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1.
In this paper, we describe a software package, LEDA, for editing two-dimensional images and films. It is written in Turbo-C and was first conceived to work with a high-resolution graphics card (Adage PG90/10, 2,048 × 1,023 × 8 bits) on an IBM PC/AT or compatible computer. The program is intended for managing images and films used in the fields of visual psychophysics, electrophysiology, and so forth.  相似文献   

2.
A general-purpose graphics package is described that allows the user to generate figures with a supraset of the basic CalComp plotting subroutines. The software runs under RT-11 on an LSI-11 with 28K words of memory. The graphics subroutine library is approximately 200 blocks long. The plotting tasks are passed over an RS 232 line to a simple extension of an inexpensive and commercially available graphics controller. The controller implements these tasks as plotting instructions to a color television, a vector display, and a digital plotter. The graphics subroutines are written in FORTRAN and are invoked by the user as subroutine calls from a FORTRAN program. The graphics controller is a modified Motorola “Micro Chroma 68 Kit.” The board is based on the 6808 microprocessor and 6847 video controller. It provides eight graphic modes from 64 by 32 eight-color graphics to 128 by 192 four-color graphics to 256 by 192 two-color graphics. The present software and hardware implements the graphics subroutines as 256 by 192 two-color graphics, as 512 by 512 vector graphics, and as stepping instructions for a digital plotter.  相似文献   

3.
多维项目反应理论等级反应模型   总被引:2,自引:0,他引:2  
杜文久  肖涵敏 《心理学报》2012,44(10):1402-1407
基于因子分析和单维项目反应理论的多维项目反应理论是测量理论的新发展方向之一。但是, 多维项目反应理论仍处于不成熟的发展阶段, 多数研究也只是以二级评分为主。本文首先介绍了逻辑斯蒂形式的多维等级反应模型, 并以二维等级反应模型为例, 分析了模型的数学函数图像及其性质。然后, 推导出了多维等级反应模型的项目信息函数, 并结合实例进行了讨论。进一步地, 本文阐述了使用联合极大似然估计和马尔科夫链蒙特卡洛方法估计多维等级反应模型参数的思想。最后, 指出了一些有待研究的问题。  相似文献   

4.
In a laboratory experiment, we investigated the impact of procedural explanations and demographic group membership on dependent measures of diversity program support. Our analysis took one important perspective: the examination of work-force-diversity programs from the perspective of multiple beneficiary (i. e., targeted) demographic groups. The experiment's design used 99 student volunteers in a 3 × 3 (Explanation × Demographic Group) factorial design. Our findings reveal that both adequate explanation and demographic group membership have a significant impact on how potential work-forcediversity program beneficiaries expect their coworkers to perceive them. In addition, group membership was a significant predictor of potential beneficiaries' attitudes toward the diversity program and their self-perceptions of competence. Finally, we discuss implications for future research and diversity practice.  相似文献   

5.
This article describes programs for performing high-speed two-dimensional (2-D) and three-dimensional (3-D) animation on IBM PC/XT/AT and compatible machines that use the color/graphics adapter. Machine language routines interfaced through BASIC allow the user to store screen images in memory as they are created by user software and then to display the sequence of images at rates of up to 60 frames per second. A BASICA 3-D graphics editor that can be used with the routines permits the user to create wire-frame objects and to move them about rigidly in conceptual space while projecting them onto the display screen. These programs should find application in the study of visual perception and cognition.  相似文献   

6.
STAZ is an interactive computer program that demonstrates statistical concepts, many of which cannot be readily demonstrated using conventional methods. Use of dynamic graphics encourages active engagement with challenging statistical concepts. The program consists of 13 graphical demonstrations, most of which allow for interactive participation by students. A detailed Help file with guided explanations accompanies each demonstration. STAZ is a multiple document interface program that makes full use of Windows features, such as tiling, links, and multitasking. Designed to be used as a supplement for any undergraduate statistics course, STAZ may be used by either instructors in classroom settings or students working independently.  相似文献   

7.
The eXpTools Library is a general-purpose tool for developing psychological experiments that combine animation with tachistoscopic presentation. The library’s C++ classes and assembly language functions are specialized for the creation of visual response time experiments. Its use is limited to variants of standard, 16-color, VGA high-graphics modes. However, it extends the capabilities of these modes through bit-plane animation techniques and a new, nonstandard, high-resolution graphics mode that will work with standard VGA cards and register-compatible cards. These techniques make possible a powerful animation class for managing complex animation or tachistoscopic presentations consisting of hundreds or thousands of frames. The library also combines such features as page flipping, screen blanking, video-refresh synchronization, interrupt-driven millisecond timing, interrupt-driven keyboard response collection, graphics primitives, bitmaps, and screen fonts. Utilities allow for the conversion of PCX graphics files and the creation of new screen fonts from monochrome bitmap files. The technologies and techniques underlying the library are presented along with an example program.  相似文献   

8.
A computerized perceptual laboratory operates a variety of stimulus devices, including static and dynamic graphics displays, and records both discrete and analog data in a diverse and complex set of experimental paradigms. The software requirement to accommodate this variety of paradigms and high input and output data rates has been met by a single multitasked acquisition program that interprets unitary event commands to display graphics or nongraphics stimuli, record responses, control timing, or provide appropriate feedback. Event lists are created and modified with a text editor, then assembled into binary experiment definition files by dialogue with a parsing program. Graphics stimuli are referenced by a file name that contains stimulus attributes for later data extraction. All protocols and stimulus files are loaded prior to the block of trials, so no disk accesses that would delay events are required during a block. The resulting data file contains a record of all variable stimulus and timing information, as well as the discrete and analog responses, in a uniform format which facilitates data extraction.  相似文献   

9.
The present paper describes a computerized roulette program for the conducting of psychological research on gambling behavior. The program was designed to simulate an actual roulette game found in casinos and gambling riverboats throughout North America. The roulette program collects detailed trial-by-trial data on player/participant behavior that can easily be transferred into data analysis and graphics programs. This multimedia simulation was designed in the Visual Basic programming language, and it is capable of running on any IBM-compatible personal computer running the Windows 2000 or higher operating system.  相似文献   

10.
The present paper describes a computerized roulette program for the conducting of psychological research on gambling behavior. The program was designed to simulate an actual roulette game found in casinos and gambling riverboats throughout North America. The roulette program collects detailed trial-by-trial data on player/participant behavior that can easily be transferred into data analysis and graphics programs. This multimedia simulation was designed in the Visual Basic programming language, and it is capable of running on any IBM-compatible personal computer running the Windows 2000 or higher operating system.  相似文献   

11.
Gray-scale graphics can be printed on conventional dot matrix printers by varying the dot density, rather than the dot intensity. The technique described here takes advantage of the high-contrast print possible with these printers and the increased resolution available using compressed character sets. The reflectance of individual characters and symbols was measured with a photometer, and a character set was selected that increased from dark to light in equal logarithmic steps of reflectance. Various criteria for choosing dot patterns are discussed, and the technique is applied to two-dimensional visual field maps.  相似文献   

12.
Critical to vision research is the generation of visual displays with precise control over stimulus metrics. Generating stimuli often requires adapting commercial software or developing specialized software for specific research applications. In order to facilitate this process, we give here an overview that allows nonexpert users to generate and customize stimuli for vision research. We first give a review of relevant hardware and software considerations, to allow the selection of display hardware, operating system, programming language, and graphics packages most appropriate for specific research applications. We then describe the framework of a generic computer program that can be adapted for use with a broad range of experimental applications. Stimuli are generated in the context of trial events, allowing the display of text messages, the monitoring of subject responses and reaction times, and the inclusion of contingency algorithms. This approach allows direct control and management of computer-generated visual stimuli while utilizing the full capabilities of modern hardware and software systems. The flowchart and source code for the stimulus-generating program may be downloaded from www.psychonomic.org/archive.  相似文献   

13.
We developed psychometric tests of spatial orientation ability, in which people are shown a two-dimensional array of objects, imagine taking a perspective within the array, and indicate the direction to a target object from this perspective. Patterns of errors on these tests were consistent with experimental studies of perspective taking. Characteristic errors and verbal protocols supported the validity of the perspective-taking tests, suggesting that people encoded the objects in the display with respect to a body-centered coordinate system when the imagined perspective was more than 90 degrees different from the orientation of the display. By comparing alternative models in a confirmatory factor analysis, we found that the ability to mentally rotate and manipulate an imagined object (as measured by tests of spatial visualization and spatial relations) and the ability to reorient the imagined self (as measured by the perspective-taking tests) are separable spatial abilities.  相似文献   

14.
On starting to think about interaction design for low-functioning persons in the autistic spectrum (PAS), especially children, one finds a number of questions that are difficult to answer: Can we typify the PAS user? Can we engage the user in interactive communication without generating frustrating or obsessive situations? What sort of visual stimuli can we provide? Will they prefer representational or abstract visual stimuli? Will they understand three-dimensional (3D) graphic representation? What sort of interfaces will they accept? Can we set ambitious goals such as education or therapy? Unfortunately, most of these questions have no answer yet. Hence, we decided to set an apparently simple goal: to design a "fun application," with no intention to reach the level of education or therapy. The goal was to be attained by giving the users a sense of agency--by providing first a sense of control in the interaction dialogue. Our approach to visual stimuli design has been based on the use of geometric, abstract, two-dimensional (2D), real-time computer graphics in a full-body, non-invasive, interactive space. The results obtained within the European-funded project MultiSensory Environment Design for an Interface between Autistic and Typical Expressiveness (MEDIATE) have been extremely encouraging.  相似文献   

15.
A real-time, object-oriented solution for displaying stimuli on Windows 95/98, MacOS and Linux platforms is presented. The program, written in C++, utilizes a special-purpose window class (GLWindow), OpenGL, and 32-bit graphics acceleration; it avoids display timing uncertainty by substituting the new window class for the default window code for each system. We report the outcome of tests for real-time capability across PC and Mac platforms running a variety of operating systems. The test program, which can be used as a shell for programming real-time experiments and testing specific processors, is available at http://www.cs.dal.ca/~macinnwj. We propose to provide researchers with a sense of the usefulness of our program, highlight the ability of many multitasking environments to achieve real time, as well as caution users about systems that may not achieve real time, even under optimal conditions.  相似文献   

16.
拖延是一种普遍存在,具有跨时间和跨情景稳定性的问题行为,严重的拖延甚至会危害到人们的工作、学习及身心健康。鉴于目前对于拖延的认知神经机制仍不清楚,研究模态较为单一,本研究拟从行为-脑-基因的系统研究思路出发,以多模态MRI(Task、Resting、VBM和DTI)为主要技术手段,将HTR2B基因多态性作为突破口,系统考察拖延的认知机制、神经基础和遗传基础,并试图制定拖延的应对与干预方案。研究分为4个部分:(1)从行为上,结合预期恐惧范式和跨期选择范式探索其拖延决策的机制;(2)在神经层面上,采用MRI多模态技术系统考察拖延行为的神经基础;(3)在基因层面上,采用分子遗传学方法,将HTR2B设定为靶基因以深入研究拖延的遗传基础,并考察脑结构和脑功能在基因与行为间的中介作用;(4)最后从行为干预与脑的可塑性的角度,设计拖延的干预方法来改善拖延行为并验证拖延的神经机制。  相似文献   

17.
The magnitude of the Ponzo perspective illusion, utilizing stimuli with varying amounts of context, was determined for a population of Ugandan villagers. The subjects were classified as two-dimensional, three-dimensional, or mixed perceivers based upon their verbal responses to photographs portraying symbolic depth cues. The illusion magnitude among those subjects classified as three-dimensional was similar to that of college observers who demonstrate an increase in illusion magnitude with increasing background context. The two-dimensional observers’ responses were similar to those of villagers tested previously, showing no significant increase for the same conditions. The role of two-dimensional flatness cues was eliminated on the basis of a control experiment. The data are interpreted as reflecting the operation of a. cognitive factor determining responsiveness to symbolic depth cues in two-dimensional reproductions.  相似文献   

18.
19.
The Mental Health Studios is an interactive multimedia program designed to educate the public about the biological basis of mental and addictive disorders. Using sound, text, graphics, charts, and video, the software provides detailed scientific information about the brain and depression, bipolar disorder, schizophrenia, anxiety disorders, and substance abuse. An evaluation study of a permanent display at the St. Louis Science Center revealed that most visitors spent less than 5 min with the computer program but nevertheless demonstrated significant changes in attitude toward people with mental and addictive disorders. Senior high-school students who interacted with the program for 20 min experienced even greater attitude changes, and their knowledge about mental and addictive disorders also increased significantly.  相似文献   

20.
This essay provides guidelines for designing a doctoral program in behavior analysis. First, we propose a general accomplishment for all behavior analytic doctoral students: that they be able to solve problems concerning individual behavior within a range of environments. Second, in order to achieve this goal, we propose that students be trained in conceptual and experimental analysis of behavior, the application of behavioral principles and the administration of behavioral programs. This training should include class work, but it should emphasize the immersion of students in a variety of environments in which they are required to use behavior analytic strategies. Third, we provide an example of a hypothetical graduate program that involves the proposed training. Finally, an evaluation plan is suggested for determining whether a training program is in fact producing students who are generalized problem-solvers. At each step, we justify our point of view from a perspective that combines principles from behavior analysis and educational systems design.  相似文献   

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