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1.
Triple P Online (i.e., TPOL; www2.tripleponline.net) is an online self-help parent training program aimed at reducing child behavior problems through “positive parenting practices”—available at time of review for $79.95. TPOL is comprised of 8 video-based modules that also incorporate in-session activities and homework. Randomized control trials have shown that TPOL effectively reduces child behavior problems. The program’s main strengths include very high-quality content with an abundance of relevant and easily locatable resources, an easy-to-use interface, and a professional look and feel. The program’s main weakness lies in its lack of monitoring and adaptation to the user’s state (e.g., child’s and parent’s behaviors), and real-time reminders for desired actions. Altogether, TPOL is an extremely valuable and important resource for families seeking evidence-based treatment for child behavior problems.  相似文献   

2.
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   

3.
Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: (1) male-male dyads have larger IPDs than female-female dyads, (2) male-male dyads maintain less eye contact than female-female dyads, and (3) decreases in IPD are compensated with gaze avoidance as predicted by the Equilibrium Theory. We discuss implications for users of online games as well as for social scientists who seek to conduct research in virtual environments.  相似文献   

4.
The hypothesis that attention to negative possibilities for an upcoming event can have advantages for performance in comparison with a more optimistic approach was examined in 2 studies. Focus of attention to positive or negative possibilities for a social interaction was manipulated for Ss previously identified as optimists or defensive pessimists in the social domain. In Study 1, negatively focused defensive pessimists performed better in their conversations than positively focused defensive pessimists on several dimensions (e.g., talk time, perceived effort, and sociability). Optimists' behavior was unaffected by the focus manipulation. However, all negatively focused Ss felt worse after their conversations than did positively focused subjects. Study 2 examined the cognitive process by which a negative focus may lead to positive behaviors. Some pessimists may benefit from an initial negative focus that is not accompanied by lowered expectations and that actually facilitates positive thoughts about the self.  相似文献   

5.
The Stereotype Content Model hypothesizes anti-Asian American stereotypes differentiating two dimensions: (excessive) competence and (deficient) sociability. The Scale of Anti-Asian American Stereotypes (SAAAS) shows this envious mixed prejudice in six studies. Study 1 began with 131 racial attitude items. Studies 2 and 3 tested 684 respondents on a focused 25-item version. Studies 4 and 5 tested the final 25-item SAAAS on 222 respondents at three campuses; scores predicted outgroup friendships, cultural experiences, and (over)estimated campus presence. Study 6 showed that allegedly low sociability, rather than excessively high competence, drives rejection of Asian Americans, consistent with system justification theory. The SAAAS demonstrates mixed, envious anti-Asian American prejudice, contrasting with more-often-studied contemptuous racial prejudices (i.e., against Blacks).  相似文献   

6.
New online dating platforms, such as Tinder, are dramatically changing the context in which people seek romantic relationships. In these platforms, users select partners they are willing to start a conversation with by “swiping” on them. These platforms provide exciting possibilities for applying new methods to test how user (e.g., demographic, personality) and target/partner (e.g., attractiveness, race) factors predict attraction. Across four laboratory studies (total N = 2,679), target physical attractiveness and target race were the largest predictors of decisions in this hypothetical dating context, whereas user individual difference traits were poor predictors. The current studies provide substantive information about the factors that predict romantic attraction in the context of mobile-based dating applications.  相似文献   

7.
随着网络的日益普及,网络交往已成为一种新的人际交往方式,但网络人际关系成瘾的问题也日益凸显。本研究旨在探讨大学生的人际归因倾向、网络交往动机与网络人际关系成瘾的关系,使用问卷法对447名大学生的调查结果发现:(1)人际关系的内外归因倾向都和网络交往动机都呈显著正相关,但只有人际关系外归因倾向和网络人际关系成瘾呈显著正相关。(2)网络交往动机在人际关系外归因倾向对网络人际关系成瘾的影响中起部分中介作用。  相似文献   

8.
9.
A variety of theories of how spatial information is represented in cognitive models have been proposed and numerous strategies (e.g., fish-eye views and nested boxes) have been devised to assist users in browsing and navigation within hypertext and “hypermedia” information systems. These methods of spatial information representation, as well as hypermedia browsing and navigation strategies, are discussed in relation to human anatomy, and a model graphics-based browsing tool, which makes use of the classical regional (spatial) and systematic (functional) arrangement of the human body, is illustrated. This browsing scheme is described in relation to human anatomy, but could be used with other complex spatially organized systems (e.g., in engineering). The integration of this graphics-based browsing tool with other established textually-based strategies is discussed.  相似文献   

10.
A potential obstacle to implementing dimensional representations in the Diagnostic and Statistical Manual of Mental Disorders (DSM) is lack of data about clinical utility and user acceptability. Adopting a dimensional approach would likely complicate medical record keeping, create administrative and clinical barriers between mental disorders and medical conditions, require a massive retreating effort, disrupt research efforts (e.g., meta-analyses), and complicate clinicians' efforts to integrate prior clinical research using DSM categories into clinical practice. Efforts to empirically demonstrate the clinical utility of dimensional alternatives should be a prerequisite for their future implementation in order to establish that their advantages outweigh the disadvantages. Approaches to promote user acceptability and the development of an empirical database include dimensionalizing existing DSM categories and including research dimensions in the DSM appendix.  相似文献   

11.
Historically, data visualization has been limited primarily to two dimensions (e.g., histograms or scatter plots). Available software packages (e.g., Data Desk 6.1, MatLab 6.1, SAS-JMP 4.04, SPSS 10.0) are capable of producing three-dimensional scatter plots with (varying degrees of) user interactivity. We constructed our own data visualization application with the Visualization Toolkit (Schroeder, Martin, & Lorensen, 1998) and Tcl/Tk to display multivariate data through the application of glyphs (Ware, 2000). A glyph is a visual object onto which many data parameters may be mapped, each with a different visual attribute (e.g., size or color). We used our Multi-Dimensional Data Viewer to explore data from several psycholinguistic experiments. The graphical interface provides flexibility when users dynamically explore the multidimensional image rendered from raw experimental data. We highlight advantages of multidimensional data visualization and consider some potential limitations.  相似文献   

12.
As a result of the increasing role of online advertising and strong competition among advertisers, intrusive techniques are commonly used to attract web users’ attention. Moreover, since marketing content is usually delivered to the target audience when they are performing typical online tasks, like searching for information or reading online content, its delivery interrupts the web user’s current cognitive process. The question posed by many researchers in the field of online advertising is: how should we measure the influence of interruption of cognitive processes on human behavior and emotional state? Much research has been conducted in this field; however, most of this research has focused on monitoring activity in the simulated environment, or processing declarative responses given by users in prepared questionnaires. In this paper, a more direct real-time approach is taken, and the effect of the interruption on a web user is analyzed directly by studying the activity of his brain. This paper presents the results of an experiment that was conducted to find the brain activity patterns associated with interruptions of the cognitive process by showing internet advertisements during a text-reading task. Three specific aspects were addressed in the experiment: individual patterns, the consistency of these patterns across trials, and the intra-subject correlation of the individual patterns. Two main effects were observed for most subjects: a drop in activity in the frontal and prefrontal cortical areas across all frequency bands, and significant changes in the frontal/prefrontal asymmetry index.  相似文献   

13.
Schadenfreude occurs when people feel pleasure at others’ misfortunes. Previous research suggested that individuals feel such a malicious pleasure when the misfortune befalls social targets perceived as highly competent but lacking human warmth. Two experiments explored whether the two components of warmth (i.e., sociability and morality) have distinct roles in driving schadenfreude. Study 1 (N = 128) compared a competent but immoral individual to a competent but unsociable person and found that people felt more schadenfreude when a misfortune befell an individual lacking morality. Study 2 (N = 199) confirmed the primary role of morality in driving schadenfreude by manipulating not only morality and sociability, but also competence. Moreover, both experiments showed that social targets lacking moral qualities elicited higher levels of schadenfreude because their misfortunes were perceived as deserved. Overall, our findings suggest that morality has a primary role over other basic dimensions of person perception (i.e., sociability and competence) in driving schadenfreude.  相似文献   

14.
Automated vehicles are expected to require some form of communication (e.g., via LED strip or display) with vulnerable road users such as pedestrians. However, the passenger inside the automated vehicle could perform gestures or motions which could potentially be interpreted by the pedestrian as contradictory to the outside communication of the car. To explore this conflict, we conducted an online experiment (N = 59) with different message types (no message, intention, command), gestures (no gesture, wave, stop), and user positions (driver, co-driver) and measured the pedestrian’s confidence in crossing. Our results show that certain combinations (e.g., car indicates cross while the user in the driver seat gestures stop) confused the pedestrian, resulting in significantly lower confidence to cross. We further show that designing intention-based external communication led to less confusion and a significantly higher intention to cross.  相似文献   

15.
Ability to form new associations between unrelated items is particularly sensitive to aging, but the reasons for such differential vulnerability are unclear. In this study, we examined the role of objective and subjective factors (working memory and beliefs about memory strategies) on differential relations of age with recognition of items and associations. Healthy adults (N = 100, age 21 to 79) studied word pairs, completed item and association recognition tests, and rated the effectiveness of shallow (e.g., repetition) and deep (e.g., imagery or sentence generation) encoding strategies. Advanced age was associated with reduced working memory (WM) capacity and poorer associative recognition. In addition, reduced WM capacity, beliefs in the utility of ineffective encoding strategies, and lack of endorsement of effective ones were independently associated with impaired associative memory. Thus, maladaptive beliefs about memory in conjunction with reduced cognitive resources account in part for differences in associative memory commonly attributed to aging. (PsycINFO Database Record (c) 2012 APA, all rights reserved).  相似文献   

16.
Leary的人际理论将人际互动行为划分为“情感”和“控制”两个维度, 互动双方在情感维度的一致性和控制维度的互补性统称为人际互补。为探究心理咨询过程中人际互补的发展趋势及其与工作同盟、咨询效果的关系, 采用电脑操纵杆方法, 编制《咨询会谈人际互补行为评分手册》, 对16个个案的48个心理咨询会谈录像进行评估。结果表明:有经验的咨询师在咨询前期的情感轴一致性高于中期和后期, 在咨询后期的控制轴互补性高于前期和中期, 新手咨询师的情感轴一致性和控制轴互补性均无阶段性差异; 咨询中期的情感轴一致性负向预测工作同盟和会谈深度; 情感轴一致性呈高-低-高发展趋势的个案咨询效果更好。结论: 心理咨询的人际互补三阶段模型得到一定程度的支持, 其作用机制有待进一步验证。  相似文献   

17.
Recent usage data suggest job applicants are completing online selection assessments using mobile devices (e.g., smartphones) in greater numbers. To determine the appropriateness of this new technology, this study examined the measurement equivalence of selection assessments delivered on mobile and nonmobile devices (e.g., personal computers). Measurement invariance tests conducted with multigroup confirmatory factor analysis suggest mobile versions of a cognitive ability‐type assessment, two biodata assessments, a multimedia work simulation, and a text‐based situational judgment test appear to be equivalent to nonmobile versions. However, mobile device user latent means were half a standard deviation lower than their nonmobile counterparts for the situational judgment test. Implications for mobile device usage within selection and assessment are discussed.  相似文献   

18.
詹沛达 《心理学报》2022,54(11):1416-1423
多模态数据为实现对认知结构的精准诊断及其他认知特征(如, 认知风格)的全面反馈提供了可能性。为实现对题目作答精度、作答时间(RT)和视觉注视点数(FC)的联合分析, 本文基于联合-交叉负载建模法提出3个多模态认知诊断模型。实证研究及模拟研究结果表明: (1)联合分析比分离分析更适用于多模态数据; (2)新模型可直接利用RT和FC中信息提高潜在能力或潜在属性的估计准确性; (3)新模型的参数估计返真性较好; (4)忽略交叉负载所导致的负面结果比冗余考虑交叉负载所导致的更严重。  相似文献   

19.
Primate sociality has received much attention and its complexity has been viewed as a driving force for the evolution of cognitive abilities. Improved analytic techniques have allowed primate researchers to reveal intricate social networks based on the exchange of cooperative acts and services. Although nonprimates are known to show similar behavior (e.g., cooperative hunting, food sharing, coalitions) there seems a consensus that social life is less complex than in primates. Here the authors present the first group-level analysis of reciprocity of social interactions in a social carnivore, the ring-tailed coati (Nasua nasua). The authors found that support in aggressive conflicts is a common feature in coatis and that this behavior is reciprocally exchanged in a manner seemingly as complex as in primates. Given that reciprocity correlations persisted after controlling for the effect of spatial association and subunit membership, some level of scorekeeping may be involved. Further studies will be needed to confirm our findings and understand the mechanisms underlying such reciprocity, but our results contribute to the body of work that has begun to challenge primate supremacy in social complexity and cognition.  相似文献   

20.
Distributive justice seems to guide behavior in reward allocation tasks in which subjects in a group jointly produce an endowment that is then allocated by a member of the group. It has been shown that allocators aim to preserve the proportionality between inputs (e.g., effort) and outputs (e.g., monetary rewards) of those in the group, even when this comes at a cost to themselves. We experimentally investigated whether justice considerations of this kind play a role in a double‐blind dictator game when the assets to be allocated are generated exclusively through the effort of the decision maker. The experiment shows that distributive justice is an important source of motivation in highly demanding social environments in which reputational concerns and reciprocity are absent. This finding has been corroborated by an independent validity check and may have important implications for previous experimental findings and for the economics of charity. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

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