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1.
The study assessed whether the auditory reference provided by a music scale could improve spatial exploration of a standard musical instrument keyboard in right‐brain‐damaged patients with left spatial neglect. As performing music scales involves the production of predictable successive pitches, the expectation of the subsequent note may facilitate patients to explore a larger extension of space in the left affected side, during the production of music scales from right to left. Eleven right‐brain‐damaged stroke patients with left spatial neglect, 12 patients without neglect, and 12 age‐matched healthy participants played descending scales on a music keyboard. In a counterbalanced design, the participants' exploratory performance was assessed while producing scales in three feedback conditions: With congruent sound, no‐sound, or random sound feedback provided by the keyboard. The number of keys played and the timing of key press were recorded. Spatial exploration by patients with left neglect was superior with congruent sound feedback, compared to both Silence and Random sound conditions. Both the congruent and incongruent sound conditions were associated with a greater deceleration in all groups. The frame provided by the music scale improves exploration of the left side of space, contralateral to the right hemisphere, damaged in patients with left neglect. Performing a scale with congruent sounds may trigger at some extent preserved auditory and spatial multisensory representations of successive sounds, thus influencing the time course of space scanning, and ultimately resulting in a more extensive spatial exploration. These findings offer new perspectives also for the rehabilitation of the disorder.  相似文献   

2.
This study looked at how people store and retrieve tonal music explicitly and implicitly using a production task. Participants completed an implicit task (tune stem completion) followed by an explicit task (cued recall). The tasks were identical except for the instructions at test time. They listened to tunes and were then presented with tune stems from previously heard tunes and novel tunes. For the implicit task, they were asked to sing a note they thought would come next musically. For the explicit task, they were asked to sing the note they remembered as coming next. Experiment 1 found that people correctly completed significantly more old stems than new stems. Experiment 2 investigated the characteristics of music that fuel retrieval by varying a surface feature of the tune (same timbre or different timbre) from study to test and the encoding task (semantic or nonsemantic). Although we did not find that implicit and explicit memory for music were significantly dissociated for levels of processing, we did find that surface features of music affect semanticjudgments and subsequent explicit retrieval.  相似文献   

3.
Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).  相似文献   

4.
This study investigated whether the amount and circadian time of habitual computer game playing were related to depressive symptoms in adolescents and young adults. We expected that habitual late playing relates to more depressive symptoms beyond the effect of the total time of computer game playing as playing at night may involve short, irregular, and disturbed sleep as well as misalignment of the circadian rhythm. 646 adolescents and young adults (ages 13–30; 90.9% males) who play the internet role-playing game World of Warcraft completed an online questionnaire. Habitual computer game playing between 10 pm and 6 am was related to an increased risk of high depression scores independent of the total amount of playing. Adolescents (ages 13–17 years) were most vulnerable when habitually playing during early night (i.e., 10–12 pm), while emergent adults (ages 18–22 years) showed more vulnerability when habitually playing late at night (i.e., after 2 am). The effect was partly mediated by daytime sleepiness but not by sleep loss or insomnia problems.  相似文献   

5.
Driver distraction contributes to vehicle accidents, with estimates as high as one-half of crashes being distraction-related. The purpose of this experiment was to explore potential distractions by testing the effects of cellular telephone conversation and music listening on response time and its subcomponents of reaction time (RT) and movement time (MT) in a simulated braking task. Participants (N = 27) sat at a simulated driving station and released the accelerator and depressed the brake pedal as quickly as possible following activation of a simulated brake lamp. The braking task was performed under each of six conditions including: (a) the control (braking task only); (b) music playing at 66 dBA; (c) music playing at 78 dBA; (d) cellular telephone conversation; (e) cellular telephone conversation and music at 66 dBA; and (f) cellular telephone conversation and music at 78 dBA. Cellular telephone conversation slowed response time, yet music had no effect on response time. While the RT results generally mirrored those of response time (i.e., RT was also slowed by the telephone conversation), interestingly, MT was actually faster when the cellular telephone conversation was present compared to when it was not. Participants appear to have anticipated slower RT in the presence of the cellular telephone conversation, and attempted to compensate by executing a more rapid movement to the brake pedal.  相似文献   

6.
In this study, pianists were tested for learned associations between actions (movements on the piano) and their perceivable sensory effects (piano tones). Actions were examined that required the playing of two-tone sequences (intervals) in a four-choice paradigm. In Experiment 1, the intervals to be played were denoted by visual note stimuli. Concurrently with these imperative stimuli, task-irrelevant auditory distractor intervals were presented (“potential” action effects, congruent or incongruent). In Experiment 2, imperative stimuli were coloured squares, in order to exclude possible influences of spatial relationships of notes, responses, and auditory stimuli. In both experiments responses in the incongruent conditions were slower than those in the congruent conditions. Also, heard intervals actually “induced” false responses. The reaction time effects were more pronounced in Experiment 2. In nonmusicians (Experiment 3), no evidence for interference could be observed. Thus, our results show that in expert pianists potential action effects are able to induce corresponding actions, which demonstrates the existence of acquired action-effect associations in pianists.  相似文献   

7.
The achievement of mastery in playing a composition by means of a musical instrument typically requires numerous repetitions and corrections according to the keys and notations of the music piece. Nevertheless, differences in the interpretation of the same music piece by highly skilled musicians seem to be recognizable. The present study investigated differences within and between skilled flute players in their finger and body movements playing the same piece several times on the same and on different days. Six semiprofessional and four professional musicians played an excerpt of Mozart’s Flute Concerto No. 2 several times on three different days. Finger and body movements were recorded by 3D motion capture and analyzed by linear and nonlinear classification approaches. The findings showed that the discrete and continuous movement timing data correctly identified individuals up to 100% by means of their finger movements and up to 94% by means of their body movements. These robust examples of identifying individual movement patterns contradict the prevailing models of small, economic finger movements that are favored in the didactic literature for woodwind players and question traditional recommendations for teaching the learning of motor skills.  相似文献   

8.
This article reports an investigation of factors related to music sight-reading skill. Flute players (N = 30) performed six tasks: (a) sight-reading standard music, (b) sight-reading random music, (c) recall of music notation, (d) recall of letters, (e) eye-performance span, and (f) choice reaction time for playing individual notes. Sight-reading ability was significantly correlated with eye-performance span (.85), and music recall (.80), but not with letter recall (-.39), thus replicating results of previous work with pianists. Sight-reading skill was correlated with choice reaction time to notes (- .54), and there was a significant partial correlation between sight-reading skill and eye-performance span, with music-reading ability controlled. These results are consistent with the idea that increased skill involves both the speed-up of individual processing stages, and an increase in the degree to which these stages operate in parallel.  相似文献   

9.
First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.  相似文献   

10.
Computer game playing is a popular activity among adolescents yet there have been no systematic studies in the U.K. on its prevalence and its demographics. A questionnaire study was undertaken with 387 adolescents (12–16 years of age) to establish the time spent playing computer games, who they first started playing with, the reasons why they first started and why they play now and negative consequences of play. Results revealed that for many adolescents, home computer game playing can take up considerable time with 7% of the sample playing for at least 30 hours a week. Although there were no differences between males and females in who played computer games, it was established that males were found to play significantly more regularly than females.  相似文献   

11.
In this study, we investigate whether language and music share cognitive resources for structural processing. We report an experiment that used sung materials and manipulated linguistic complexity (subject-extracted relative clauses, object-extracted relative clauses) and musical complexity (in-key critical note, out-of-key critical note, auditory anomaly on the critical note involving a loudness increase). The auditory-anomaly manipulation was included in order to test whether the difference between in-key and out-of-key conditions might be due to any salient, unexpected acoustic event. The critical dependent measure involved comprehension accuracies to questions about the propositional content of the sentences asked at the end of each trial. The results revealed an interaction between linguistic and musical complexity such that the difference between the subject- and object-extracted relative clause conditions was larger in the out-of-key condition than in the in-key and auditory-anomaly conditions. These results provide evidence for an overlap in structural processing between language and music.  相似文献   

12.
Human music perception is related both to musical experience and the physical properties of sound. Examining the processing of music by nonhuman animals has been generally neglected. We tested both black-capped chickadees and humans in a chord discrimination task that replicates and extends prior research with pigeons. We found that chickadees and humans, in common with pigeons, showed similar patterns of discrimination across manipulations of the 3rd and 5th notes of the triadic chords. For all species (chickadee and humans here, pigeons previously), chords with half-step alterations in the 5th note were easier to discriminate than half-step manipulations of the 3rd note, which is likely due to the sensory consonance of these chords. There were differences among species in terms of the fine discrimination of the chords within this larger pattern of results. Further, the ability to relearn the chords when transposed to a new root differed across species. Our results provide new comparative data suggesting some similarities in chord perception that span a wide range of species, from pigeons (nonvocal learners) to songbirds and humans (vocal learners).  相似文献   

13.
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   

14.
The aim of this study is to evaluate the acute effect of playing games on executive function and motor ability in Parkinson's disease (PD). Consecutive cases with PD were studied with the Unified Parkinson Disease Rating Scale (UPDRS), Mini-Mental State examination (MMSE), Beck Depression Inventory (BDI), Stroop test, finger tapping and 14-meter walk test. After randomization, patients performed a game of dominoes and were tested before and after experiment being further categorized as control, winners or non-winners. Forty patients, 27 male (67.5%), aged 48 to 84 years (63.2 ± 8.5), Hoehn & Yahr I to III were included. Twenty-eight (70%) presented depressive symptoms (BDI > 10). Groups (Control N = 13; Winners = 14 and Non-winners = 13) were not different regarding age, disease duration, age at onset, BMI, MMSE scores, depressive symptoms, levodopa dose, and previous practice of games. Winners presented significantly better results on executive function (Stroop test, p = 0.002) and on motor activity (Finger tapping, p = 0.01). Non-winners showed a trend of better performance in the 14-meter-walk test. This study shows that the practice of a non-reward game acutely improved memory and motor skills in PD. Our results suggest a role for the reward system in the modulation of the dopaminergic function of the basal ganglia in these patients.  相似文献   

15.
The effect of the emotional quality of study-phase background music on subsequent recall for happy and sad facial expressions was investigated. Undergraduates (N = 48) viewed a series of line drawings depicting a happy or sad child in a variety of environments that were each accompanied by happy or sad music. Although memory for faces was very accurate, emotionally incongruent background music biased subsequent memory for facial expressions, increasing the likelihood that happy faces were recalled as sad when sad music was previously heard, and that sad faces were recalled as happy when happy music was previously heard. Overall, the results indicated that when recalling a scene, the emotional tone is set by an integration of stimulus features from several modalities.  相似文献   

16.
Absolute pitch (AP) is the rare ability to name or produce an isolated musical note without the aid of a reference note. One skill thought to be unique to AP possessors is the ability to provide absolute intonation judgments (e.g., classifying an isolated note as “in-tune” or “out-of-tune”). Recent work has suggested that absolute intonation perception among AP possessors is not crystallized in a critical period of development, but is dynamically maintained by the listening environment, in which the vast majority of Western music is tuned to a specific cultural standard. Given that all listeners of Western music are constantly exposed to this specific cultural tuning standard, our experiments address whether absolute intonation perception extends beyond AP possessors. We demonstrate that non-AP listeners are able to accurately judge the intonation of completely isolated notes. Both musicians and nonmusicians showed evidence for absolute intonation recognition when listening to familiar timbres (piano and violin). When testing unfamiliar timbres (triangle and inverted sine waves), only musicians showed weak evidence of absolute intonation recognition (Experiment 2). Overall, these results highlight a previously unknown similarity between AP and non-AP possessors’ long-term musical note representations, including evidence of sensitivity to frequency.  相似文献   

17.
To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.  相似文献   

18.
Berlyne's theory of aesthetic response was tested in an ecologically valid setting by playing music in a university cafeteria. Four music conditions were employed representing low, high, and moderate complexity new age music, and moderate complexity mechanical organ music. Response measures were how readily diners cited the music as an aspect of the environment which they might like to change, and how much they liked the music. Liking for the new age extracts was consistent with Berlyne's theory, although liking for the moderate complexity mechanical organ music indicated that factors other than complexity may also determine musical preference. As dislike became more extreme, music became more salient as a feature of the environment that subjects might like to change.  相似文献   

19.
Improving children's mental rotation accuracy with computer game playing   总被引:6,自引:0,他引:6  
The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.  相似文献   

20.
Participants chose between reinforcement schedules differing in delay of reinforcement (interval between a choice response and onset of a video game) and/or amount of reinforcement (duration of access to the game). Experiment 1 showed that immediate reinforcement was preferred to delayed reinforcement with amount of reinforcement held constant, and a large reinforcer was preferred to a small reinforcer when both were obtainable immediately. Imposing a delay before the large reinforcer produced a preference for the immediate, small reinforcer in 40% of participants. This suggested a limited degree of “impulsivity.” In Experiment 2, unequal delays were extended by equal intervals, the amounts being kept equal. Preference for the shorter delay decreased, an effect that presumably makes possible the “preference reversal” phenomenon in studies of self-control. Overall, the results demonstrate that video game playing can produce useful, systematic data when used as a positive reinforcer for choice behavior in humans.  相似文献   

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