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The development of on-line computer systems can be facilitated by higher-level programming languages that are more powerful and easier to learn than machine-level Assembly languages. In general, it is not possible to speak ofa programming language without also describing the operating system and functional problem domain of the small computer system for which it is intended. This is because of the great variety in the architecture and configuration of small computers. However, it is possible to state more general requirements and design criteria for on-line computer languages in psychology. APCOL is an example of an integrated programming system. One of the important distinguishing features of the system is that it is implemented both on the small-scale laboratory computer and on a large general-purpose computer linked to the smaller machine via a high-speed communications network. This arrangement permits firsthand access to interactive program construction with immediate test of program function by using the on-line implementation as well as access to the text-editing and mass storage facilities of the large-scale machine.  相似文献   

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Braitenberg vehicles are simple robotic platforms, equipped with rudimentary sensor and motor components. Such vehicles have typically featured as part of thought experiments that are intended to show how complex behaviours are apt to emerge from the interaction of inner control mechanisms with aspects of bodily structure and features of the wider (extra-agential) environment. The present paper describes a framework for creating Braitenberg-like vehicles, which is built on top of a widely used and freely available game engine, namely, the Unity game engine. The framework can be used to study the behaviour of virtual vehicles within a multiplicity of virtual environments. All aspects of the vehicle’s design, as well as the wider virtual environment in which the vehicle is situated, can be modified during the design phase, as well as at runtime. The result is a general-purpose simulation capability that is intended to provide the foundation for studies in so-called computational situated cognition—a field of study whose primary objective is to support the computational modelling of cognitive processes associated with the physically-embodied, environmentally-embedded, and materially-extended mind.  相似文献   

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The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the presence/absence of a small number of bystanders did not significantly moderate helping. The second experiment increased the number of virtual bystanders, and participants were instructed to imagine that these were real people. Participants helped significantly less in rooms with large numbers of bystanders compared to rooms with no bystanders, thus demonstrating a bystander effect. These results indicate that even sophisticated high-level social behaviors can be observed and experimentally manipulated in simple VEs, thus implying the broad usefulness of this paradigm in psychological research as a good compromise between experimental control and ecological validity.  相似文献   

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At West Virginia University, microcomputers are used in the laboratory sections of a conventional undergraduate course on research methods in psychology. IBM-compatible computers and QuickBasic programs are used to duplicate the functions of equipment that is less reliable and, taken collectively, more expensive—equipment such as stimulus projectors, pursuit rotors, timers, and mirror tracing stands. The computer systems increase the speed and efficiency of data collection, reduce errors of procedure and measurement, and implement numerous steps to standardize procedures and limit extraneous influences. As a consequence, uncontrolled variability is minimized, and the opportunity for meaningful research outcomes is maximized. The laboratory can be expanded with software alone, without the expense of additional hardware.  相似文献   

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Immersive virtual environment (IVE) technology has great promise as a tool for basic experimental research in psychology. IVE technology gives participants the experience of being surrounded by the computer-synthesized environment. We begin with a discussion of the various devices needed to implement immersive virtual environments, including object manipulation and social interaction. We review the benefits and drawbacks associated with virtual environment technology, in comparison with more conventional ways of doing basic experimental research. We then consider a variety of examples of research using IVE technology in the areas of perception, spatial cognition, and social interaction.  相似文献   

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Understanding and using the history of social psychology   总被引:1,自引:0,他引:1  
Authors in this collection offer both critique and contextualist counterpoint to the standard, "official" histories of the field-successive editions of the Handbook of Social Psychology in 1954, 1968, 1985, and 1998. Unlike mainstream histories, the collected studies do not together constitute a seamless chronicle of continual progress for practitioners in a research area seeking social science status, viability, and legitimacy. Rather the authors focus on choice points, crises, and debates (some still ongoing), pay special heed to non-mainstream branches and voices, question numerous assumptions concerning the interrelationships among social psychological methodology, ontology (Danziger; MacMartin & Winston; Stam, Radtke, & Lubek), boundaries (Good), and individualisms (moral, political, and/or methodological). The specific contributions of Floyd and Gordon Allport are discussed from several perspectives as they helped define and shape and write the history of the field (Lubek & Apfelbaum; Parkovnick; Greenwood; Chung), and bridge it to neighboring areas (personality) and disciplines (psychology and sociology) (Nicholson; Barenbaum; Cherry). The constraints, origin myths, insensitivities, and omissions of standard histories are pointed out (Samelson), some partial correctives are advanced, and a more generative role for future historical studies is suggested.  相似文献   

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A social networking Web site, Facebook, was used to deliver long-term sport psychology consultation services to student-athletes (i.e., soccer players) in 30- to 60-min weekly sessions. Additional short-term team building, group cohesion, communication, anger management, injury rehabilitation, mental toughness, commitment, and leadership workshops were provided. Cohesion and overall relationships between both the student-athletes and the sport psychology consultants benefited from this process. Social networking Web sites offer a practical way of providing sport psychology consulting services that does not require use of major resources. (PsycINFO Database Record (c) 2012 APA, all rights reserved).  相似文献   

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The virtual industrial/organizational psychology course is an asynchronous, discussion-based undergraduate class that exists on the Internet, featuring lectures and class discussion in a Usenet group. The development, evolution, and successes and challenges from three iterations of this virtual course are described. While networked computer technology has enabled virtual classrooms for collaborative learning in which learners and teachers interact through computer-mediated communication, perhaps the most intriguing aspect of this course is the issue of experiential learning. In the virtual industrial/organizational psychology course, students are experiencing the organization of the future (networked, virtual) while learning about industrial/organizational psychology and the conceptual underpinnings of the world of work in the future.  相似文献   

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Twenty-three BASIC language programs have been written to allow the TRS-80 and other microcomputers to perform most of the classical experiments normally used in teaching a laboratory course in experimental psychology. Most programs allow experiments to be run as though the computer was the specialized apparatus normally used. This facilitates a realistic and interactive learning experience for the students.  相似文献   

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Mean ratings of graphic distinctiveness were obtained for pairs of consonants. The comparisons were between uppercase forms of different consonants, lowercase forms of different consonants, and uppercase vs lowercase forms of the same consonants. The ratings were demonstrated to have satisfactory reliability and to covary moderately well with feature-component measures of letter-pair distinctiveness.  相似文献   

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We have developed a virtual reality (VR) system that integrates a three-dimensional tracking device with a video-capture VR platform to record upper limb movements. The influence of target velocity on planning and execution of reaching movements was studied in five healthy subjects. Our initial results suggest that a target's velocity is considered when planning an interceptive action and that a hand reaching toward a moving virtual target is controlled in a similar way to how it is in the real visual environment.  相似文献   

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