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1.
We investigated the effects of selective attention and musical training on the processing ofharmonic expectations. In Experiment 1, participants with and without musical training were required to respond to the contour of melodies as they were presented with chord progressions that were highly expected, slightly unexpected, or extremely unexpected. Reaction time and accuracy results showed that when attention was focused on the melody, musically trained participants were still sensitive to different harmonic expectations, whereas participants with no musical training were undifferentiated across expectation conditions. In Experiment 2, participants were required to listen holistically to the entire chord progression and to rate their preference for each chord progression. Results from preference ratings showed that all the participants, with or without musical training, were sensitive to manipulations of harmonic expectations. Experiments 3 and 4 showed that changing the speed of presentation of chord progressions did not affect the pattern of results. The four experiments together highlight the importance of attentional focus in musical training, especially as it relates to the processing of harmonic expectations.  相似文献   

2.
Misinformation from another witness has been shown to impair eyewitness reports, but little is known about how it may influence eyewitness identification. In Experiment 1, adult pairs comprising one participant and one experimental confederate viewed a video clip of a staged theft. Half of the participants were then misinformed by the confederate that the thief's accomplice had blue eyes (in fact, they were brown). Next, individual participants described the accomplice and completed a target-absent photographic line-up task comprising blue-eyed members. Misinformed participants were several times more likely than controls to describe the accomplice as having blue eyes, and twice as likely to identify someone from the line-up. In Experiment 2, when line-up members’ eye colour was digitally altered from blue to brown, the line-up effect disappeared, suggesting that the increase in identifications in Experiment 1 was not a generalised increase in willingness to choose from the line-up. In Experiment 3, we discounted the possibility that discussion alone could account for the line-up misinformation effect, by subjecting all participants to co-witness discussion.  相似文献   

3.
The present study investigated the role of anxiety as a moderator of the relationship between accuracy and confidence in an eyewitness recall task. Participants selected as high or low anxious on a test anxiety scale viewed a video clip of a crime. One week later they answered verbally a series of questions about the video, rating their confidence in each answer. Observers were shown a video-recording of each participant's test session and rated how confident they appeared overall. It was argued that people high in test anxiety would appraise their performance to a greater degree than low-anxious people, resulting in a significant correlation between accuracy and subjective confidence for high-anxious but not for low-anxious participants. The results obtained supported this hypothesis, and found similar relationships between accuracy and perceived confidence. Highly anxious participants expressed less overall confidence in their answers than low anxious participants. © 1998 John Wiley & Sons, Ltd.  相似文献   

4.
Two studies were conducted that tested the moderating role of video game graphics quality in the relationship between video game content and aggression-related variables. In both studies, participants played either a violent or nonviolent video game on one of three video game systems with differing technological computing power (which contributes to the realism depicted in these video games). In Study 2, the moderating and mediating role of immersion was also tested. Results showed that video game violence exposure was related to aggressive cognitions and state of hostility. Video game technology did not moderate this relationship. Finally, immersion, as an individual difference variable, did not moderate or mediate this relationship. This suggests that aggressive cognitions and feelings occur independent of how technologically advanced the graphics are and the extent to which one feels as though they are immersed in a violent video game. Implications and future research are discussed.  相似文献   

5.
When people evaluate the strength of an argument, their motivations are likely to influence the evaluation. However, few studies have specifically investigated the influences of motivational factors on argument evaluation. This study examined the effects of defence and accuracy motivations on argument evaluation. According to the compatibility between the advocated positions of arguments and participants' prior beliefs and the objective strength of arguments, participants evaluated four types of arguments: compatible‐strong, compatible‐weak, incompatible‐strong, and incompatible‐weak arguments. Experiment 1 revealed that participants possessing a high defence motivation rated compatible‐weak arguments as stronger and incompatible‐strong ones as weaker than participants possessing a low defence motivation. However, the strength ratings between the high and low defence groups regarding both compatible‐strong and incompatible‐weak arguments were similar. Experiment 2 revealed that when participants possessed a high accuracy motivation, they rated compatible‐weak arguments as weaker and incompatible‐strong ones as stronger than when they possessed a low accuracy motivation. However, participants' ratings on both compatible‐strong and incompatible‐weak arguments were similar when comparing high and low accuracy conditions. The results suggest that defence and accuracy motivations are two major motives influencing argument evaluation. However, they primarily influence the evaluation results for compatible‐weak and incompatible‐strong arguments, but not for compatible‐strong and incompatible‐weak arguments.  相似文献   

6.
We examined whether the broadened attentional scope would affect people's sad or depressed mood with two experiments, enlightened by the meaning of “seeing the big picture” and the broaden‐and‐build model. Experiment 1 (n = 164) is a laboratory‐based experiment, in which we manipulated the attentional scope by showing participants zoomed‐out or zoomed‐in scenes. In Experiment 2 (n = 44), we studied how depressed mood and positive and negative emotions were affected when participants watched distant versus proximal scenes for eight weeks in real life. Healthy participants in Experiment 1, who were induced to feel sad, could return to the baseline mood after having the broadened attention task but not after having the narrowed attention task, which indicated that immediate attention broadening manipulation could function as antidotes for the lingering effects of induced negative emotions. Participants with depressed mood in Experiment 2 showed reduced depressed mood, increased positive affect, and decreased negative affect after receiving attention broadening training compared to those receiving attention narrowing training. Our findings suggest a robust role of broadened attentional scope in relieving negative emotions and even mildly depressed mood in the long run.  相似文献   

7.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars.  相似文献   

8.
两个实验旨在检验自我损耗效应并探讨休息对自我损耗的补偿作用。在实验1中,损耗组被试通过观看注意控制视频诱发自我控制资源的损耗,然后完成Stroop任务。实验2与实验1的不同之处在于,诱发自我损耗后进行不同时间(5分钟、10分钟)的休息处理。两个实验结果发现:(1)注意控制视频成功诱发了自我损耗效应;(2)休息对自我损耗具有补偿作用;(3)在损耗状态下,休息5分钟即对自我控制资源具有补偿作用。研究结果证实了自我损耗的资源枯竭观。  相似文献   

9.
We showed mice videos of three conspecific social behaviors, namely sniffing, copulation, and fighting, in pairwise combinations using iPods and evaluated preference as determined by time spent in front of each iPod. Mice preferred the copulation video to the sniffing video, the fighting video to the sniffing video, and the fighting video to the copulation video. In Experiment 1a, we used a single video clip for each social behavior but used multiple video clips for each social behavior in Experiment 2a. Next, we trained mice to discriminate between the fighting and copulation videos using a conditioned-place-preference-like task in which one video was associated with injection of morphine and the other was not. For half of the subjects, the fighting video was associated with morphine injection, and for the other half, the copulation video was associated with morphine injection. After conditioning, the mice stayed longer in the compartment with the morphine-associated video. When tested with still images obtained from the videos, mice stayed longer in the compartment with still images from the video associated with morphine injection (Experiment 1b). When we trained mice with multiple exemplars, the subjects showed generalization of preference for new video clips never shown during conditioning (Experiment 2b). These results demonstrate that mice had a preference among videos of particular behavior patterns and that they could discriminate these videos as visual category. Although relationship between real social behaviors and their videos is still open question, the preference tests suggest that the mice perceived the videos as meaningful stimuli.  相似文献   

10.
The present study addressed whether experienced ease of retrieval of autobiographical events affects trait judgments made immediately and after a delay (Experiment 1) and whether this influence is modulated by either of two discounting instructions (Experiment 2). In Experiment 1, participants first attempted to retrieve 6 or 12 personal memories for different traits and then made ease of retrieval and self-trait judgments immediately or 1 week later. In Experiment 2, participants made immediate ratings and then delayed ratings under 3 instructional manipulations: a generic instruction to repeat these judgments, to make these ratings after they were reminded of their original recall total, or to make these ratings after they had their retrieval ease discounted or augmented. In each experiment, an enduring effect of availability was obtained in that the relationship between ease of retrieval and self-trait rating was only slightly affected by the delay. Being reminded of the original number of recalled memories nullified the relationship between ease of retrieval and trait rating. However, discounting or augmenting ease of retrieval, which altered ease of retrieval ratings, did not. Potential explanations for an enduring effect of availability are discussed.  相似文献   

11.
In two experiments we employed calibration methods to investigate the realism of participants' confidence ratings of their own classification performance based on knowledge acquired after training on an artificial grammar. In Experiment 1 participants showed good realism (but overconfidence) for grammatical strings but very poor realism for non-grammatical strings. Method of training (string repetition in writing or mere exposure) did not affect the realism. Furthermore, the participants underestimated their overall performance. In Experiment 2, using a more complex grammar and controlling for two types of associative chunk-strength, participants showed good realism (but still overconfidence) for both letter and symbol strings, irrespective of grammaticality. Together, these experiments show that implicit learning can give rise to knowledge products that are associated with fairly realistic meta-knowledge. It is argued that both the zero-correlation criterion and the guessing criterion are misplaced when used to define implicit knowledge; two reasons being that confidence judgements may be affected both by implicit knowledge and by inferences.  相似文献   

12.
Summary: The confidence–accuracy relationship has primarily been studied through recognition tests and correlation analysis. However, cued recall is more ecological from a forensic perspective. Moreover, there may be more informative ways of analysing the confidence–accuracy relationship than correlations. In the present study, participants viewed a video of a bank robbery and were asked cued recall questions covering general knowledge and the video itself. Confidence ratings were collected, and correlations, calibration and discrimination measures were calculated. All measures indicated a strong confidence–accuracy relationship that was better for general knowledge than eyewitness memory questions. However, there were no differences in confidence ratings for correct answers, suggesting that the differences could be limited to the evaluation of incorrect answers. We concluded that confidence may be a good marker for accuracy with cued recall, but that further research using ecological tests and more informative data analysis techniques is needed. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

13.
张宝山  金豆  马梦佳  徐冉 《心理学报》2022,54(8):951-963
随着年龄的增长, 对老年人的消极刻板印象和医疗决策逐渐成为了与老年群体越来越相关的两个概念。在此背景下, 很有必要系统地探讨消极刻板印象对老年人医疗决策的效应及其机制。本研究以158名老年人为被试, 通过两个实验考察了消极刻板印象、归因偏差和老年人医疗决策质量间的关系。实验1结果发现, 消极刻板印象负向影响老年人的医疗决策质量, 同时, 归因偏差在刻板印象对老年人医疗决策质量的效应中起到中介作用。实验2结果表明, 减少归因偏差的干预控制可以有效降低刻板印象对医疗决策质量的消极效应。本研究对理解刻板印象效应机制、缓解刻板印象消极效应、以及改善老年人医疗决策质量具有一定的理论意义和实践价值。  相似文献   

14.
Transfer-appropriate-processing accounts of memory emphasize the similarity of encoding and retrieval processes, and imply that experimental manipulations should have similar effects on encoding and retrieval. Exceptions to this expectation are thus of great interest, but extant exceptions (produced by studies using divided attention, alcohol, and benzodiazepines) are debatable, single dissociations between encoding and retrieval. The present experiments demonstrate a reversed dissociation, in which the same variable produced opposite effects when implemented at encoding and retrieval. At encoding, participants either solved anagrams of study words or read intact study words. At retrieval, participants likewise solved anagrams or read intact words prior to making recognition memory judgments. Compared with reading intact words, solving anagrams at encoding enhanced later recognition accuracy, whereas solving anagrams at test impaired accuracy. These results were obtained with old/new decisions (Experiment 1) and with confidence ratings (Experiment 2).  相似文献   

15.
Three experiments explored the issue of whether enhanced metamnemonic knowledge at retrieval can improve participants' ability to make difficult source discriminations in the context of the eyewitness suggestibility paradigm. The 1st experiment documented differences in phenomenal experience between veridical and false memories. Experiment 2 revealed that drawing participants' attention to these differences by pairing the ratings of the features with instructions about their utility was successful in reducing source misattributions of suggested items to the event. The results of Experiment 3 showed that participants can make online adjustments in the types of evidence used to make source judgments, as participants who received correct feedback during the training portion of the test reduced misattribution errors on the remainder of the test where feedback was not provided. Altogether, these studies suggest that people can discover and benefit from updated knowledge of the types of memorial evidence that discriminate between sources of information in memory.  相似文献   

16.
This study sought to develop and validate an integrated laboratory paradigm of sexual aggression and bystander intervention. Participants were a diverse community sample (54% African American) of heterosexual males (N = 156) between 21 and 35 years of age who were recruited to complete the study with a male friend and an ostensibly single, heterosexual female who reported a strong dislike of sexual content in the media. Participants viewed a sexually explicit or nonsexually explicit film clip as part of contrived media rating task and made individual choices of which film clip to show the female confederate. Immediately thereafter, participants were required to reach consensus on a group decision of which film clip to show the female confederate. Subjecting a target to an unwanted experience with a sexual connotation was operationalized as selection of the sexually explicit video, whereas successful bystander intervention was operationalized as the event of one partner individually selecting the sexually explicit video but then selecting the nonsexually explicit video for the group choice. Results demonstrated that a 1‐year history of sexual aggression and endorsement of pertinent misogynistic attitudes significantly predicted selection of the sexually‐explicit video. In addition, bystander efficacy significantly predicted men's successful prevention of their male peer's intent to show the female confederate a sexually explicit video. Discussion focused on how these data inform future research and bystander intervention programming for sexual aggression. Aggr. Behav. 38:309–321, 2012. © 2012 Wiley Periodicals, Inc.  相似文献   

17.
The current paper presents two experiments investigating the effect of presence versus absence of compulsory number marking in a native language on a speaker's ability to recall number information from photos. In Experiment 1, monolingual English and Japanese adults were shown a sequence of 110 photos after which they were asked questions about the photos. We found that the English participants showed a significantly higher accuracy rate for questions testing recall for number information when the correct answer was “2” (instead of “1”) than Japanese participants. In Experiment 2, English and Japanese adults engaged in the same task as in Experiment 1 with an addition that explored reasons for the results found in Experiment 1. The results of Experiment 2 were in line with the results of Experiment 1, but also suggested that the results could not be attributed to differences in guessing patterns between the two groups or the type of linguistic constructions used in the test situations. The current study suggests that native language affects speakers' ability to recall number information from scenes and thus provides evidence for the Whorfian hypothesis.  相似文献   

18.
The effect of eye contact on self-awareness was investigated with implicit measures based on the use of first-person singular pronouns in sentences. The measures were proposed to tap into self-referential processing, that is, information processing associated with self-awareness. In addition, participants filled in a questionnaire measuring explicit self-awareness. In Experiment 1, the stimulus was a video clip showing another person and, in Experiment 2, the stimulus was a live person. In both experiments, participants were divided into two groups and presented with the stimulus person either making eye contact or gazing downward, depending on the group assignment. During the task, the gaze stimulus was presented before each trial of the pronoun-selection task. Eye contact was found to increase the use of first-person pronouns, but only when participants were facing a real person, not when they were looking at a video of a person. No difference in self-reported self-awareness was found between the two gaze direction groups in either experiment. The results indicate that eye contact elicits self-referential processing, but the effect may be stronger, or possibly limited to, live interaction.  相似文献   

19.
Three experiments tested the role of verbal versus visuo-spatial working memory in the comprehension of co-speech iconic gestures. In Experiment 1, participants viewed congruent discourse primes in which the speaker's gestures matched the information conveyed by his speech, and incongruent ones in which the semantic content of the speaker's gestures diverged from that in his speech. Discourse primes were followed by picture probes that participants judged as being either related or unrelated to the preceding clip. Performance on this picture probe classification task was faster and more accurate after congruent than incongruent discourse primes. The effect of discourse congruency on response times was linearly related to measures of visuo-spatial, but not verbal, working memory capacity, as participants with greater visuo-spatial WM capacity benefited more from congruent gestures. In Experiments 2 and 3, participants performed the same picture probe classification task under conditions of high and low loads on concurrent visuo-spatial (Experiment 2) and verbal (Experiment 3) memory tasks. Effects of discourse congruency and verbal WM load were additive, while effects of discourse congruency and visuo-spatial WM load were interactive. Results suggest that congruent co-speech gestures facilitate multi-modal language comprehension, and indicate an important role for visuo-spatial WM in these speech–gesture integration processes.  相似文献   

20.
Ethnic identity tends to predict same‐ethnicity preference. However, very little research has tested the impact of ethnic identity across messages that bear distinct relevance with different groups. In Experiment 1, Asian American participants read 4 pieces of disease‐related information presented by 2 Asian and 2 White agents on a computer. Both strong and weak ethnic identifiers gave higher credibility ratings of the agents when the agents' ethnicity matched with ethnic relevance of the information. Experiment 2 assessed ethnicity preference by allowing participants to choose agents for 4 healthy‐food Websites and also found the agent–information matching pattern. Ethnic identity did not have an effect. The findings are discussed within a framework that contrasts a social‐identity orientation and an external‐content orientation.  相似文献   

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