María del Carmen Sanjuan

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Three experiments re-examined the effects of blocked or alternated exposure to the conditioning and test stimuli and the effect of simple exposure to the test stimulus, on stimulus generalization. In all experiments rats received conditioning where a compound flavor, AX, was paired with LiCl-induced illness. All rats were tested for generalization with(More)
Two experiments with human participants are presented that differentiate renewal from other behavioral effects that can produce a response after extinction. Participants played a video game and learned to suppress their behavior when sensor stimuli predicted an attack. Contexts (A, B, & C) were provided by fictitious galaxies where the game play took place.(More)
Experiments 1A and 1B used a taste-aversion procedure with rats to demonstrate that exposure to easily discriminated flavors along a dimension (1 % and 10 % sucrose) can facilitate learning a subsequent hard discrimination (4 % and 7 % sucrose) when one of those flavors is paired with illness. Experiment 1A compared the effects of preexposure to the easily(More)
Two experiments assessed the contribution of latent inhibition to the generalization-reducing effects of pre-exposure to the test stimulus using a taste aversion procedure in rats. In both experiments, lithium chloride induced illness was paired with a flavor compound (AX) of either salt or sugar (A or B) and hydrochloric acid (X). Generalization of the(More)
This article presents a 3-D science-fiction-based videogame method to study learning, and two experiments that we used to validate it. In this method, participants are first trained to respond to enemy spaceships (Stimulus 2, or S2) with particular keypresses, followed by transport to a new context (galaxy), where other manipulations can occur. During(More)
One experiment with human participants determined the extent to which recovery of extinguished responding with a context switch was due to a failure to retrieve contextually controlled learning, or some other process such as participants learning that context changes signal reversals in the meaning of stimulus-outcome relationships. In a video game,(More)
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