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Effects of variance and input distribution on the training of L2 learners' tone categorization.

机译:方差和输入分布对第二语言学习者语气分类训练的影响。

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摘要

Recent psycholinguistic findings showed that (a) a multi-modal phonetic training paradigm that encodes visual, interactive information is more effective in training L2 learners' perception of novel categories, (b) decreasing the acoustic variance of a phonetic dimension allows the learners to more effectively shift the perceptual weight towards this dimension, and (c) using an implicit word learning task in which the words are contrasted with different lexical tones improves naive listeners' categorization of Mandarin Chinese tones. This dissertation investigates the effectiveness of video game training, variance manipulation and high variability training in the context of implicit word learning, in which American English speakers without any tone language experience learn four Mandarin Chinese tones by playing a video game. A video game was created in which each of four different animals is associated with a Chinese tone. The task for the participants is to select each animal's favorite food to feed it. At the beginning of the game, each animal is clearly visible. As the game progresses, the images of the animals become more and more vague and eventually visually indistinguishable. However, the four Chinese tones associated with the animals are played all through the game. Thus, the participants need to depend on the auditory information in order to clear the difficult levels. In terms of the training stimuli, the tone tokens were manipulated to have a greater variance on the pitch height dimension, but a smaller variance on the pitch direction dimension, in order to shift the English listeners' perception to pitch direction, a dimension that native Chinese listeners crucially rely on. A variety of pretests and posttests were used to investigate both the English speakers' perception of the tones and their weighting of the acoustic dimensions. These training stimuli were compared to other types of training stimuli used in the literature, such as the high variability natural stimuli and tones embedded in non-minimal pairs. A group of native English speakers was used as the control group without any tone input. A native control group was also included. The video game training for each speaker consisted of four 30-minute sessions on four different days, and 60 participants (including both the non-native control and native control group) participated in the experiments.;The crucial findings in the study include (1) all naive listeners in the training condition successfully associated lexical tones with different animals without any explicit feedback after only 2 hours of training; (2) both the resynthesized stimuli with smaller variance on pitch direction and the multi-talker stimuli allowed native English speakers to shift their cue-weighting toward pitch direction and the multi-talker stimuli were more robust in terms of shifting the cue-weighting despite their more heterogeneous distribution in the acoustic space; (3) the multi-talker training allowed for better generalization as the trainees in multi-talker training identified the tones produced by new talkers better than trainees in other conditions; (4) there was a main effect of tone on tone identification and the falling tone was the most challenging one; (5) there is a correlation between cue-weighting and the tone discrimination performance before and after the training; (6) due to individual variability, individuals differed in terms of the amount of tone input they received during the video game training and the number of tone tokens was a significant predictor for the sensitivity to tones calculated as d'. Overall, the study showed an effect of talker variability and variances of multidimensional acoustic space on English speakers' cue-weighting for tone perception and their tone categorization.
机译:最近的语言学研究结果表明,(a)编码视觉交互信息的多模式语音训练范例在训练L2学习者对新颖类别的感知方面更有效;(b)减小语音维度的声学方差可以使学习者更多有效地将感知权重转移到了这个维度,并且(c)使用隐式单词学习任务(其中单词与不同的词汇声调进行对比)改善了天真听众对汉语普通话声调的分类。本文研究了在隐性单词学习的背景下视频游戏训练,方差操纵和高变异性训练的有效性,其中没有英语口语经验的美国英语使用者通过玩视频游戏学习四种普通话。创建了一个视频游戏,其中四种不同动物中的每一种都与中国语调相关联。参与者的任务是选择每种动物喜欢的食物来喂养它。在游戏开始时,每个动物都清晰可见。随着游戏的进行,动物的图像变得越来越模糊,最终在视觉上无法区分。但是,在整个游戏过程中都会播放与动物相关的四种中文音调。因此,参与者需要依靠听觉信息来清除困难的水平。在训练刺激方面,为了使英语听众的感知向音调方向转移,音调标记在音高高度维度上的变化较大,而在音调方向维度上的变化较小,中国听众至关重要。进行了各种前测和后测,以调查英语使用者对音调的感知及其对声学尺寸的加权。将这些训练刺激与文献中使用的其他类型的训练刺激进行了比较,例如高变异性自然刺激和非最小对中嵌入的音调。一组以英语为母语的人作为对照组,没有任何音调输入。还包括一个天然对照组。每位演讲者的视频游戏培训包括在四个不同的日期进行的四次30分钟的会议,有60名参与者(包括非本地对照组和本地对照组)参加了实验。该研究的关键发现包括(1 )在训练条件下,所有幼稚的听众仅在训练2小时后就成功地将词汇声调与不同的动物相关联,而没有任何明确的反馈; (2)在音高方向上方差较小的重新合成的刺激和多说话者刺激都使母语为英语的母语者朝着音高方向转移其提示权重,尽管它们在声空间中的分布更加不均匀; (3)多说话者训练可以更好地推广,因为在其他情况下,多说话者训练的学员比新学员更能识别新说话者产生的音调; (4)语气对语气识别有主要影响,而下降音是最具挑战性的一种; (5)训练前后提示权重与语气辨别能力之间存在相关性; (6)由于个体的可变性,个体在视频游戏训练期间接收到的音调输入量方面有所不同,并且音调标记的数量是对以d'计算的音调敏感度的重要预测指标。总体而言,研究表明,说话者的变异性和多维声学空间的方差对英语说话者的语气感知权重及其语气分类的权重产生影响。

著录项

  • 作者

    Liu, Jiang.;

  • 作者单位

    University of Kansas.;

  • 授予单位 University of Kansas.;
  • 学科 Language Linguistics.;Education Foreign Language.;Psychology Cognitive.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 171 p.
  • 总页数 171
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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