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The influences of typing style and action familiarity on executed and imagined typing were investigated. A group of touch typists and a group of hunt-and-peck typists were asked to imagine and execute typing texts of different lengths in two different styles: with ten fingers (familiar for touch typists, unfamiliar for hunt-and-peck typists) and with two fingers (unfamiliar for touch typists, familiar for hunt-and-peck typists). The imagination (but not the execution) of familiar and unfamiliar typing was correlated in both groups, indicating that participants used skill knowledge from the familiar action to imagine the unfamiliar action. Only when touch typists imagined familiar typing accurate motor imagery was observed (similar durations of and positive correlations between imagination and execution). When touch typists imagined unfamiliar typing, the average imagination durations resembled the execution durations, but correlations indicated individual differences in the processes of imagination and execution. Hunt-and-peck typists showed shorter imagination than execution durations with both familiar and unfamiliar typing, indicating that in both styles they did not imagine all details of typing. Also, they did not imagine some details specifically related to unfamiliar typing (reflected in particularly high percentages of absolute error). However, correlations indicated that individual difficulties in executing the unfamiliar action were reflected in the imagination durations. In conclusion, skill knowledge from familiar actions is used to imagine unfamiliar actions. Familiarity with actions promotes accurate motor imagery, but only if stable internal action representations have been acquired, and not if action control relies on online, step-by-step control. However, stable internal action representations of familiar actions may be detrimental for imagery of unfamiliar actions.  相似文献   

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Recent studies indicate that playing action video games improves performance on a number of attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. The results show that action video game players responded quicker than non-action video game players, both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than did non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players’ top-down attentional control, which, in turn, can modulate the negative effects of bottom-up attentional capture.  相似文献   

4.
Wellens and Revert (1979) described a solid-state circuit that allowed two sources of video information to be multiplexed and recorded using one videotape machine. On playback, the demultiplexed video signal allowed the original video channels to be viewed independently on separate television monitors. Recent changes in videocassette recorder technology have improved the playback quality of recorded images but disrupt the demultiplexing process when freeze frame or search options are selected. Improved multiplexing techniques that overcome these limitations are described.  相似文献   

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Visual short-term memory (VSTM) is critical for acquiring visual knowledge and shows marked individual variability. Previous work has illustrated a VSTM advantage among action video game players (Boot et al. Acta Psychologica 129:387–398, 2008). A growing body of literature has suggested that action video game playing can bolster visual cognitive abilities in a domain-general manner, including abilities related to visual attention and the speed of processing, providing some potential bases for this VSTM advantage. In the present study, we investigated the VSTM advantage among video game players and assessed whether enhanced processing speed can account for this advantage. Experiment 1, using simple colored stimuli, revealed that action video game players demonstrate a similar VSTM advantage over nongamers, regardless of whether they are given limited or ample time to encode items into memory. Experiment 2, using complex shapes as the stimuli to increase the processing demands of the task, replicated this VSTM advantage, irrespective of encoding duration. These findings are inconsistent with a speed-of-processing account of this advantage. An alternative, attentional account, grounded in the existing literature on the visuo-cognitive consequences of video game play, is discussed.  相似文献   

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Our visual environment is not random, but follows compositional rules according to what objects are usually found where. Despite the growing interest in how such semantic and syntactic rules – a scene grammar – enable effective attentional guidance and object perception, no common image database containing highly-controlled object-scene modifications has been publically available. Such a database is essential in minimizing the risk that low-level features drive high-level effects of interest, which is being discussed as possible source of controversial study results. To generate the first database of this kind – SCEGRAM – we took photographs of 62 real-world indoor scenes in six consistency conditions that contain semantic and syntactic (both mild and extreme) violations as well as their combinations. Importantly, always two scenes were paired, so that an object was semantically consistent in one scene (e.g., ketchup in kitchen) and inconsistent in the other (e.g., ketchup in bathroom). Low-level salience did not differ between object-scene conditions and was generally moderate. Additionally, SCEGRAM contains consistency ratings for every object-scene condition, as well as object-absent scenes and object-only images. Finally, a cross-validation using eye-movements replicated previous results of longer dwell times for both semantic and syntactic inconsistencies compared to consistent controls. In sum, the SCEGRAM image database is the first to contain well-controlled semantic and syntactic object-scene inconsistencies that can be used in a broad range of cognitive paradigms (e.g., verbal and pictorial priming, change detection, object identification, etc.) including paradigms addressing developmental aspects of scene grammar. SCEGRAM can be retrieved for research purposes from http://www.scenegrammarlab.com/research/scegram-database/.  相似文献   

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Memory for actions is usually better following subject-performed tasks (SPT) than verbal tasks (VT). We hypothesised that enactment unitises the components of actions such that familiarity can support associative recognition following SPT. To examine this hypothesis, participants studied verb–object pairs in a SPT or VT condition. During testing, they discriminated between intact, recombined and new items and made Remember/Know judgments; additionally, their EEGs were recorded. Associative recognition was better following SPT than VT. Early frontal event-related potentials (ERPs) were graded according to the item status following SPT, but no such effects were found after VT. Similarly, the late parietal ERPs were graded following SPT, whereas these effects were smaller and did not differ between intact and recombined items following VT. We conclude that enactment unitised the action and object so that familiarity could contribute to associative recognition and that recollection became sensitive to the amount of the matching associative information.  相似文献   

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A Web-based database is developed to provide psycholinguists with a large-scale phonological representation system for all Mandarin Chinese monosyllables. The construction of the system is based on the slot-based phonological pattern generator (PatPho), with an adequate consideration of the language-specific features of the Chinese phonology. Users can retrieve the relevant phonological representations through an interactive query system on the Web. The query outcomes can be saved in a number of formats, such as Excel spreadsheets, for further analyses. This representation system can be used for a variety of purposes—in particular, connectionist language modeling and, more generally, the study of Chinese phonology.  相似文献   

10.
We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition. After only 10 hr of training with an action video game, subjects realized substantial gains in both spatial attention and mental rotation, with women benefiting more than men. Control subjects who played a non-action game showed no improvement. Given that superior spatial skills are important in the mathematical and engineering sciences, these findings have practical implications for attracting men and women to these fields.  相似文献   

11.
Participants heard music snippets of varying melodic and instrumental familiarity paired with animal-name titles. They then recalled the target when given either the melody or the title as a cue, or they gave name feeling-of-knowing (FOK) ratings. In general, recall for titles was better than it was for melodies, and recall was enhanced with increasing melodic familiarity of both the cues and the targets. Accuracy of FOK ratings, but not magnitude, also increased with increasing familiarity. Although similar ratings were given after melody and title cues, accuracy was better with title cues. Finally, knowledge of the real titles of the familiar music enhanced recall but had, by and large, no effect on the FOK ratings.  相似文献   

12.
Normative data are presented for the probability of successfully completing 192 single-solution word fragments. Normative data on the familiarity of college students with the solution words are also given, along with estimates of word frequency from existing norms. Regression analyses were performed in order to predict fragment completion difficulty from familiarity, frequency, and several structural characteristics of the fragments. Familiarity, whether or not first and/or last letters appeared in the fragment, and the ratio of letters to missing letters in the fragment were included in the regression equation as significant predictors of difficulty for this fragment set.  相似文献   

13.
Two groups (n = 10 in each) practiced a novel, bimanual coordination pattern that was demonstrated on video. One of the groups received augmented video feedback of their own responses after each trial following a demonstration. The video-feedback group showed better performance in acquisition and retention than the no-feedback group. On error-detection tests, the video-feedback group was better able to distinguish between correct and incorrect movement patterns. The authors concluded that video feedback helps to make relative phase information salient by aiding the discrimination process. Prepractice ability on a scanning task revealed that individuals who persevered with in-phase-type movements, even though the task demands dictated otherwise, had the most difficulty determining and subsequently performing the required movement. Video feedback helped them to compensate for those difficulties.  相似文献   

14.
Orthography and familiarity effects in word processing   总被引:1,自引:0,他引:1  
Both orthographic regularity and visual familiarity have been implicated as contributors to the efficiency of processing visually presented words. Our studies sought to determine which of the internal codes representing words in the nervous system are facilitated by these two variables. To do this, sets of letter strings in which orthography and familiarity were factorially combined were used as the basis for physical, phonetic, semantic, and lexical judgments. The data indicated consistent effects of orthography on the activation of all codes. These effects were seen in same-different matching and in judgments of stimulus orientation, which are based on visual codes; in judgments of pronounceability based on phonetic codes; in judgments of meaningfulness based on semantic codes; and in lexical decisions, which are based on phonetic and semantic codes together. Familiarity, on the other hand, had a clear influence on the activation of semantic codes and to a lesser extent affected phonetic codes. Despite previous positive results found in matching letter strings, however, no influence of familiarity occurred in judgments based on visual codes once evidence for criterion shifting was eliminated. Our negative results included direct tests of facilitation in matching acronyms (e.g., FBI) and in matching both regular and irregular strings familiarized by specific training. It now appears that earlier findings of visual familiarity effects may be attributed to response biases resulting from the activation of higher level codes sensitive to familiarity, and to the use of small sets of training stimuli that allowed subjects to induce orthographic-like rules. The results obtained so far with our methods seem to reconcile an inconsistent literature by showing that speeded decisions based on visual codes are most strongly influenced by rule-governed processing mechanisms sensitive to orthographic structure, whereas decisions based on phonetic and semantic codes are affected about equally by rule-governed mechanisms and by stimulus-specific mechanisms sensitive to familiarity. This conclusion may lead to changes in notions of how effective various kinds of visual training are likely to be at different stages in the acquisition of reading skill.  相似文献   

15.
Two experiments examined the discrimination by pigeons of relative motion using computer-generated video stimuli. Using a go/no-go procedure, pigeons were tested with video stimuli in which the camera's perspective went either "around" or "through" an approaching object in a semi-realistic context. Experiment 1 found that pigeons could learn this discrimination and transfer it to videos composed from novel objects. Experiment 2 found that the order of the video's frames was critical to the discrimination of the videos. We hypothesize that the pigeons perceived a three-dimensional representation of the objects and the camera's relative motion and used this as the primary basis for discrimination. It is proposed that the pigeons might be able to form generalized natural categories for the different kinds of motions portrayed in the videos. Accepted after revision: 23 March 2001 Electronic Publication  相似文献   

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Conclusion I have not sought here to make a case for participatory action research as theonly mode for inquiry and action with self-help groups, but to raise issues that may help counter the dominance of the conventional model and encourage a more pluralistic scientific enterprise. Researchers must be competent in and free to use (or try to use) whatever paradigms and techniques best fit their own epistemological preferences, the phenomena they wish to understand, and the goals and resources they and their coparticipants have. In particular, the assumptions and operating styles associated with PAR seem especially relevant and useful for inquiry and action that can advance knowledge about, and contribute to the effectiveness of, self-help groups. Dogma about the proper scientific method may suit the current scientific establishment and governmental funding agencies, but it does not necessarily lead to good research, research that is valid and useful to the scholarly community and to the self-help movement.In preparing this paper I benefited enormously from the suggestions of David Bargal, Thomasina Borkman, Barry Checkoway, Thomas Powell, and Margaret Weigers. An informal version of this paper was presented at the Planning Session on Collaboration with Parent Groups, sponsored by the National Project on Self-Help Groups, funded by a grant from Maternal and Child Health (MCJ-009127).  相似文献   

18.
The speed and accuracy of visual target search are strongly dependent on the familiarity of the background through which the search proceeds. Search through unfamiliar elements is much more difficult than search through familiar ones. This effect of background familiarity is examined in a series of three experiments. Experiment 1 suggests that the effect is not attributable to an inherently slow classification of individually unfamiliar nontargets. Experiments 2 and 3 investigate three aspects of multicharacter processing potentially sensitive to background familiarity. The results suggest that the background familiarity effect is most parsimoniously viewed as the result of slow or inaccurate segmentation of features extracted from adjacent characters. Mechanisms linking the familiarity of the background with the efficiency of character segregation are discussed in closing.  相似文献   

19.
The goal of this study was to examine how individual variation in readers’ skills and, in particular, their background knowledge about a text are related to text memory. Recollection and familiarity estimates were obtained from remember and know judgments to text ideas. Recollection estimates to old items were predicted by readers’ background knowledge, but not by other comprehension-related factors, such as word-decoding skill and working memory capacity. False alarms involving recollection of new items (inferences) were diminished as a function of verbal ability, working memory capacity, and reasoning but increased as a function of background knowledge. The results suggest that recollection indexes the reader’s ability to construct a text representation in which text ideas are integrated with relevant domain knowledge. Moreover, these results highlight the importance of background knowledge in explaining individual variation in comprehension and memory for text.  相似文献   

20.
Queensland University of Technology, Brisbane, Queensland, Australia Gaze and movement behaviors of association football goalkeepers were compared under two video simulation conditions (i.e., verbal and joystick movement responses) and three in situ conditions (i.e., verbal, simplified body movement, and interceptive response). The results showed that the goalkeepers spent more time fixating on information from the penalty kick taker’s movements than ball location for all perceptual judgment conditions involving limited movement (i.e., verbal responses, joystick movement, and simplified body movement). In contrast, an equivalent amount of time was spent fixating on the penalty taker’s relative motions and the ball location for the in situ interception condition, which required the goalkeepers to attempt to make penalty saves. The data suggest that gaze and movement behaviors function differently, depending on the experimental task constraints selected for empirical investigations. These findings highlight the need for research on perceptual— motor behaviors to be conducted in representative experimental conditions to allow appropriate generalization of conclusions to performance environments.  相似文献   

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