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1.
Online network platforms provide great convenience for users to obtain information. However, it’s challenging to select the required information from enormous texts. Automatic text headline generation methods not only guide users to select the information they are interested in, but also solve the problem of information overload. Nevertheless, the existing works mainly utilize the grammar rules to obtain the key information of the source text, while ignoring the dwell time of user’s attention on different text contents. To address this issue, this paper proposes an abstractive text headline generation model based on the eye-tracking attention mechanism. Specifically, this model first relies on the eye-tracking data to establish the mapping relationship between text words and the words’ reading time. Then, an eye-tracking attention mechanism is constructed to judge the importance of different words. Finally, this attention mechanism is integrated into the encoder-decoder framework to generate a high-quality headline. Experimental results obtained from different datasets demonstrate that the headline generated by our model is more concise. Moreover, our proposed model outperforms significantly the classical headline generation models on ROUGE-1, ROUGE-2 and ROUGE-L.  相似文献   

2.
A general account of the Confucian self as either collectivist or relational requires careful examination. This article begins with the major textual resources of the Confucian tradition and then compares this idea of moral expansion with Deweyan ideas of the self and community. By parsing key Confucian terms that comprise the meaning of “being together” and “mutual association,” the author argues that Confucian selves and individuals are fundamentally contextually creative. By comparing the Confucian idea of family with the Deweyan notion of community, the author further supports his argument that the Confucian self is always co-creative with others. Despite the fact that Confucian ethics has long been considered either a kind of virtue ethics or a kind of role ethics, the author argues that Confucian ethics is better viewed as a kind of co-creative ethics, which stems from an ethical theory concerning the co-creative self and other.  相似文献   

3.
This article describes AppMonitor, a Microsoft Windows-based client-side logging tool that records user actions in unmodified Windows applications. AppMonitor allows researchers to gain insights into many facets of interface interaction such as command use frequency, behavioral patterns prior to or following command use, and methods of navigating through systems and data sets. AppMonitor uses the Windows SDK libraries to monitor both low-level interactions, such as "left mouse button pressed" and "Ctrl-F pressed," as well as high-level "logical" actions, such as menu selections and scrollbar manipulations. The events recorded are configurable, allowing researchers to perform broad or targeted studies. No user input is required to manage logging, allowing participants to seamlessly conduct everyday work while their actions are monitored. The system currently supports logging in Microsoft Word and Adobe Reader; however, it could be extended for use with any Microsoft Windows-based application. To support other researchers wishing to create multilevel event loggers, we describe AppMonitor's underlying architecture and implementation, and provide a brief example of the data generated during our 4-month trial with six users.  相似文献   

4.
Fixation is one of the major obstacles that individuals face in creative idea generation contexts. Several studies have shown that individuals unintentionally tend to fixate to the examples they are shown in a creative ideation task, even when instructed to avoid them. Most of these studies used examples formulated with high level of specificity. However, no study has examined individuals’ creative performance under an instruction to diverge from given examples, when these examples are formulated with a high level of abstraction. In the present study, we show that (a) instructing participants to avoid using common examples when formulated with a high level of specificity increases fixation; whereas (b) instructing participants to avoid such examples while using a more abstract level for stating these common examples—such as a categorization of these examples—mitigates fixation and doubles the number of creative ideas generated. These findings give new insights on the key role of categorization in creative ideation contexts.  相似文献   

5.
李稚  朱春红 《心理科学进展》2021,29(9):1561-1575
随着互联网飞跃发展, 弹幕视频应运而生。这种新型的用户与视频交互方式具有新特性, 如用户情感表达实时动态性、情感分布多峰性。同时, 新特性也给实际研究工作带来挑战, 如用户画像刻画难度增大, 视频推荐和广告推送所需精度提高。现有研究尚未对弹幕视频的新特性进行深入分析, 也没有充分挖掘其本身所蕴含的学术研究价值。本文利用深度学习、自然语言处理技术、系统动力学方法, 结合心理学、市场营销学等多学科交叉前沿知识, 从数据驱动角度对弹幕视频数据进行分析和建模, 深度挖掘视频大数据潜在的商业价值。重点研究弹幕与视频双模态融合的情感识别方法; 构建带有用户情感特征的动态用户画像, 并建立基于用户画像的网络视频粘性营销机制; 分析用户情感与视频广告插播方式的相关性, 提出视频广告动态插播策略。丰富现有研究的同时, 为网络视频企业准确定位与分析用户需求, 创建高品质的智能营销平台供理论与决策支持。  相似文献   

6.
We describe InterFace, a software package for research in face recognition. The package supports image warping, reshaping, averaging of multiple face images, and morphing between faces. It also supports principal components analysis (PCA) of face images, along with tools for exploring the “face space” produced by PCA. The package uses a simple graphical user interface, allowing users to perform these sophisticated image manipulations without any need for programming knowledge. The program is available for download in the form of an app, which requires that users also have access to the (freely available) MATLAB Runtime environment.  相似文献   

7.
SuperLab is a general-purpose psychology testing package for the Macintosh. SuperLab presents static visual and auditory stimuli in blocks of trials, each trial consisting of a user-specified sequence of stimuli. Responses can be recorded from the keyboard or from switches connected to an I/O board. Stimuli can be contingent on subjects’ responses, allowing feedback based on response accuracy. Timing uses Time Manager routines from the Macintosh Toolbox. Data are recorded in a text format with tabs delimiting fields, allowing analysis and presentation by other Macintosh spreadsheet, statistics, and graph-making applications. SuperLab has a Macintosh user interface for developing experiments. Psychological tasks can also be designed and modified with any application that generates a text format file.  相似文献   

8.
Abstract

Over the last few decades many social scientists have pointed to the importance of user participation in information system development (SD). In study A the opinions of 314 Dutch system developers on this issue were examined. The conclusion is that the majority rate the value of user participation highly. However, these data confront us with three important problems. First, we cannot be sure that the stated preferences of system developers are reflected in their actual behaviour. Second, system developers may give a different meaning to the concept “user participation” than social scientists. Third, “user participation” does not necessarily imply “user influence” on SD. Moreover, the empirical relationship between user participation and the effectiveness of SD remains unclear. In our opinion this can be attributed both to the multidimensional nature of the former concept and to the contingency of this relationship to the context of SD. Therefore, in study B, we developed a multidimensional contingency model to study the interaction among parties in SD instead of the study of user participation. In this explorative study no linear relationship between the effectiveness of SD and the interaction between users and system developers was found. Instead, effective SD seemed to require a fit between the context of SD and the interactions with and among users.  相似文献   

9.
Empirical studies of creativity emphasize the importance of ambiguity advantage in idea generation and creative problem‐solving. This study examined whether ambiguous figures could directly induce a mind‐set that would transfer to the creative problem‐solving. In Experiment 1, we examined whether presentation of ambiguous figures would influence participants' performance in alternative uses tasks, and the results showed that prior exposure to ambiguous figures significantly enhanced participants' performance in the dimension of fluency, flexibility, and originality than those exposed to non‐ambiguous figures; in general uses tasks, there were no significant difference in the reaction time and originality between the ambiguous figure condition and non‐ambiguous figure condition. In Experiment 2, the facilitative effect of ambiguous figures on creative thinking was further examined with creative story generation tasks that demand more mental effort and increased cognitive load. Results showed that creativity of stories generated in ambiguous figure condition was scored significantly higher than those in non‐ambiguous figure condition. The current research extends our understanding of the facilitative effect of ambiguous figures on creative problem‐solving.  相似文献   

10.
体感交互是新兴的人机交互方式;当前,相关的人因学研究相对缺乏。本研究采用典型任务结合主观评价法,首次探索了用户运动信息反馈形式对体感交互用户体验的影响。笔者从易学性、控制性、情感与心理负荷四个方面,比较了有、无人形反馈形式对游戏体感菜单操作可用性的影响。结果发现,二者在心理负荷上无差异,无人形反馈在易学性上优于有人形,但有人形反馈在控制感上优于无人形,且更受用户喜爱。基于该结果,笔者建议在体感操作界面上使用有人形反馈。  相似文献   

11.
The Reisman Diagnostic Creativity Assessment (RDCA) is a free online self-report creativity assessment that provides immediate feedback to the user and is diagnostic, rather than predictive, with the focus on making the user aware of creative strengths and weaknesses. Several engineering and teacher education studies have included the RDCA over a period of 3 years to refine the document items as a result of factor and statistical analyses. We acknowledge the advantages and disadvantages of self-report instruments and question the traditional use of reliability as a psychometric measure for self-report assessments. Many tools and techniques for enhancing creative factors identified by the RDCA are included.  相似文献   

12.
Existing random number generation studies demonstrate the presence of an embodied attentional bias in spontaneous number production corresponding to the horizontal Mental Number Line: Larger numbers are produced on right-hand turns and smaller numbers on left-hand turns (Loetscher et al.,2008, Curr. Biol., 18, R60). Furthermore, other concepts were also shown to rely on horizontal attentional displacement (Di Bono and Zorzi, 2013, Quart. J. Exp. Psychol., 66, 2348). In two experiments, we used a novel random word generation paradigm combined with two different ways to orient attention in horizontal space: Participants randomly generated words on left and right head turns (Experiment 1) or following left and right key presses (Experiment 2). In both studies, syllabically longer words were generated on right-hand head turns and following right key strokes. Importantly, variables related to semantic magnitude or cardinality (whether the generated words were plural-marked, referred to uncountable concepts, or were associated with largeness) were not affected by lateral manipulations. We discuss our data in terms of the ATOM (Walsh, 2015, The Oxford handbook of numerical cognition, 552) which suggests a general magnitude mechanism shared by different conceptual domains.  相似文献   

13.
The aim of the present study was to investigate the effects of aging on both spoken and written word production by using analogous tasks. To do so, a phonological neighbor generation task (Experiment 1) and an orthographic neighbor generation task (Experiment 2) were designed. In both tasks, young and older participants were given a word and had to generate as many words as they could think of by changing one phoneme in the target word (Experiment 1) or one letter in the target word (Experiment 2). The data of the two experiments were consistent, showing that the older adults generated fewer lexical neighbors and made more errors than the young adults. For both groups, the number of words produced, as well as their lexical frequency, decreased as a function of time. These data strongly support the assumption of a symmetrical age-related decline in the transmission of activation within the phonological and orthographic systems.  相似文献   

14.
关键词对精加工推理的影响作用初探   总被引:2,自引:0,他引:2  
郭淑斌  莫雷 《心理科学》2001,24(4):409-411
本实验研究在文本中突出关键词对精加工推理的产生水平和产生阶段的影响。研究采用了让被试阅读后做测试题的方法,通过分析测试题的成绩得出的结果表明:在文章中突出关键词有助于产生近推理和内涵推理,且使这两类推理更有可能在阅读过程中产生。本研究补充了McDaniel和Donnelly 1996年的研究结果。  相似文献   

15.
How do managers expect the proficiency of users and the power of the computers to determine overall performance? Five different models are proposed: (a) a matching model in which optimal performance is achieved when the power of the system is judged to be compatible with the proficiency of the user, (b) an averaging model in which expected performance is the average of the values of user proficiency and system power, (c) a multiplying model in which performance is the product of the values of user proficiency and system power, (d) a human/computer ratio model in which performance is determined by the ratio of system power over total effort, and (e) a computer/human ratio model in which performance is determined by the ratio of user proficiency over total effort. The applicability of these models was assessed by having managers and students of management predict performance in human/computer systems from information about the user's proficiency with computers and the power of the system. Participants rated 16 combinations of user proficiency and system power from a 4 × 4 factorial design. The pattern of ratings indicated that 51 per cent used a multiplying model and 25 percent used an averaging model; whereas, only 6 percent used the matching model and 4 percent used a ratio model. The remaining 14 percent did not follow any model clearly. Implications of these results were discussed for the design of the human/ computer interface, training and selection of users, and the cost-benefit tradeoffs for investment in user training versus equipment acquisition.  相似文献   

16.
Three experiments test the existence of an automatic deviancy‐creativity link. Using a lexical decision task, in Experiment 1 we found a semantic link between deviancy and creativity words in that decision times for creativity‐related words were enhanced after subliminal deviancy priming. In Experiment 2, participants were led to think about either a punk or an engineer and afterwards were administered creative insight and analytical reasoning problems. According to a pretest, punks and engineers were judged as differing in uniqueness but not in creativity. Participants given ‘punk’ priming solved more creative insight problems and fewer analytical reasoning problems than those given ‘engineer’ priming. In Experiment 3, participants were incidentally exposed to abstract artworks symbolically expressing either the concept of conformity or deviancy and were subsequently asked to solve a creative generation task. Exposure to the artwork representing deviancy led to generation of more creative solutions than exposure to that representing conformity. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

17.
Many of the current gaze-tracking systems require that a subject’s head be stabilized and that the interface be fixed to a table. This article describes a prototype system for tracking gaze on the screen of mobile, handheld devices. The proposed system frees the user and the interface from previous constraints, allowing natural freedom of movement within the operational envelope of the system. The method is software-based, and integrates a commercial eye-tracking device (EyeLink I) with a magnetic positional tracking device (Polhemus FASTRAK). The evaluation of the system shows that it is capable of producing valid data with adequate accuracy.  相似文献   

18.
Three experiments investigated participants' ability to exclude generated study words from "old" judgements on an exclusion task in which a response signal delay (RSD) was manipulated. In Experiment 1, words were generated by mentally conjoining components of two compound words, and a conjunction test condition was included (e.g., presentation of the lure checkpoint after studying checklist and needlepoint without generating the target). The exclusion error rate for generated words was higher than the conjunction error rate for a short RSD group but lower than the conjunction error rate for a long RSD group. The decrease in the familiarity effect across RSDs was extended to a conceptual cue generation procedure in Experiments 2 and 3, but an anagram generation procedure did not show similar evidence of recollection-based exclusions. The earliest indication of recollection-based editing of generated words occurred in a 2250-ms RSD (Experiment 3). An extension of a multi-factor transfer appropriate processing theory (deWinstanley, Bjork, & Bjork, 1996) of generation effects that incorporates influences of familiarity and recollection is advocated.  相似文献   

19.
We applied computer‐based text analyses of regressive imagery to verbal protocols of individuals engaged in creative problem‐solving in two domains: visual art (23 experts, 23 novices) and computer programming (14 experts, 14 novices). Percentages of words involving primary process and secondary process thought, plus emotion‐related words, were tabulated. Visual art protocols were higher in primary process thought and emotion‐related words; those from programming were higher in secondary process thought. Almost no main effects of expertise or interactions were found. Correlations between the measures (particularly those involving emotion‐related words) also varied as a function of task. This pattern suggests cognitive processes vary considerably across different creative problem‐solving tasks or domains, and that a more domain‐specific approach to creative cognition may be advisable. Further implications for integrating and consolidating some extant lines of creativity research are discussed.  相似文献   

20.
We investigated the effects of generating words from fragments on pronunciation time, on immediate memory span, and on delayed free recall. Subjects read long words and short words aloud or generated them from strings with missing letters. Word-length and generation condition had multiplicative effects on speaking rate, as expected if each affected a separate process regulating the rate. We replicated the standard finding that span is smaller for longer words. Generation improved delayed free recall, indicating that relatively brief presentation times are adequate to produce a generation effect. Although generation improved long-term memory for the words, memory span was shorter for the words that were generated. The harmful effect of generation on span appears to be due to its slowing of speaking rate.  相似文献   

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