acquired dispositions to recognize perceived objects as being of this kind or of that kind, and at the same time (b) to understand what this kind or that kind of object is like, and consequently (c) to perceive a number of perceived particulars as being the same in kind and to discriminate between them and other sensible particulars that are different in kind. Therefore, we can also say that concepts are shaping and directing forces in [[behavior]]. In fact, concept formation for animals is the process that we traditionally call [[learning]]. Experiments in [[animal]] learning generally involve [[discrimination]] between stimuli with different characteristics, say a red object rather than ones of other [[color]]s, a lighted passageway over a darkened one, the larger of two objects, or even the different one from a group. Such studies have suggested to some [[psychologists]] that animals are capable of a primitive level of concept formation.
  
=Types of concepts and concept formation=
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There should be a few additions for human behavior, however: Concepts are acquired dispositions to understand what certain kinds of objects are like both (a) when the objects, though perceptible, are not actually perceived, and (b) also when they are not perceptible at all, as is the case with all the conceptual constructs we employ in [[physics]], [[mathematics]], and [[metaphysics]].
  
Three types of concepts are differentiated: Conjunctive, rational, disjunctive. Conjunctive concepts are defined by the presence of at least two features which means that conjunctive concept is a class of objects that have two or more common features.
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[[Image]]s, concepts, and [[symbol]]s are the basic units of [[thought]]. Images are picture-like mental representations. Seeing something in our "mind's eye" is similar to seeing real objects. Information from the eyes normally activates the brain's primary visual area, creating an image. Other brain areas help us recognize the image by relating it to store knowledge. When we form a mental image, the system works in reverse. Brain areas where memories are stored send signals back to the visual cortex, where once again, an image is created. For example, if we visualize a friend's face, the area of our brain that specializes in perceiving faces will become more active.  
  
Rational concept is defined by the relationship between the features of an object or between an object and its surroundings. It means that RCs are based on how an object relates to something else, or how its features relate to one another. Examples Disjunctive concepts are either/or: they have at least one of several possible features. DC are defined by the presence of at least one of several possible features. Example, blue or circular.
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[[Geology|Geologists]] use the earth's sediment layers to infer past events. [[Physics|Physicists]] cannot observe gravity directly, even though they study its effects. In similar fashion, we use images to think, remember, solve problems, and make decisions. Images allow us to scan information stored in memory, and to help us plan a course of actions. The insight of [[Albert Einstein]] into the [[Theory of relativity]] occurred when he created a visual image of chasing after and matching the speed of a beam light (Kosslyn and Koenig, 1992). Later he turned this visual image into "words and symbols."
Prototypes, and Denotative and Connotative Meanings
 
These three are not enough for the functioning of human thought. We also use prototypes (or ideal models) to identify concepts. Prototype is an ideal model used as a prime example of a particular concept. To understand ''prototypes'' figuratively, let's go through the following example. Suppose, we want to arrive at a specific location in central New York. A street map of the city would be a great help to us  in reaching our destination. But suppose, we were given the wrong map, the map of Los Angeles. The map by itself is not wrong. But it is useful for driving in LA, not in NY. Thus, it's easy to understand the frustration, the ineffectiveness of trying to reach our destination. The map is the prototype for a concept. With having the right map, i.e., prototype our behahavior grows inadequate.
 
  
Concepts have two meanings: ''denotative'' and ''connotative.''
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Though visual imagery is dominant in our everyday life, images do not have to be only visual. They can also be auditory and even olfactory (involving the sense of smell). According to the data of [[cognitive psychology]], ninety-seven percent of people have visual images, ninety-two percent have auditory images, and fifty percent have imagery for movements, touch, and smell.
When saying DM, we understand the objective meaning of a word or a concept, i.e., what is the word or the concept described in Dictionaries and Encyclopedias. When saying CM, we understand the subjective meaning of a certain word or concept, its emotional meaning, i.e., the meaning deriving from personal perceptions.
 
  
==Prototypes, algorythms, heuristic==
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===Concepts and performance===
how bad you want to be good
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Concepts can influence and determine behavior. We would assume, for instance, that it might be appropriate to pet an animal after determining that it is a [[dog]], whereas we would behave differently after classifying the animal as a [[wolf]].
  
===Stereotypes===
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To describe figuratively the influence of concepts on our performance, consider the following example. Suppose, we are driving a car in [[New York City]] and want to arrive at a specific location in the center of the city. A street map of the city would be a great help to us in reaching our destination. Suppose, however, we were given the wrong map, say the map of [[Los Angeles]]. The map by itself is not wrong; but it is useful for driving in Los Angeles, not in New York. Thus, it is easy to understand the ineffectiveness of trying to reach our destination. In this example, the map is the prototype for a concept. Only in the case of having the right map, the right prototype, does our behavior become effective. So, the map, or the prototype, should be the right one in order to perform an adequate and effective behavior.
  
===Faulty concepts===
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===Concepts are the categorization of the world===
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We acquire concepts by learning and forming rules. For example, orange, apple, and pear are included into the concept "fruit." A ''conceptual rule'' is a guideline for deciding whether objects or events belong to a concept class. A [[triangle]] must be a closed shape with three sides made of straight lines. Concepts help us classify newly encountered objects on the basis of our past experience. We can surmise that someone tapping a hand held screen is probably using some kind of [[computer]], even if we have never encountered that specific brand before. One way we classify something as an example of a concept is to use rules that tell us what an instance of the concept is and what is not. Objects that follow the rules and have certain properties are called ''positive instances'' of the concept. The absence of such properties is the mark of a ''negative instance'' of the concept. Such rules work well for defining a concept such as "triangles" delineated above: closed, two-dimensional figures, with three sides, and angles that sum to 180 degrees.
  
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[[Language]] is the [[communication]] of [[information]] through [[symbol]]s according to definite and systematic rules. Language consists of ''symbols'' and/or ''words,'' as well as of rules for combining them. [[Grammar]] is the system of rules that determine how our ''thoughts'' can be expressed. [[Semantics]] are the rules governing the meaning of ''words and sentences.'' ''Concept formation'' is the process of integrating a series of features that group together to form a class of [[idea]]s or [[object (philosophy)|object]]s, in that way classifying information into meaningful categories. ''Conceptual rules'' are formal rules for deciding whether an object or an event is an example of a particular concept.
  
=Concepts: Categorizing the world=
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==Types of concepts==
In the airports, when the Office asks you what you have in your suitcase, you never answer with a detailed list of items: 2 jackets, a pair of Austrian shoes, four Greek shirts/blouses, The Bible, The New Testament, Introduction to Psychology, and so forth. More likely your answer will be clothes and books. Using these categories reflects the operation of concepts. Concepts are the categorization of objects, events, or people that share common properties. By using concepts, we are being able to organize complex notions into simpler, and therefore, more easily usable, cognitive categories.
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Three types of concepts are differentiated: ''Conjunctive,'' ''rational,'' and ''disjunctive.'' Conjunctive concepts are defined by the presence of at least two features, which means that a conjunctive concept is a class of objects that have two or more common features. Rational concept is defined by the relationship between the features of an object or between an object and its surroundings. This means that rational concepts are based on how an object relates to something else, or how its features relate to one another. Disjunctive concepts are either/or: they have at least one of several possible features. Disjunctive concepts are defined by the presence of at least one of several possible features.
  
==Categories and Categorization==
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===Denotative and connotative meanings===
Concepts are categories that share common characteristics.
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Concepts have two meanings: ''denotative'' and ''connotative.'' When saying ''denotative meaning,'' we understand the objective meaning of a word or a concept, how the word or the concept described in [[dictionary|dictionaries]] and [[encyclopedia|encyclopedias]]. When saying ''connotative meaning,'' we understand the subjective meaning of a certain word or concept, its [[emotion]]al meaning, the meaning deriving from personal perceptions.
  
'''Categorization''' is the process in which ideas and objects are [[recognition|recognised]], [[difference|differentiated]] and [[understanding|understood]]. Categorization implies that objects are grouped into [[Wiktionary:categories|categories]], usually for some specific and cognitive purpose. Ideally, a category illuminates a [[relation (mathematics)|relationship]] between the [[subject (philosophy)|subject]]s and [[object (philosophy)|object]]s of [[knowledge]]. Categorization is fundamental in [[decision making]] and in all kinds of interaction with the environment. There are, however, different ways of approaching categorization.
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Those philosophers, who emphasize the connotative meaning of words and concepts, declare that systems of categories are not objectively "out there" in the world but are rooted in people's experience. Therefore, many conceptual categories—especially value-based categories—are not connotatively identical for different [[culture]]s, or for each individual within the same culture.
  
==Theories==
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===Prototypes, stereotypes, and faulty concepts===
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[[Image]]s, concepts, and [[symbol]]s are not enough for the functioning of human [[thought]]. We can have many situations when the usage of rules and features is not enough for our thought. Thinking of the concepts, ''fruit'' or ''bird'' we usually do not use rules and features; we base our thinking on ''prototypes'' which are ideal models used as a prime example of particular concepts. Prototypes are typical and highly representative examples of a concept. ''Rules'' are an efficient way to learn concepts, but ''examples'' remain important. It is unlikely that memorizing rules would allow a new listener to accurately categorize music as [[punk]], [[hip hop]], [[fusion]], [[salsa]], [[heavy metal]], [[grunge rock]], [[rap]] music, and so forth.
  
===The Classical View===
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Stereotyping is used for concepts about people and refers to our cognizing and understanding of the socially, racially, and ethnically diverse world. Social stereotypes are oversimplified images of people in various groups. This means that stereotyped thinking tends to simplify the images of the traits of individuals who belong to a particular group. In general, the top categories on which most stereotypes are based are [[gender]], age, [[race]]/[[ethnicity]], place of residence, and [[social class]]. As a rule, stereotypes are either positive or negative, and tend to divide people into "us" and "them" categories.
  
The classical [[Aristotelian]] view claims that categories are discrete [[entity|entities]] characterized by a set of [[property (disambiguation)|properties]] which are shared by their members. These are assumed to establish the conditions which are both [[necessary and sufficient]] to capture [[meaning]].  
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On the one hand, stereotypes make the social world more manageable. On the other hand, stereotypes tend to grow into ''faulty concepts'' which can lead to thinking errors as well as to behavior and/or personality maladjustment. Stereotypes may be viewed as "all-or-nothing thinking." In this case, we classify things right or wrong, good or bad, fair or unfair, black or white, honest or dishonest. Thinking this way prevents us from appreciating the subtleties of life and also makes the world appear very poor and colorless. Placing people in categories always causes them to appear more similar than they really are. As a result, we tend to see out-group members very much alike, even when they are as varied as our friends and family. People who are not prejudiced work hard to actively inhibit stereotyped thoughts and to emphasize fairness and equality. A good way to tear down stereotypes is to get to know members from various ethnic and cultural groups as individuals.
  
According to the classical view, categories should be clearly defined, mutually exclusive and collectively exhaustive. This way, any entity of the given classification universe belongs unequivocally to one, and only one, of the proposed categories.
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===Algorithms, heuristics, and decision making===
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When solving a certain problem or making any decision, human beings are apt to use definite strategies of thinking, which [[psychologist]]s call [[algorithm]]s and [[heuristic]]s. Algorithms are systematic procedures for solving problems by evaluating all possible solutions until the correct one is found. An example of an algorithm is the
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method of picking out the largest number from an unsorted list of numbers. The solution necessarily requires looking at every number in the list, but only once at each. From this follows a simple algorithm:
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# Assume the first item is the largest.
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# Look at each of the remaining items in the list, and if a particular item is larger than the largest item found so far, make a note of it.
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# The last noted item is the largest in the list when the process is complete.  
  
===Ayn Rand's formulation===
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Algorithms do not provide answers when the problems are not clearly specified. There are no procedures that can be set up in advance to guarantee a solution for such problems. Some problems are so vast that algorithms are simply out of question. [[Chess]] players cannot rely on algorithms only.  
The first step in concept formation, called ''differentiation,'' is to isolate two or more things as belonging together, as ''[[units]]'' of the same class. Where many theories of concept formation hold that such isolation begins by noticing degrees of similarity, [[Objectivist philosophy|Objectivism]] holds that it starts by noticing degrees of differences. At the perceptual level, everything is different; however, somethings are more different from others. The difference between two tables, for instance, is less than the difference between a table and a chair. Because two tables are less different from one another when contrasted against a third object, we group them together as ''units,'' as members of a group of similar objects.
 
  
[[Ayn Rand]] defines similarity as: ''the relationship between two or more existents which possess the same characteristic(s), but in different measure or degree.'' Similarity is a matter of [[measurement]]. Going back to the table versus chair example, the difference between tables is a [[quantitative]] one-we can easily ''stretch'' one table into another, so we call them similar. The difference between tables and chairs, on the other hand, is [[qualitative]], so we distinguish between these as belonging to another group. Of course, at a broader level, even the difference between tables and chairs is quantitative-with enough stretching and pulling one could turn a chair into a table as well. However, the point is that the table-to-table stretching is much less than the table-to-chair stretching, so we consider one quantitative and the other qualitative.
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Heuristics constitute another strategy or technique that aids problem solving by limiting the number of possible solutions to be tried. Imagine you are in Athens, Greece and decide to look up an old friend Artemis Pipinelli. You open the phone book and find fifty-three A. Pipinellis. Certainly, you would not dial all 53 numbers until you find the right one. You will probably think, "Is there any way I can narrow the search." You remember hearing that Artemis lives by the beach. You take out the map and call only the numbers with addresses near the waterfront (Ellis and Hunt, 1992). You are using the heuristic strategy of problem solving and decision making. Like algorithms, a heuristic strategy is also an example of trial-and-error thinking, in which all possibilities are tried.
  
The second step of concept formation, ''integration,'' is based on a process Ayn Rand called ''measurement omission.'' In this step, we combine or integrate the units into a new, single mental unit by [[eliding]] the quantitative differences between the two units. We retain the characteristics of the units, but we elide the particular measurements-on the principle that these measurements must exist in some quantity, but may exist in any quantity. For example, when forming the concept ''table'' we retain the distinguishing characteristics-a flat, level surface and supports-but omit the particular measurements of those features.
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===Computers and problem solving===
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[[Computer]]s have provided scientists with a way to develop and test models that can be used to understand human thinking more thoroughly. The calculation of possible moves when playing chess is one example. In these applications, a machine is essentially performing the process of [[problem solving]] used in concept formation. Many aspects of human concept formation have not yet been successfully modeled by computer, yet there is also no evidence that human concept formation is based on any method of handling information that could not be programmed into a machine.
  
Based on this two step process, Ayn Rand defined concepts as: ''a mental integration of two or more units possessing the same distinguishing characteristics, with their particular measurements omitted.''
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In [[medicine]], [[physician]]s are interested in structural and functional imaging of brain (which is done through computers) for diagnostic purposes in order to make the treatment more effective. At the same time, researchers obtain new [[knowledge]] about the functions of higher mental processes, including the process of concept formation. Contemporary [[neuroscientist]]s use four computerized techniques—microelectrodes, macroelectrodes, structural imaging, and functional imaging—to understand and to diagnose the principles of brain work.
  
===Cognitive science: Prototype Theory===
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==Theories of Concept Formation==
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Theories of concepts and concept formation are those which try to understand and explain the principles and ways concepts are formed and how the thinking process as a whole develops.
  
Since the research by [[Eleanor Rosch]] and [[George Lakoff]] in the 1970s, categorization can also be viewed as the process of grouping things based on prototypes - the idea of necessary and sufficient conditions is almost never met in categories of naturally occurring things. It has also been suggested that categorisation based on prototypes is the basis for human development, and that this [[learning theory (education)|learning]] relies on learning about the world via [[embodiment]].
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Concept formation is one of the basic terms in the theory of [[cognitive development]] of [[Jean Piaget]]. Children loved talking to Jean Piaget, and he learned much by listening to them carefully—especially to their explanations, which no one had paid attention to before. All his life, Piaget was absorbed with studying the way children think, form concepts in their mind, and gain knowledge about the world as they grow. His research revealed that children begin by classifying based on concrete, physical attributes, later forming abstract concepts, developing hierarchical structures, and being able to perform
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complex transformations.  
  
A [[cognitive]] approach accepts that natural categories are graded (they tend to be fuzzy at their boundaries) and inconsistent in the status of their constituent members.
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The development of [[language]] also involves concept formation. While some aspects, such as name learning, may be based on the same principles as discrimination learning, [[grammar|grammatical]] structures and their transformations involve complex concept formation.
  
Systems of categories are not objectively "out there" in the world but are rooted in people's experience. Conceptual categories are not identical for different cultures, or indeed, for every individual in the same culture.  
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The [[sociocultural theory]] of [[Lev Vygotsky]] seeks to explain persons' knowledge and the process of concept formation in terms of the guidance, support, and structure provided by the elders and the society as a whole, according to its social values and societal principles. This approach is particularly significant in studying the development and learning of cultural [[belief]]s and other subjective concepts that are based more on human interpretation than on purely objective features of the physical world.
  
Categories form part of a hierarchical structure when applied to such subjects as [[taxonomy]] in [[biological classification]]: higher level: life-form level, middle level: generic or [[genus]] level, and lower level: the [[species]] level. These can be distinguished by certain traits that put an item in its distinctive category.  But even these can be arbitrary and are subject to revision.
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===The Classical View===
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The classical [[Aristotle|Aristotelian]] view claims that categories are discrete [[entity|entities]] characterized by a set of properties which are shared by their members. These are assumed to establish the conditions which are both [[necessary and sufficient]] to capture [[meaning]].  
  
Categories at the middle level are perceptually and conceptually the more salient. The generic level of a category tends to elicit the most responses and richest images and seems to be the psychologically basic level. Typical taxonomies in zoology for example exhibit categorisation at the [[embodiment|embodied]] level, with similarities leading to formulation of "higher" categories, and differences leading to differentiation within categories.
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According to the classical view, categories should be clearly defined, mutually exclusive, and collectively exhaustive. This way, any entity of the given classification—universe belongs unequivocally to one and only one of the proposed categories.
  
'''Prototype Theory''' is a model of graded [[categorization]] in [[Cognitive Science]], where all members of a category do not have equal status.  For example, ''chair'' is more prototypical of the concept ''furniture'', than,
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===Ayn Rand's formulation===
say, ''lamp''. 
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The first step in concept formation, called ''differentiation,'' is to isolate two or more things as belonging together, as ''[[units]]'' of the same class. Where many theories of concept formation hold that such isolation begins by noticing degrees of similarity, [[Ayn Rand]]'s [[Objectivist philosophy|Objectivism]] holds that it starts by noticing degrees of differences. In [[psychology]], particularly studies of animal [[learning]], this process is known as ''discrimination''. At the perceptual level, everything is different; however, some things are more different than others. The difference between two tables, for instance, is less than the difference between a table and a chair. Because two tables are less different from one another when contrasted against a third object, we group them together as ''units,'' as members of a group of similar objects.
 
 
As formulated in the 1970s by [[Eleanor Rosch]] and others,  
 
prototype theory was a
 
radical departure from traditional necessary and sufficient conditions as in [[Aristotelian logic]], which led to
 
set-theoretic approaches of [[Extension (semantics)|extensional]] or [[intensional]] [[semantics]].  Thus instead of a [[definition]] based model - e.g. a bird may be defined as elements with the features [+feathers], [+beak] and [+ability to fly], prototype theory would consider a category like bird as  
 
consisting of different elements which have unequal status - e.g. a ''robin'' is more prototypical of a ''bird'' than, say a ''penguin''. This leads to a graded notion of categories, which is a central notion in many models of [[cognitive science]] and [[cognitive semantics]], e.g. in the work of [[George Lakoff]] (''Women, fire and dangerous things'', 1987) or
 
[[Ronald Langacker]] (''Cognitive Grammar'', vol. 1/2 1987/1991).
 
 
 
The term prototype has been defined in [[Eleanor Rosch]]'s study "Natural Categories" (1973) and was first defined as a stimulus, which takes a salient position in the formation of a category as it is the first stimulus to be associated with that category. Later, she redefined it as the most central member of a category.  
 
 
 
 
 
 
 
In her 1975 paper,
 
''Cognitive Representation of Semantic Categories'' (J Experimental Psychology v. 104:192-233),
 
Eleanor Rosch asked 200 American college students to
 
rank, on a scale of 1 to 7, whether they regarded the following items as
 
a good example of the category ''furniture''.  The resulting ranks are as
 
follows:
 
 
 
:1 chair
 
:1 sofa
 
:3 couch
 
:3 table
 
:5  easy chair
 
:6 dresser
 
:6 rocking chair
 
:8 coffee table
 
:9 rocker
 
:10 love seat
 
:11 chest of drawers
 
:12 desk
 
:13 bed
 
: ...
 
:22 bookcase
 
:27 cabinet
 
:29 bench
 
:31 lamp
 
:32 stool
 
:35 piano
 
:41 mirror
 
:42 tv
 
:44 shelf
 
:45 rug
 
:46 pillow
 
:47 wastebasket
 
:49 sewing machine
 
:50 stove
 
:54 refrigerator
 
:60 telephone
 
  
While one may differ from this list in terms of cultural specifics, the point is that such a graded categorization is likely to be present in all cultures. Rosch presented further evidence that some members of a category are more privileged than others in these experiments:
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[[Ayn Rand]] defines similarity as: "the relationship between two or more existents which possess the same characteristic(s), but in different measure or degree." Similarity is a matter of [[measurement]]. Going back to the table versus chair example, the difference between tables is a [[quantitative]] one-we can easily ''stretch'' one table into another, so we call them similar. The difference between tables and chairs, on the other hand, is [[qualitative]], so we distinguish between these as belonging to another group. They are different qualitatively both physically, since chairs have a back that no amount of normal stretching can produce from a table, and functionally, since the purposes of chairs and tables are different. However, by going a little further in the manipulation one can make a chair from a table, and one can certainly sit on a table and put a plate of food on a chair. Thus on a broader level the difference between chairs and tables is quantitative, and indeed both can be categorized as furniture.
  
:1. ''Response Time'': Queries involving a prototypical members (e.g. ''is a robin a bird'') elicited faster response times than for non-prototypical members.  
+
The second step of concept formation, ''integration,'' is based on a process Ayn Rand called ''measurement omission.'' In this step, we combine or integrate the units into a new, single mental unit by eliding the quantitative differences between the two units. We retain the characteristics of the units, but we elide the particular measurements-on the principle that these measurements must exist in some quantity, but may exist in any quantity. For example, when forming the concept ''table'' we retain the distinguishing characteristics—a flat, level surface and supports—but omit the particular measurements of those features. Based on this two-step process, Ayn Rand defined concepts as: "a mental integration of two or more units possessing the same distinguishing characteristics, with their particular measurements omitted."
  
:2. ''Priming'': When primed with the higher-level (superordinate) category, subjects were faster in identifying if two words are the same. Thus, after flashing ''furniture'', the equivalence of ''chair-chair'' is detected more rapidly than ''stove-stove''.  
+
===Cognitive science: Prototype theory===
 +
Since the research by [[Eleanor Rosch]] and [[George Lakoff]] in the 1970s, [[categorization]] can also be viewed as the process of grouping things based on prototypes. The term prototype was been defined in Eleanor Rosch's study "Natural Categories" (1973) and was first defined as a stimulus, which takes a salient position in the formation of a [[category]] as it is the first stimulus to be associated with that category. Later, she redefined it as the most central member of a category.  
  
:3. ''Exemplars'': When asked to name a few exemplars, the more prototypical items came up more frequently.  
+
It has been suggested that categorization based on prototypes is the basis for human [[cognitive development]]. This proposal is particularly significant since necessary and sufficient conditions are almost never met in categories of naturally occurring things. A [[cognitive]] approach accepts that natural categories are graded (they tend to be fuzzy at their boundaries) and inconsistent in the status of their constituent members. Prototype Theory uses graded categorization, where all members of a category do not have equal status. For example, ''chair'' is more prototypical of the concept ''furniture'', than, say, ''lamp''.
  
Subsequent to Rosch's work, prototype effects have been investigated
+
As formulated by Eleanor Rosch, prototype theory was a radical departure from traditional necessary and sufficient conditions as in [[Aristotelian logic]], which led to set-theoretic approaches of [[Extension (semantics)|extensional]] or [[intensional]] [[semantics]]. Thus instead of a [[definition]] based model, e.g., a bird may be defined as elements with the features [+feathers], [+beak] and [+ability to fly], prototype theory would consider a category like bird as consisting of different elements which have unequal status, e.g. a ''robin'' is more prototypical of a ''bird'' than, say a ''penguin''. This leads to a graded notion of categories, which is a central notion in many models of [[cognitive science]] and [[cognitive semantics]], such as in the work of [[George Lakoff]] (''Women, Fire and Dangerous things'', 1987).  
widely in areas such as colour cognition ([[Brent Berlin]] and [[Paul Kay]], 1969), and also for more abstract notions.  Subjects may be asked,  
 
e.g. "to what degree is this narrative
 
an instance of telling a lie?" [Coleman/Kay:1981].  Similarly
 
work has been done on actions (verbs like look,
 
kill, speak, walk [Pulman:83]), adjectives like "tall" [Dirven/Taylor:88], etc.  
 
  
Another aspect in which Prototype Theory departs from traditional Aristotelian categorization is that there do not appear to be [[natural kind]] categories
+
The other significant notion related to prototypes is that of a "Basic Level" in cognitive categorization. Thus, when asked ''What are you sitting on?'', most subjects prefer to say chair rather than a subordinate such as ''kitchen chair'' or a superordinate such as ''furniture''. Basic categories are relatively homogeneous in terms of sensori-motor [[affordances]]—a chair is associated with bending of one's knees, a fruit with picking it up and putting it in your mouth, and so forth. At the subordinate level (e.g. [dentist's chairs], [kitchen chairs] etc.) hardly any significant features can be added to that of the basic level; whereas at the superordinate level, these conceptual similarities are hard to pinpoint. A picture of a chair is easy to draw (or visualize), but drawing furniture would be difficult.  
(bird, dog) vs. artefacts (toys, vehicles).  
 
  
The other notion related to prototypes is that of a '''Basic Level''' in
+
Rosch (1978) defined the basic level as that level that has the highest degree of cue validity. Thus, a category like [animal] may have a prototypical member, but no cognitive visual representation. On the other hand, basic categories in [animal], i.e. [dog], [bird], [fish], are full of informational content and can easily be categorized in terms of [[Gestalt]] and semantic features.
cognitive categorization. Thus, when asked ''What are you sitting on?'', most subjects prefer to say chair rather than a subordinate such as ''kitchen chair'' or a superordinate such as ''furniture''. Basic categories are relatively homogeneous in terms of sensori-motor [[affordances]] - a chair is associated with bending of one's knees, a fruit with picking it up and putting it in your mouth, etc. At the subordinate level (e.g. [dentist's chairs], [kitchen chairs] etc.) hardly any significant features can be added to that of the basic level;
 
whereas at the superordinate level, these conceptual similarities are hard to pinpoint.  A picture of a chair is easy to draw (or visualize), but drawing furniture would be difficult.  
 
  
Rosch (1978) defines the basic level as that level that has the highest degree of cue validity. Thus, a category like [animal] may have a prototypical member, but no cognitive visual representation.  On the other hand,
+
The notion of prototypes is related to the (later) discomfort of [[Wittgenstein]] with the traditional notion of category. This influential theory has resulted in a view of semantic components more as ''possible'' rather than necessary contributors to the meaning of texts. His discussion on the category ''game'' is particularly incisive (Wittgenstein, 1953 ''Philosophical Investigations'' 66):
basic categories in [animal], i.e. [dog], [bird], [fish], are full of informational content and can easily be categorised in terms of [[Gestalt]] and semantic features.  
 
  
Clearly semantic models based on attribute-value pairs fail to identify privileged levels in the hierarchy. Functionally, it is thought that basic level categories are a decomposition of the world into maximally [[Information Theory|informative]] categoriesThus, they
+
<BLOCKQUOTE>Consider for example the proceedings that we call `games'. I mean board games, card games, ball games, Olympic games, and so on. What is common to them all? Don't say, "There must be something common, or they would not be called `games' " - but look and see whether there is anything common to all. For if you look at them you will not see something common to all, but similarities, relationships, and a whole series of them at that. To repeat: don't think, but look! Look for example at board games, with their multifarious relationships. Now pass to card games; here you find many correspondences with the first group, but many common features drop out, and others appear. When we pass next to ball games, much that is common is retained, but much is lost. Are they all `amusing'? Compare chess with noughts and crosses. Or is there always winning and losing, or competition between players? Think of patience. In ball games there is winning and losing; but when a child throws his ball at the wall and catches it again, this feature has disappeared. Look at the parts played by skill and luck; and at the difference between skill in chess and skill in tennis. Think now of games like ring-a-ring-a-roses; here is the element of amusement, but how many other characteristic features have disappeared! And we can go through the many, many other groups of games in the same way; can see how similarities crop up and disappear. And the result of this examination is: we see a complicated network of similarities overlapping and criss-crossing: sometimes overall similarities, sometimes similarities of detail. </BLOCKQUOTE>
: - maximize the num of attributes shared by members of the category, and
 
: - minimize the num of attribs shared with other categories
 
  
However, the notion of Basic Level is problematic, e.g. whereas dog as a basic category is a species, bird or fish are at a higher level, etc.  Similarly, the notion of frequency is very closely tied to the basic level, but is hard to pinpoint.  
+
Clearly, the notion of ''family resemblance'' is calling for a notion of conceptual distance, which is closely related to the idea of graded sets, but there are problems as well.  
  
Other problems arise when the notion of a prototype is applied to lexical categories other than the noun. Verbs, for example, seem to defy a clear prototype: [to run] is hard to split up in more or less central members.
+
In the notion of game above, is there a single prototype or several? Linguistic data from color studies seem to indicate that categories may have more than one focal element; the [[Tsonga]] color term ''rihlaza'' refers to a green-blue continuum, but appears to have two prototypes, a focal blue, and a focal green. Thus, it is possible to have single categories with multiple, disconnected, prototypes, in which case they may constitute the intersection of several convex sets rather than a single one.  
  
The notion of prototypes is related to the (later) [[Wittgenstein]]'s
+
All around us, we find instances where objects like ''tall man'' or ''small elephant'' combine one or more categories. This was a problem for extensional semantics, where the semantics of a word such as ''red'' is to be defined as the set of objects having this property. Clearly, this does not apply so well to modifiers such as ''small''; a ''small mouse'' is very different from a ''small elephant''.
discomfort with the traditional notion of category.  
 
This influential theory has resulted in a view of semantic components
 
more as ''possible'' rather than necessary contributors
 
to the meaning of texts. His discursion on the category ''game'' is
 
particularly incisive (Philosophical Investigations 66,
 
1953):
 
  
<BLOCKQUOTE>
+
These combinations pose a lesser problem in terms of prototype theory. In situations involving adjectives (such as ''tall''), one encounters the question of whether or not the prototype of [tall] is a six feet tall man, or a 400 foot skyscraper [Dirven and Taylor 1988]. The solution emerges by contextualizing the notion of prototype in terms of the object being modified. This extends even more radically in compounds such as ''red wine'' or ''red hair'' which are hardly ''red'' in the prototypical sense, but the red indicates merely a shift from the prototypical color of wine or hair respectively. This corresponds to
  Consider for example the proceedings that we call `games'. I mean board
+
[[Ferdinand de Saussure]]'s notion of concepts as purely differential: ''non pas positivement par leur contenu, mais negativement par leurs rapports avec les autres termes du systeme'' ("not positively, in terms of their content, but negatively by contrast with other terms in the same system").  
  games, card games, ball games, Olympic games, and so on. What is common to
 
  them all? Don't say, "There must be something common, or they would not be
 
  called `games' " - but look and see whether there is anything common to
 
  all. For if you look at them you will not see something common to all, but
 
  similarities, relationships, and a whole series of them at that. To
 
  repeat: don't think, but look! Look for example at board games, with their
 
  multifarious relationships. Now pass to card games; here you find many
 
  correspondences with the first group, but many common features drop out,
 
  and others appear. When we pass next to ball games, much that is common
 
  is retained, but much is lost. Are they all `amusing'? Compare chess with
 
  noughts and crosses. Or is there always winning and losing, or competition
 
  between players? Think of patience. In ball games there is winning and
 
  losing; but when a child throws his ball at the wall and catches it again,
 
  this feature has disappeared. Look at the parts played by skill and luck;
 
  and at the difference between skill in chess and skill in tennis. Think
 
  now of games like ring-a-ring-a-roses; here is the element of amusement,
 
  but how many other characteristic features have disappeared!  And we can
 
  go through the many, many other groups of games in the same way; can see
 
  how similarities crop up and disappear. And the result of this examination
 
  is: we see a complicated network of similarities overlapping and
 
  criss-crossing: sometimes overall similarities, sometimes similarities of
 
  detail.
 
</BLOCKQUOTE>
 
  
Clearly, the notion of
+
Peter Gardenfors (''Conceptual Spaces'' 2004) has elaborated a possible implementation to prototype theory in terms of multi-dimensional feature spaces, where a category is defined in terms of a conceptual distance. More central members of a category are "between" the peripheral members. He postulates that most ''natural'' categories exhibit a convexity in conceptual space, in that if x and y are elements of a category, and if z is ''between'' x and y, then z is also likely to belong to the category.  
''family resemblance'' is calling for a notion of conceptual distance, which is closely related to the idea of graded sets, but there are problems as well.
 
  
Recently, Peter Gardenfors (Conceptual Spaces, MIT Press 2000) has elaborated a possible implementation to prototype theory in terms of multi-dimensional feature spaces, where a category is defined in terms of a conceptual distance.
+
Thus, to understand how we form concepts about our world, which contains from the start naturally occurring things, it seems that prototype theory has much to offer.
More central members of a category are "between" the peripheral members. 
 
He postulates that most ''natural'' categories exhibit a convexity in conceptual space, in that if x and y are elements of a category, and if z is ''between'' x and y, then z is also likely to belong to the category.
 
 
 
However, In the notion of game above, is there a single prototype or several?  Recent linguistic data from colour studies seem to indicate that categories may have more than one focal element - e.g. the [[Tsonga]] colour term ''rihlaza'' refers to a green-blue continuum, but appears to have two prototypes, a focal blue, and a focal green.  Thus, it is possible to have single categories with multiple, disconnected, prototypes, in which case they may constitute the intersection of several convex sets rather than a single one.
 
 
 
All around us, we find instances where objects like ''tall man'' or ''small elephant'' combine one or more categories.
 
This was a problem for extensional semantics, where the semantics of a word such as ''red'' is to be defined as the set of objects having this property.  Clearly, this does not apply so well to modifiers such as ''small''; a ''small mouse'' is very different from a ''small elephant''.
 
 
 
These combinations pose a lesser problem in terms of prototype
 
theory.  In situations involving adjectives (e.g. ''tall''),
 
one encounters the question of whether or not the prototype of [tall] is a 6 feet tall man, or a 400 feet skyscraper
 
[Dirven and Taylor 1988].  The solution emerges by contextualizing the notion of prototype in terms of the object being modified.  This extends even more radically in compounds such as ''red wine'' or ''red hair'' which are hardly ''red'' in the prototypical sense, but the red indicates merely a shift from the prototypical colour of wine or hair respectively.  This corresponds to
 
[[de Saussure]]'s notion of concepts as purely differential: "non pas positivement par leur contenu, mais negativement par leurs rapports avec les autres termes du systeme" [p.162; not positively, in terms of their content, but negatively by contrast with other terms in the same system (tr. Harris 83)].
 
 
 
Other problems remain - e.g. in determining which of the constituent categories will contribute which feature?  In the example of a "pet bird" [Hampton 97], ''pet'' provides the habitat of the compound (cage rather than the wild), whereas ''bird'' provides the skin type (feathers rather than fur).
 
  
 
==References==
 
==References==
Goldstone, R.L. and Kersten, A. (2003). Concepts and categorization. In Handbook of Psychology: Experimental Psychology. Vol. 4, pp. 599-621. New York: Wiley.
+
*Berlin, B., and P. Kay. 1969. ''Basic Color Terms: their Universality and Evolution''. Berkeley.
 
+
*Dirven, R. and J. R. Taylor. 1988.Brygida Rudzka-Ostyn (ed.). "The conceptualisation of vertical Space in English: The Case of Tall" In ''Topics in Cognitive Linguistics''. Amsterdam.
Margolis, E., and Laurence, S. (Eds).(1999). Concepts: Core readings. Cambridge, MA: MIT Press.
+
*Ellis, H.C., and R.R. Hunt. 1992. ''Fundamentals of Cognitive Psychology''. Madison: WI: Brown and Benchmark.
Farah, M.J., Weisberg, L.L., Monheit, M.A.and Peronnet, F. (1989). Brain activity underlying mental imagery. Journal of Cognitive Neuroscience, 1(4), 302-316.
+
*Gärdenfors, Peter. 2004. ''Conceptual Spaces: The Geometry of Thought''. MIT Press. ISBN 0262572192
 
+
*Goldstone, R.L. and A. Kersten. 2003. "Concepts and categorization" In Handbook of ''Psychology: Experimental Psychology''. Vol. 4. pp. 599-621. New York: Wiley.
Kosslyn, S.M., Koenig, O.(1992). '''Wet mind: The new cognitive neuroscience.''' New York: Free Press.  
+
*Margolis, E., and S. Laurence. (eds.). 1999. ''Concepts: Core readings''. Cambridge, MA: MIT Press.
 
+
*Farah, M.J., L.L. Weisberg., Monheit., M.A., and F. Peronnet. 1989. Brain activity underlying mental imagery. ''Journal of Cognitive Neuroscience''. 1(4), 302-316.
Kosslyn, S.M., Thompson, W.L., and Alpert, N.N.(1989).? Topological representation of mental images in primary visual cortex. Nature, 378 (6556), 496.
+
*John R. Taylor. 2003. ''Linguistic Categorization''. Oxford University Press.
 
+
*Kosslyn, S.M., and O. Koenig. 1992. ''Wet mind: The new cognitive neuroscience''. New York: Free Press.  
O'Craven, K.M., and Kanwisher, N.(2000). Mental imagery of faces and places activates corresponding stimulus-specific brain regions. Journal of Cognitive Neuroscience, 12(6), 1013-1023.
+
*Kosslyn, S.M., W.l. Thompson., and N.N Alpert. 1995. Topological representation of mental images in primary visual cortex. ''Nature''. 378 (6556), 496.
 
+
*Lakoff, G. 1987. ''Women, fire and dangerous things: What categories reveal about the mind''. London.
== Literature ==
+
*O'Craven, K.M., and N. Kanwisher. 2000. Mental imagery of faces and places activates corresponding stimulus-specific brain regions. ''Journal of Cognitive Neuroscience''. 12(6), 1013-1023.
* John R. Taylor, 2003, Linguistic Categorization, Oxford University Press.
+
*Rosch, E. H. 1973. "Natural categories" In ''Cognitive Psychology''. 4, pp.328-350.
* Berlin, B., P. Kay (1969): Basic Color Terms: their Universality and Evolution, Berkeley.
+
*Rosch, E. 1975. "Cognitive reference points" In ''Cognitive Psychology''. 7, 532-547.
* Dirven, R./Taylor, J.R. (1988). "The conceptualisation of vertical Space in English: The Case of Tall", Brygida Rudzka-Ostyn (ed). Topics in Cognitive Linguistics. Amsterdam.
+
*Wittgenstein, L. 1997. "Philosophische Untersuchungen" In ''Tractatus Logico-Philosophicus''. 1, Frankfurt, 225-580.
* Lakoff, G. (1987): Women, fire and dangerous things: What categories reveal about the mind, London.
 
* Rosch, E. Heider (1973). "Natural categories", Cognitive Psychology 4, 328 - 350.
 
* Rosch, E. (1975): “Cognitive reference points”, Cognitive Psychology 7, 532-547.
 
* [[Ludwig Wittgenstein|Wittgenstein, L.]] (1997): „[[Philosophische Untersuchungen]]“, in: [[Tractatus Logico-Philosophicus]], 1, Frankfurt, 225-580.
 
  
 
==External links==
 
==External links==
 +
All links retrieved January 7, 2024.
 +
*[http://plato.stanford.edu/entries/abstract-objects/ Abstract Objects] Stanford Encyclopedia of Philosophy.
 +
*[http://www.utm.edu/research/iep/f/frege.htm Gottlob Frege] Internet Encyclopedia of Philosophy
 +
*Harnad, Stevan. 2005. [http://cogprints.org/3027/ Cognition is Categorization] in Cohen, Henri and Lefebvre, Claire, (eds). ''Handbook of Categorization''. Elsevier.
  
* [http://cogprints.org/3027/ Cognition is Categorization]
+
{{Credit1|Concept_formation|60286602|Categorization|58742537|Prototype_Theory|60663630|}}
* [http://www-staff.lboro.ac.uk/~ssde/Edwards%20-%20Categories%20are%20for%20Talking%20T&P%201991.pdf Paper on the Discursive creation of categorisation]
 
* [http://www.javedabsar.com/public/pmwiki.php?n=Main.CognitivePsychology Categories and Induction ]
 
 
 
 
 
* [http://www.aynrand.org The Ayn Rand Institute]
 
* [http://www.utm.edu/research/iep/f/frege.htm Internet Encyclopedia of Philosophy: Gottlob Frege]
 
* [http://plato.stanford.edu/entries/abstract-objects/ Stanford Encyclopedia of Philosophy: Abstract Objects]
 
* [http://originresearch.com/sd/sd1.cfm Discussion at The Well concerning Abstraction hierarchy]
 
* [http://www.cs.hmc.edu/claremont/keller/webBook/ch01/sec01.html The Purpose of Abstraction  (a must read)]
 
* [http://www.objectivistcenter.com/ The Objectivist Center]
 
 
 
 
 
{{Credit1|Concept-formation|60286602|Categorization|58742537|Prototype_Theory|60663630|}}
 

Latest revision as of 02:42, 8 January 2024


Concepts are the categorization of objects, events, or people that share common properties. By using concepts, we are able to organize complex notions into simpler, and therefore more easily usable forms. Concept formation is the process by which we learn to form classes of things, event, people, and so forth.

While research on learning in animals has been used by some psychologists as evidence that primates at least, if not other species, are capable of concept formation, and computers have been programmed to process information by using and developing classification rules, these accomplishments are all relatively impoverished compared to human concept formation. For human beings, concept formation is essential to our life in the complex world of interactions with not only objects but also people and abstract ideas.

Child developmentalists, such as Jean Piaget and Lev Vygotsky, have researched the way children form their own concepts through experience, assimilate existing concepts such as cultural values, norms, and beliefs from adults, and further create and develop their own concepts as they mature toward adulthood. Cognitive psychologists, like Eleanor Rosch, have suggested that rather than a strictly logico-mathematical form of classification people develop natural categories that are graded, involving "prototypes," or typical examples.

Prototype theory has helped us to understand how we form concepts about our world, which contains from the start naturally occurring things. However, as Vygotsky noted, we learn much from our social interactions, and thus human concept formation is neither based on purely physical, concrete characteristics of objects, nor strictly on abstract, logico-mathematical principles. It reflects the everyday experiences we have with the natural and social worlds, together with our subjective, personal, and cultural interpretations we give to them, creating and defining new concepts as we interact with our world, ever seeking to understand all that we encounter and innovating, creating new and better concepts and substantial objects that improve the quality of our lives.

Concepts and categorization

Concepts are generalized ideas that represent a class of objects or events. A concept is an abstract idea or a mental symbol, typically associated with a corresponding representation in language or symbol, that denotes all of the objects in a given category or class of entities, interactions, phenomena, or relationships between them. Concepts are abstract in that they omit the differences of the things in their extension, treating them as if they were identical. They are universal in that they apply equally to every thing in their extension. Concepts are also the basic elements of propositions, much the same way a word is the basic semantic element of a sentence. Unlike perceptions, which are particular images of individual objects, concepts cannot be visualized. Because they are not, themselves, individual perceptions, concepts are discursive and result from reason. They can only be thought about, or designated, by means of a name. Words are not concepts. Words are signs for concepts.

Concepts lighten the load on memory and enhance our ability to communicate. For example, at the airport when asked what you have in your suitcase, you never answer with a detailed list of items: two jackets, a pair of Austrian shoes, four Greek shirts, the Bible, Introduction to Psychology, documents on Western Civilization, and so forth. More likely your answer will be "clothes" and "books." Using these categories reflects the operation of concepts.

Categorization is the process in which ideas and objects are recognized, differentiated and understood. Categorization implies that objects are grouped into categories, usually for some specific and cognitive purpose. Ideally, a category illuminates a relationship between the subjects and objects of knowledge. Categorization is fundamental in decision making and in all kinds of interaction with the environment. There are, however, different ways of approaching categorization.

Concept formation in humans and animals

Generally speaking, concepts are (a) acquired dispositions to recognize perceived objects as being of this kind or of that kind, and at the same time (b) to understand what this kind or that kind of object is like, and consequently (c) to perceive a number of perceived particulars as being the same in kind and to discriminate between them and other sensible particulars that are different in kind. Therefore, we can also say that concepts are shaping and directing forces in behavior. In fact, concept formation for animals is the process that we traditionally call learning. Experiments in animal learning generally involve discrimination between stimuli with different characteristics, say a red object rather than ones of other colors, a lighted passageway over a darkened one, the larger of two objects, or even the different one from a group. Such studies have suggested to some psychologists that animals are capable of a primitive level of concept formation.

There should be a few additions for human behavior, however: Concepts are acquired dispositions to understand what certain kinds of objects are like both (a) when the objects, though perceptible, are not actually perceived, and (b) also when they are not perceptible at all, as is the case with all the conceptual constructs we employ in physics, mathematics, and metaphysics.

Images, concepts, and symbols are the basic units of thought. Images are picture-like mental representations. Seeing something in our "mind's eye" is similar to seeing real objects. Information from the eyes normally activates the brain's primary visual area, creating an image. Other brain areas help us recognize the image by relating it to store knowledge. When we form a mental image, the system works in reverse. Brain areas where memories are stored send signals back to the visual cortex, where once again, an image is created. For example, if we visualize a friend's face, the area of our brain that specializes in perceiving faces will become more active.

Geologists use the earth's sediment layers to infer past events. Physicists cannot observe gravity directly, even though they study its effects. In similar fashion, we use images to think, remember, solve problems, and make decisions. Images allow us to scan information stored in memory, and to help us plan a course of actions. The insight of Albert Einstein into the Theory of relativity occurred when he created a visual image of chasing after and matching the speed of a beam light (Kosslyn and Koenig, 1992). Later he turned this visual image into "words and symbols."

Though visual imagery is dominant in our everyday life, images do not have to be only visual. They can also be auditory and even olfactory (involving the sense of smell). According to the data of cognitive psychology, ninety-seven percent of people have visual images, ninety-two percent have auditory images, and fifty percent have imagery for movements, touch, and smell.

Concepts and performance

Concepts can influence and determine behavior. We would assume, for instance, that it might be appropriate to pet an animal after determining that it is a dog, whereas we would behave differently after classifying the animal as a wolf.

To describe figuratively the influence of concepts on our performance, consider the following example. Suppose, we are driving a car in New York City and want to arrive at a specific location in the center of the city. A street map of the city would be a great help to us in reaching our destination. Suppose, however, we were given the wrong map, say the map of Los Angeles. The map by itself is not wrong; but it is useful for driving in Los Angeles, not in New York. Thus, it is easy to understand the ineffectiveness of trying to reach our destination. In this example, the map is the prototype for a concept. Only in the case of having the right map, the right prototype, does our behavior become effective. So, the map, or the prototype, should be the right one in order to perform an adequate and effective behavior.

Concepts are the categorization of the world

We acquire concepts by learning and forming rules. For example, orange, apple, and pear are included into the concept "fruit." A conceptual rule is a guideline for deciding whether objects or events belong to a concept class. A triangle must be a closed shape with three sides made of straight lines. Concepts help us classify newly encountered objects on the basis of our past experience. We can surmise that someone tapping a hand held screen is probably using some kind of computer, even if we have never encountered that specific brand before. One way we classify something as an example of a concept is to use rules that tell us what an instance of the concept is and what is not. Objects that follow the rules and have certain properties are called positive instances of the concept. The absence of such properties is the mark of a negative instance of the concept. Such rules work well for defining a concept such as "triangles" delineated above: closed, two-dimensional figures, with three sides, and angles that sum to 180 degrees.

Language is the communication of information through symbols according to definite and systematic rules. Language consists of symbols and/or words, as well as of rules for combining them. Grammar is the system of rules that determine how our thoughts can be expressed. Semantics are the rules governing the meaning of words and sentences. Concept formation is the process of integrating a series of features that group together to form a class of ideas or objects, in that way classifying information into meaningful categories. Conceptual rules are formal rules for deciding whether an object or an event is an example of a particular concept.

Types of concepts

Three types of concepts are differentiated: Conjunctive, rational, and disjunctive. Conjunctive concepts are defined by the presence of at least two features, which means that a conjunctive concept is a class of objects that have two or more common features. Rational concept is defined by the relationship between the features of an object or between an object and its surroundings. This means that rational concepts are based on how an object relates to something else, or how its features relate to one another. Disjunctive concepts are either/or: they have at least one of several possible features. Disjunctive concepts are defined by the presence of at least one of several possible features.

Denotative and connotative meanings

Concepts have two meanings: denotative and connotative. When saying denotative meaning, we understand the objective meaning of a word or a concept, how the word or the concept described in dictionaries and encyclopedias. When saying connotative meaning, we understand the subjective meaning of a certain word or concept, its emotional meaning, the meaning deriving from personal perceptions.

Those philosophers, who emphasize the connotative meaning of words and concepts, declare that systems of categories are not objectively "out there" in the world but are rooted in people's experience. Therefore, many conceptual categories—especially value-based categories—are not connotatively identical for different cultures, or for each individual within the same culture.

Prototypes, stereotypes, and faulty concepts

Images, concepts, and symbols are not enough for the functioning of human thought. We can have many situations when the usage of rules and features is not enough for our thought. Thinking of the concepts, fruit or bird we usually do not use rules and features; we base our thinking on prototypes which are ideal models used as a prime example of particular concepts. Prototypes are typical and highly representative examples of a concept. Rules are an efficient way to learn concepts, but examples remain important. It is unlikely that memorizing rules would allow a new listener to accurately categorize music as punk, hip hop, fusion, salsa, heavy metal, grunge rock, rap music, and so forth.

Stereotyping is used for concepts about people and refers to our cognizing and understanding of the socially, racially, and ethnically diverse world. Social stereotypes are oversimplified images of people in various groups. This means that stereotyped thinking tends to simplify the images of the traits of individuals who belong to a particular group. In general, the top categories on which most stereotypes are based are gender, age, race/ethnicity, place of residence, and social class. As a rule, stereotypes are either positive or negative, and tend to divide people into "us" and "them" categories.

On the one hand, stereotypes make the social world more manageable. On the other hand, stereotypes tend to grow into faulty concepts which can lead to thinking errors as well as to behavior and/or personality maladjustment. Stereotypes may be viewed as "all-or-nothing thinking." In this case, we classify things right or wrong, good or bad, fair or unfair, black or white, honest or dishonest. Thinking this way prevents us from appreciating the subtleties of life and also makes the world appear very poor and colorless. Placing people in categories always causes them to appear more similar than they really are. As a result, we tend to see out-group members very much alike, even when they are as varied as our friends and family. People who are not prejudiced work hard to actively inhibit stereotyped thoughts and to emphasize fairness and equality. A good way to tear down stereotypes is to get to know members from various ethnic and cultural groups as individuals.

Algorithms, heuristics, and decision making

When solving a certain problem or making any decision, human beings are apt to use definite strategies of thinking, which psychologists call algorithms and heuristics. Algorithms are systematic procedures for solving problems by evaluating all possible solutions until the correct one is found. An example of an algorithm is the method of picking out the largest number from an unsorted list of numbers. The solution necessarily requires looking at every number in the list, but only once at each. From this follows a simple algorithm:

  1. Assume the first item is the largest.
  2. Look at each of the remaining items in the list, and if a particular item is larger than the largest item found so far, make a note of it.
  3. The last noted item is the largest in the list when the process is complete.

Algorithms do not provide answers when the problems are not clearly specified. There are no procedures that can be set up in advance to guarantee a solution for such problems. Some problems are so vast that algorithms are simply out of question. Chess players cannot rely on algorithms only.

Heuristics constitute another strategy or technique that aids problem solving by limiting the number of possible solutions to be tried. Imagine you are in Athens, Greece and decide to look up an old friend Artemis Pipinelli. You open the phone book and find fifty-three A. Pipinellis. Certainly, you would not dial all 53 numbers until you find the right one. You will probably think, "Is there any way I can narrow the search." You remember hearing that Artemis lives by the beach. You take out the map and call only the numbers with addresses near the waterfront (Ellis and Hunt, 1992). You are using the heuristic strategy of problem solving and decision making. Like algorithms, a heuristic strategy is also an example of trial-and-error thinking, in which all possibilities are tried.

Computers and problem solving

Computers have provided scientists with a way to develop and test models that can be used to understand human thinking more thoroughly. The calculation of possible moves when playing chess is one example. In these applications, a machine is essentially performing the process of problem solving used in concept formation. Many aspects of human concept formation have not yet been successfully modeled by computer, yet there is also no evidence that human concept formation is based on any method of handling information that could not be programmed into a machine.

In medicine, physicians are interested in structural and functional imaging of brain (which is done through computers) for diagnostic purposes in order to make the treatment more effective. At the same time, researchers obtain new knowledge about the functions of higher mental processes, including the process of concept formation. Contemporary neuroscientists use four computerized techniques—microelectrodes, macroelectrodes, structural imaging, and functional imaging—to understand and to diagnose the principles of brain work.

Theories of Concept Formation

Theories of concepts and concept formation are those which try to understand and explain the principles and ways concepts are formed and how the thinking process as a whole develops.

Concept formation is one of the basic terms in the theory of cognitive development of Jean Piaget. Children loved talking to Jean Piaget, and he learned much by listening to them carefully—especially to their explanations, which no one had paid attention to before. All his life, Piaget was absorbed with studying the way children think, form concepts in their mind, and gain knowledge about the world as they grow. His research revealed that children begin by classifying based on concrete, physical attributes, later forming abstract concepts, developing hierarchical structures, and being able to perform complex transformations.

The development of language also involves concept formation. While some aspects, such as name learning, may be based on the same principles as discrimination learning, grammatical structures and their transformations involve complex concept formation.

The sociocultural theory of Lev Vygotsky seeks to explain persons' knowledge and the process of concept formation in terms of the guidance, support, and structure provided by the elders and the society as a whole, according to its social values and societal principles. This approach is particularly significant in studying the development and learning of cultural beliefs and other subjective concepts that are based more on human interpretation than on purely objective features of the physical world.

The Classical View

The classical Aristotelian view claims that categories are discrete entities characterized by a set of properties which are shared by their members. These are assumed to establish the conditions which are both necessary and sufficient to capture meaning.

According to the classical view, categories should be clearly defined, mutually exclusive, and collectively exhaustive. This way, any entity of the given classification—universe belongs unequivocally to one and only one of the proposed categories.

Ayn Rand's formulation

The first step in concept formation, called differentiation, is to isolate two or more things as belonging together, as units of the same class. Where many theories of concept formation hold that such isolation begins by noticing degrees of similarity, Ayn Rand's Objectivism holds that it starts by noticing degrees of differences. In psychology, particularly studies of animal learning, this process is known as discrimination. At the perceptual level, everything is different; however, some things are more different than others. The difference between two tables, for instance, is less than the difference between a table and a chair. Because two tables are less different from one another when contrasted against a third object, we group them together as units, as members of a group of similar objects.

Ayn Rand defines similarity as: "the relationship between two or more existents which possess the same characteristic(s), but in different measure or degree." Similarity is a matter of measurement. Going back to the table versus chair example, the difference between tables is a quantitative one-we can easily stretch one table into another, so we call them similar. The difference between tables and chairs, on the other hand, is qualitative, so we distinguish between these as belonging to another group. They are different qualitatively both physically, since chairs have a back that no amount of normal stretching can produce from a table, and functionally, since the purposes of chairs and tables are different. However, by going a little further in the manipulation one can make a chair from a table, and one can certainly sit on a table and put a plate of food on a chair. Thus on a broader level the difference between chairs and tables is quantitative, and indeed both can be categorized as furniture.

The second step of concept formation, integration, is based on a process Ayn Rand called measurement omission. In this step, we combine or integrate the units into a new, single mental unit by eliding the quantitative differences between the two units. We retain the characteristics of the units, but we elide the particular measurements-on the principle that these measurements must exist in some quantity, but may exist in any quantity. For example, when forming the concept table we retain the distinguishing characteristics—a flat, level surface and supports—but omit the particular measurements of those features. Based on this two-step process, Ayn Rand defined concepts as: "a mental integration of two or more units possessing the same distinguishing characteristics, with their particular measurements omitted."

Cognitive science: Prototype theory

Since the research by Eleanor Rosch and George Lakoff in the 1970s, categorization can also be viewed as the process of grouping things based on prototypes. The term prototype was been defined in Eleanor Rosch's study "Natural Categories" (1973) and was first defined as a stimulus, which takes a salient position in the formation of a category as it is the first stimulus to be associated with that category. Later, she redefined it as the most central member of a category.

It has been suggested that categorization based on prototypes is the basis for human cognitive development. This proposal is particularly significant since necessary and sufficient conditions are almost never met in categories of naturally occurring things. A cognitive approach accepts that natural categories are graded (they tend to be fuzzy at their boundaries) and inconsistent in the status of their constituent members. Prototype Theory uses graded categorization, where all members of a category do not have equal status. For example, chair is more prototypical of the concept furniture, than, say, lamp.

As formulated by Eleanor Rosch, prototype theory was a radical departure from traditional necessary and sufficient conditions as in Aristotelian logic, which led to set-theoretic approaches of extensional or intensional semantics. Thus instead of a definition based model, e.g., a bird may be defined as elements with the features [+feathers], [+beak] and [+ability to fly], prototype theory would consider a category like bird as consisting of different elements which have unequal status, e.g. a robin is more prototypical of a bird than, say a penguin. This leads to a graded notion of categories, which is a central notion in many models of cognitive science and cognitive semantics, such as in the work of George Lakoff (Women, Fire and Dangerous things, 1987).

The other significant notion related to prototypes is that of a "Basic Level" in cognitive categorization. Thus, when asked What are you sitting on?, most subjects prefer to say chair rather than a subordinate such as kitchen chair or a superordinate such as furniture. Basic categories are relatively homogeneous in terms of sensori-motor affordances—a chair is associated with bending of one's knees, a fruit with picking it up and putting it in your mouth, and so forth. At the subordinate level (e.g. [dentist's chairs], [kitchen chairs] etc.) hardly any significant features can be added to that of the basic level; whereas at the superordinate level, these conceptual similarities are hard to pinpoint. A picture of a chair is easy to draw (or visualize), but drawing furniture would be difficult.

Rosch (1978) defined the basic level as that level that has the highest degree of cue validity. Thus, a category like [animal] may have a prototypical member, but no cognitive visual representation. On the other hand, basic categories in [animal], i.e. [dog], [bird], [fish], are full of informational content and can easily be categorized in terms of Gestalt and semantic features.

The notion of prototypes is related to the (later) discomfort of Wittgenstein with the traditional notion of category. This influential theory has resulted in a view of semantic components more as possible rather than necessary contributors to the meaning of texts. His discussion on the category game is particularly incisive (Wittgenstein, 1953 Philosophical Investigations 66):

Consider for example the proceedings that we call `games'. I mean board games, card games, ball games, Olympic games, and so on. What is common to them all? Don't say, "There must be something common, or they would not be called `games' " - but look and see whether there is anything common to all. For if you look at them you will not see something common to all, but similarities, relationships, and a whole series of them at that. To repeat: don't think, but look! Look for example at board games, with their multifarious relationships. Now pass to card games; here you find many correspondences with the first group, but many common features drop out, and others appear. When we pass next to ball games, much that is common is retained, but much is lost. Are they all `amusing'? Compare chess with noughts and crosses. Or is there always winning and losing, or competition between players? Think of patience. In ball games there is winning and losing; but when a child throws his ball at the wall and catches it again, this feature has disappeared. Look at the parts played by skill and luck; and at the difference between skill in chess and skill in tennis. Think now of games like ring-a-ring-a-roses; here is the element of amusement, but how many other characteristic features have disappeared! And we can go through the many, many other groups of games in the same way; can see how similarities crop up and disappear. And the result of this examination is: we see a complicated network of similarities overlapping and criss-crossing: sometimes overall similarities, sometimes similarities of detail.

Clearly, the notion of family resemblance is calling for a notion of conceptual distance, which is closely related to the idea of graded sets, but there are problems as well.

In the notion of game above, is there a single prototype or several? Linguistic data from color studies seem to indicate that categories may have more than one focal element; the Tsonga color term rihlaza refers to a green-blue continuum, but appears to have two prototypes, a focal blue, and a focal green. Thus, it is possible to have single categories with multiple, disconnected, prototypes, in which case they may constitute the intersection of several convex sets rather than a single one.

All around us, we find instances where objects like tall man or small elephant combine one or more categories. This was a problem for extensional semantics, where the semantics of a word such as red is to be defined as the set of objects having this property. Clearly, this does not apply so well to modifiers such as small; a small mouse is very different from a small elephant.

These combinations pose a lesser problem in terms of prototype theory. In situations involving adjectives (such as tall), one encounters the question of whether or not the prototype of [tall] is a six feet tall man, or a 400 foot skyscraper [Dirven and Taylor 1988]. The solution emerges by contextualizing the notion of prototype in terms of the object being modified. This extends even more radically in compounds such as red wine or red hair which are hardly red in the prototypical sense, but the red indicates merely a shift from the prototypical color of wine or hair respectively. This corresponds to Ferdinand de Saussure's notion of concepts as purely differential: non pas positivement par leur contenu, mais negativement par leurs rapports avec les autres termes du systeme ("not positively, in terms of their content, but negatively by contrast with other terms in the same system").

Peter Gardenfors (Conceptual Spaces 2004) has elaborated a possible implementation to prototype theory in terms of multi-dimensional feature spaces, where a category is defined in terms of a conceptual distance. More central members of a category are "between" the peripheral members. He postulates that most natural categories exhibit a convexity in conceptual space, in that if x and y are elements of a category, and if z is between x and y, then z is also likely to belong to the category.

Thus, to understand how we form concepts about our world, which contains from the start naturally occurring things, it seems that prototype theory has much to offer.

References
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External links

All links retrieved January 7, 2024.

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