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1.
This paper explores whether free recall performance and organization can be facilitated using computer-controlled interactive presentation, where stimulus presentation on Trial N+1 depends on the individual subject’s prior recall history. A series of experiments investigated the effects of two types of response-contingent presentation order manipulations and of selective tagging manipulation designed to highlight the presentation of previously nonrecalled items. An initial experiment using 20-word lists showed no differences among groups, due to a ceiling effect. Two subsequent experiments, using longer lists (30 and 40 words), found that recall and subjective organization were increased by selective tagging and by presentation orders that preserved the subject’s prior order of recall. The results demonstrate that subjects’ previous recall histories contain information that can be used to facilitate recall. The potential of other interactive manipulations is discussed.  相似文献   

2.
A software package, written in C source code for MS-DOS 5.0 or higher IBM-compatible computers, was developed for the classical conditioning of discrete biological responses. The program’s primary functions include collecting and storing conditioning parameters, controlling presentation of stimuli, transforming discrete analog responses into dependent measures (e.g., CR frequencies and various measures of response topography), and generating data sets for use with commercial PC statistical packages. These functions were implemented in a windows-based user interface to increase the experimenter’s ease of use and to maximize efficiency in performing experimental procedures. Scrollable windows provide detailed visual displays that permit monitoring responses during conditioning and a review of each trial after the session is over. Additional software tools aid the visual inspection of response topographies, data manipulation, and calibration of the experimental apparatus. An overview of the system, its design objectives, and the user interface is presented.  相似文献   

3.
The Rev. is a BASIC computer program for IBM-PC-compatible systems that provides Bayesian estimates of “true” scores from multiple scores measuring the same construct. Psychological reports often include test scores from earlier evaluations without objectively incorporating them into current findings. Using Thorndike’s formulas for objectively combining test scores while providing estimates with reduced standard errors, the Rev. is an interactive program that facilitates test interpretation by combining information from many test administrations. The user provides four easily obtainable pieces of information for each test administration. The output includes an estimated “true” score and the standard error of the estimate.  相似文献   

4.
The use of virtual reality (VR) as a methodological tool is becoming increasingly popular in behavioral research as its flexibility allows for a wide range of applications. This new method has not been as widely accepted in the field of psycholinguistics, however, possibly due to the assumption that language processing during human-computer interactions does not accurately reflect human-human interactions. Yet at the same time there is a growing need to study human-human language interactions in a tightly controlled context, which has not been possible using existing methods. VR, however, offers experimental control over parameters that cannot be (as finely) controlled in the real world. As such, in this study we aim to show that human-computer language interaction is comparable to human-human language interaction in virtual reality. In the current study we compare participants’ language behavior in a syntactic priming task with human versus computer partners: we used a human partner, a human-like avatar with human-like facial expressions and verbal behavior, and a computer-like avatar which had this humanness removed. As predicted, our study shows comparable priming effects between the human and human-like avatar suggesting that participants attributed human-like agency to the human-like avatar. Indeed, when interacting with the computer-like avatar, the priming effect was significantly decreased. This suggests that when interacting with a human-like avatar, sentence processing is comparable to interacting with a human partner. Our study therefore shows that VR is a valid platform for conducting language research and studying dialogue interactions in an ecologically valid manner.  相似文献   

5.
An inexpensive system for on-line coordinate plotting is described. Users with access to a computer running ALGOL or FORTRAN, and equipped with analog-to-digital converters, can build the system for less than $50. The program is readily modified for the individual user’s requirements, and interactive features allow data correction and analysis to be carried out during coordinate plotting, with operators warned of plotting errors as they occur.  相似文献   

6.
The beginnings of a system of interactive multidimensional scaling programs with real-time display of the graphical output have been established on the Honeywell DDP-224 computer. Two programs have been completed: (1) MDPREF—a computer program for multidimensional analysis of preference data—has been converted from the GE-635 to run interactively on the DDP-224 computer. Its solution is printed from a typewriter, and the configuration of stimuli are displayed on a scope in two-dimensional view. (2) ROTATE—an on-line rotation program—enables the user to rotate the configuration in three dimensions within a higher dimensional space.  相似文献   

7.
The advancement of computer technologies, particularly the development of hypertext and interactive video, has presented to the academic community a new and effective tool for teaching and learning. An application of these technologies led to the concept of a hypermedia resource library—a set of integrated interactive computer modules that allow the user to browse and study topically specific content in a unique way. Such modules electronically present textual, graphic, and real-time video materials that instruct and quiz the user, offer a means for computer-based laboratory experimentation and data analysis, and provide statistical evaluation of the user’s progress. This paper will focus on the technology of computer-based hypermedia and the specific concept within this context of the artificially intelligent hypermedia resource library.  相似文献   

8.
Rules of thumb for power in multiple regression research abound. Most such rules dictate the necessary sample size, but they are based only upon the number of predictor variables, usually ignoring other critical factors necessary to compute power accurately. Other guides to power in multiple regression typically use approximate rather than precise equations for the underlying distribution; entail complex preparatory computations; require interpolation with tabular presentation formats; run only under software such as Mathmatica or SAS that may not be immediately available to the user; or are sold to the user as parts of power computation packages. In contrast, the program we offer herein is immediately downloadable at no charge, runs under Windows, is interactive, self-explanatory, flexible to fit the user’s own regression problems, and is as accurate as single precision computation ordinarily permits.  相似文献   

9.
Unfamiliar simultaneous face matching is error prone. Reducing incorrect identification decisions will positively benefit forensic and security contexts. The absence of view-independent information in static images likely contributes to the difficulty of unfamiliar face matching. We tested whether a novel interactive viewing procedure that provides the user with 3D structural information as they rotate a facial image to different orientations would improve face matching accuracy. We tested the performance of ‘typical’ (Experiment 1) and ‘superior’ (Experiment 2) face recognizers, comparing their performance using high-quality (Experiment 3) and pixelated (Experiment 4) Facebook profile images. In each trial, participants responded whether two images featured the same person with one of these images being either a static face, a video providing orientation information, or an interactive image. Taken together, the results show that fluid orientation information and interactivity prompt shifts in criterion and support matching performance. Because typical and superior face recognizers both benefited from the structural information provided by the novel viewing procedures, our results point to qualitatively similar reliance on pictorial encoding in these groups. This also suggests that interactive viewing tools can be valuable in assisting face matching in high-performing practitioner groups.  相似文献   

10.
郭力平  郝俊  朱文佳 《心理科学》2012,35(4):882-888
本研究采用表征理解任务和规则学习任务,通过比较真人互动、视频拟互动和视频非互动三种条件下年幼儿童的学习效果,考察拟互动在2-5岁儿童视频学习中的作用。结果表明,2岁儿童的视频学习存在视频缺陷现象,2.5岁到5岁儿童的拟社会互动视频学习效果明显,优于非互动视频学习,与真人互动学习相当。2.5岁至4.5岁是拟互动视频学习的最佳年龄。  相似文献   

11.
The application of computer technology to classical conditioning requires: control software that will repeatedly generate stimulus events, and analog-to-digital (A/D) recording capabilities for the resolution of analog data from phasic response systems (e.g., nictitating membrane extension, leg flexion). An earlier software package implemented on a 4K PDP-8/E (Millenson, Kehoe, Tait, & Gormezano, 1973) successfully met these requirements. However, the program’s capabilities were restricted to the presentation of only two unique stimuli with a maximum of 4 sec duration, and data reduction in only uniphasic response systems. The present program, employing the same hardware, relaxed these previous constraints and extended the range of data analysis through the revamping of the interactive assembler, operating system, and on-line data processing routines.  相似文献   

12.
An experiment examined the influence of prior information on children's emotional responses to a frightening program. Children at two age levels (5–7 and 9–11 years) viewed a program that included a threatening scene and a happy resolution. Before viewing, they heard one of four audiotaped introductions created by factorially varying information about the threat (forewarning, no forewarning) and the happy outcome (prior knowledge, no prior knowledge). Emotional responses were assessed through self-reports, facial expressions (coded using hard's Affex coding scheme), and skin temperature (as an index of physiological arousal). Self-reports of emotion revealed that forewarning of the threat increased anticipatory fear but did not affect emotional responses to the threatening scene. Prior knowledge of the happy outcome tended to reduce anticipatory fear but had a somewhat inconsistent effect on fear during the threatening scene. Changes in skin temperature over time were consistent with predictions, but no effects of the manipulations emerged for facial expressions of negative affect. Expected age differences were not observed for either type of prior information. Responses to the happy outcome were also examined. Children's reports of coping strategies and the results of manipulation checks were considered in interpreting the findings.  相似文献   

13.
    
The termmultimedia refers to the combined use of different media of communication, and originally belonged primarily to the fields of entertainment and education. Advances in computer, audio, and video technology have now brought multimedia possibilities to the individual. Further, they give the user control over what happens. Suchinteractive multimedia systems offer the user personal access to large amounts of information, including pictures, graphics, video, text, and audio. The potential range of applications is very broad, from simple interactions where the user will merely make occasional choices and then sit back and view sections of program material, to more purposeful interactions where the application can help the user to achieve a goal. This article describes research onknowledge-based interactive multimedia systems. Targeted on the new Compact Disc Interactive format, we have protyped an advisor which will help the user to tackle a typical domestic task. The necessary decision-making process can be enlivened by multimedia interaction, and placed on solid ground by the inclusion of expert advice.  相似文献   

14.
The present study was designed to investigate the effect of delays in the response of the computer on the performance of the user and his satisfaction with the system. While it is generally assumed that computer responses should be no longer than several seconds, the present study showed no effect of 5- or 10-sec fixed or variable delays on subjects debugging a simple BASIC program. These results have important implications for the design of large, multiuser timesharing systems.  相似文献   

15.
情感计算是人工智能的前沿领域之一,建立具有情绪表现力的人机智能系统具有广泛的社会需求。本文分析了基于情绪认知评价理论的情绪建模方法,总结了典型的虚拟人情绪计算模型,归纳了情绪和感知的相关成果,梳理了虚拟人情绪表现方法。针对情绪建模所要深入研究的问题,分析现有研究中存在的不足,对虚拟人情绪模型研究的未来发展方向提出了建议,为进一步深入研究虚拟人情绪模型提供了参考。  相似文献   

16.
Vision unfolds as an intricate pattern of information processing over time. Studying vision and visual cognition therefore requires precise manipulations of the timing of visual stimulus presentation. Although standard computer display technologies offer great accuracy and precision of visual presentation, their temporal resolution is limited. This limitation stems from the fact that the presentation of rendered stimuli has to wait until the next refresh of the computer screen. We present a novel method for presenting visual stimuli with ultrahigh temporal resolution (<1 ms) on newly available gaming monitors. The method capitalizes on the G-Sync technology, which allows for presenting stimuli as soon as they have been rendered by the computer’s graphics card, without having to wait for the next screen refresh. We provide software implementations in the three programming languages C++, Python (using PsychoPy2), and Matlab (using Psychtoolbox3). For all implementations, we confirmed the ultrahigh temporal resolution of visual presentation with external measurements by using a photodiode. Moreover, a psychophysical experiment revealed that the ultrahigh temporal resolution impacts on human visual performance. Specifically, observers’ object recognition performance improved over fine-grained increases of object presentation duration in a theoretically predicted way. Taken together, the present study shows that the G-Sync-based presentation method enables researchers to investigate visual processes whose data patterns were concealed by the low temporal resolution of previous technologies. Therefore, this new presentation method may be a valuable tool for experimental psychologists and neuroscientists studying vision and its temporal characteristics.  相似文献   

17.
This paper describes three common social psychology tasks and accompanying computer programs that allow standardized administration. The first program administers a contingency judgment task for use in research on covariation assessment; the second administers a concept formation task for manipulation of response-outcome noncontingency. The third program administers a visual discrimination task for manipulation of success and failure.  相似文献   

18.
A program is described that permits the use of an Imlac PDS-1 display computer, in conjunction with a host timeshare system, as a software-controlled tachistoscope. Alphanumeric and graphic message strings are received from the host computer over a telephone line, and are then displayed for specified periods of time in sequence. The display computer records the S’s responses and reaction time and reports this information back to the host computer for recording and analysis. The system is designed so that the burden of software development for the realization of a specific experimental plan is shifted to the large-capacity host machine, and it can utilize all of the features of standard FORTRAN as implemented on the host computer system.  相似文献   

19.
Accuracy is a measure of the extent of agreement between a rater’s ratings and the ratings of experts or the responses of ratees. Cronbach (1955) argued that accuracy research should focus on components of accuracy rather than on an overall measure. However, complex calculations are required to compute Cronbach’s accuracy components. A program is presented that provides a convenient way of computing all four components of accuracy (elevation, differential elevation, stereotype accuracy, and differential accuracy), as well as the associated correlation components, on an Apple Macintosh computer. The standard Macintosh interface is used to obtain all necessary information. The program will read data in a standard text file and will run faster on computers with math coprocessors.  相似文献   

20.
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