共查询到20条相似文献,搜索用时 15 毫秒
1.
Speculation about key factors affecting home advantage still exists. The present study investigated aggressive behavior amongst English Football Premiership (soccer) players and its relation to home advantage. The frequency of aggressive behaviour, identified by the award of a penalty or disciplinary card (yellow for caution or red for dismissal) was analysed over 2000-2003. Chi-square analyses assessed whether a greater frequency of aggressive behavior was performed by teams away from home. In decided matches, teams playing away received significantly more cautions (yellow cards) than home teams. A further analysis of tied matches indicated that away teams received significantly more cautions (yellow cards) than home teams. No significant differences between home and away teams were found for dismissals and penalties awarded. Reasons for these findings are considered. 相似文献
2.
3.
Cardon A 《Cognitive processing》2006,7(4):245-267
Nowadays for robots, the notion of behavior is reduced to a simple factual concept at the level of the movements. On another hand, consciousness is a very cultural concept, founding the main property of human beings, according to themselves. We propose to develop a computable transposition of the consciousness concepts into artificial brains, able to express emotions and consciousness facts. The production of such artificial brains allows the intentional and really adaptive behavior for the autonomous robots. Such a system managing the robot’s behavior will be made of two parts: the first one computes and generates, in a constructivist manner, a representation for the robot moving in its environment, and using symbols and concepts. The other part achieves the representation of the previous one using morphologies in a dynamic geometrical way. The robot’s body will be seen for itself as the morphologic apprehension of its material substrata. The model goes strictly by the notion of massive multi-agent’s organizations with a morphologic control. 相似文献
4.
5.
George D. Bishop 《Psychology & health》2013,28(1):121-133
Abstract This research investigates illness cognition and its relationship to the use of different types of medicine in three ethnic groups in Singapore. Four hundred and twenty-nine Chinese, Malay, and Indian Singaporeans rated 24 diseases as to their similarity. Multidimensional scaling (MDS) indicated three dimensions. Regression of these dimensions against 17 disease attributes suggested that these dimensions represented spiritual/psychological causation, disease severity, and viral causation. When the dimensions were related to the use of, preference for and perceived effectiveness of different types of medicine it was found that Indian medicine tended to be used, preferred and perceived to be most effective for diseases low in severity whereas Chinese medicine was viewed most favourably for diseases perceived to be low in spiritual/psychological causation as well as those not seen as virally caused. Malay medicine tended to used, preferred and perceived as most effective for conditions believed to be non-serious and not caused by a virus. Western medicine was most likely to be used, preferred, and seen as most effective for diseases viewed as serious as well as those believed to be virally caused. 相似文献
6.
In this paper, we present a novel approach to human–robot control. Taking inspiration from behaviour-based robotics and self-organisation principles, we present an interfacing mechanism, with the ability to adapt both towards the user and the robotic morphology. The aim is for a transparent mechanism connecting user and robot, allowing for a seamless integration of control signals and robot behaviours. Instead of the user adapting to the interface and control paradigm, the proposed architecture allows the user to shape the control motifs in their way of preference, moving away from the case where the user has to read and understand an operation manual, or it has to learn to operate a specific device. Starting from a tabula rasa basis, the architecture is able to identify control patterns (behaviours) for the given robotic morphology and successfully merge them with control signals from the user, regardless of the input device used. The structural components of the interface are presented and assessed both individually and as a whole. Inherent properties of the architecture are presented and explained. At the same time, emergent properties are presented and investigated. As a whole, this paradigm of control is found to highlight the potential for a change in the paradigm of robotic control, and a new level in the taxonomy of human in the loop systems. 相似文献
7.
8.
Home advantage is known to play an important role in the outcome of professional soccer games and to vary considerably worldwide. In the Turkish Super League over the last 12 years, 61.5% of the total points gained have been won by the home team, a figure similar to the worldwide average and to the Premier League in England. It is lower (57.7%) for games played between teams from Istanbul and especially high for games involving teams from cities in the more remote and ethnically distinct parts of Turkey (Van and Diyarbakir). Match performance data show that although home teams in Turkey take 26% more shots at goal than away teams, the success rates for shots do not differ. For fouls and disciplinary cards, home and away teams do not differ significantly in Turkey, a finding that differs from games in England, perhaps due to less referee bias. 相似文献
9.
10.
Women who were exposed to advertisements that portrayed women in their traditional role as homemakers reported less favorable attitudes toward political participation than women who were not exposed to advertisements. Exposure to portrayals of women as sex objects, on the other hand, did not affect women's attitudes. In contrast, men reported less favorable attitudes toward political participation after exposure to advertisements that portrayed women as sex objects, but were not affected by portrayals of women as homemakers. Implications for the influence of sex roles on political participation and the impact of sexist advertisements are discussed. 相似文献
11.
A case of an adult who stutters and complains of a similar fluency problem when playing the trombone is reported. This is the fourth such report, with previous cases involving trumpet, flute, and horn playing. 相似文献
12.
13.
14.
Joachim Stoeber Matt Harvey Joshua A. Ward Julian H. Childs 《Personality and individual differences》2011,51(8):991-995
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
15.
16.
17.
The authors examined the hypothesis that people forecast a longer duration of uniquely human secondary emotions for their in-group than for an out-group. The authors conducted a field experiment in the setting of the European soccer championship. They asked Belgian participants to forecast the intensity with which their in-group Belgian fans or the out-group Turkish fans would experience various primary and secondary emotions in response to their team's victory or loss immediately after the Turkey-Belgium match and three days later. The results support the hypothesis. Moreover, and as the authors expected, they found no differences in the participants' forecasts of primary emotions. The authors discussed the implications of these findings for intergroup relations in general and for soccer fans' behavior in particular. 相似文献
18.
The authors use the "uncanny valley theory" as a diagnostic lens to better understand consumers' perceptions of humanlike consumer robots in different contexts. The results demonstrate that individuals were indifferent about the extent of the humanness of robotic images in the context of touching the robots. However, respondents showed more concern for robotic images' similarity to humans in the contexts of communicating with robots, watching robots in a movie, and living in the same house with robots. One key contribution of the study includes the initial empirical foundation for understanding individual evaluation of the appearance of consumer robots in a variety of contexts. 相似文献
19.
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
20.
Jonsson GK Anguera MT Blanco-Villaseñor A Losada JL Hernández-Mendo A Ardá T Camerino O Castellano J 《Behavior research methods》2006,38(3):372-381
Traditional methods for quantifying sport performances are limited in their capacity to describe the complex interactions
of events that occur within a performance over time. The following article outlines a new approach to the study of actions
between players in team sports—mainly, soccer. Since the observational design is nomothetic, point, and multidimensional,
an observational and data-collecting instrument has been developed. The instrument is mixed and combines a field format with
a category system for game events, as well as an ad hoc instrument that considers the game actions of one or both teams, each
recorded according to the same criteria. The article also outlines a new approach to the analysis of time-based event records—in
this case, sports performance—known as T-pattern detection. The relevant elements of the T-pattern detection process
are explained, and exemplar data from analyses of soccer matches are presented to highlight the potential of this form of
data analysis. The results suggest that it is possible to identify new kinds of profiles for both individuals and teams on
the basis of observational criteria and a further analysis of temporal behavioral patterns detected within the performances. 相似文献