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Each of 30 Ss was given tests of dynamic and static visual acuity and then participated in a ball-catching task. Performance in the latter task was an inverted U-shaped function of duration of the occluded period, the time between the termination of the 80-msec. viewing period and the estimated onset of the “latency period” (the point in time at which the ball could no longer serve to cue Ss response). Dynamic and static visual acuity scores were not significantly correlated but, with static visual acuity partialled out, dynamic visual acuity and catching performance were significantly correlated. 相似文献
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《Journal of motor behavior》2013,45(5):367-376
The authors investigated whether the salience of dynamic visual information in a video-aiming task mediates the specificity of practice. Thirty participants practiced video-aiming movements in a full-vision, a weak-vision, or a target-only condition before being transferred to the target-only condition without knowledge of results. The full- and weak-vision conditions resulted in less endpoint bias and variability in acquisition than did the target-only condition. Going from acquisition to transfer resulted in a large increase in endpoint variability for the full-vision group but not for the weak-vision or target-only groups. Kinematic analysis revealed that weak dynamic visual cues do not mask the processing of other sources of afferent information; unlike strong visual cues, weak visual cues help individuals calibrate less salient sources of afferent information, such as proprioception. 相似文献
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John Palmer 《Current directions in psychological science》1995,4(4):118-123
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Alan Kennedy Marc Brysbaert Wayne S. Murray 《The Quarterly Journal of Experimental Psychology Section A: Human Experimental Psychology》1998,51(1):135-151
Two experiments are described in which eye movements were monitored as subjects performed a simple target-spotting task under conditions of intermittent illumination produced by varying the display-screen frame rate on a computer VDU. In Experiment 1, subjects executed a saccade from a fixation point to a target which appeared randomly at a fixed eccentricity of 14 character positions to the left or right. Saccade latency did not differ reliably as a function of screen refresh rate, but average saccade extent at 70 Hz and 110 Hz was reliably shorter than at 90 Hz and 100 Hz. Experiment 2 examined the same task using a range of target eccentricities (7, 14, and 28 character positions to the left and right) and across a wider range of screen refresh rates. The results confirmed the curvilinear relationship obtained in Experiment 1, with average saccade extent reliably shorter at refresh rates of 50 Hz and 125 Hz than at 75 Hz and 100 Hz. While the effect was greater for remote targets, analyses of the proportional target error failed to show a reliable interaction between target eccentricity and display refresh rate. In contrast to Experiment 1, there was a pronounced effect of refresh rate on saccade latency (corrected for time to write the screen frame), with shorter latencies at higher refresh rates. It may be concluded that pulsation at frequencies above fusion disrupts saccade control. However, the curvilinear functional relationship between screen refresh rate and saccade extent obtained in these studies differs from previously reported effects of intermittent illumination on the average size of 'entry saccades' (the first saccade to enter a given word) in a task involving word identification (Kennedy & Murray, 1993a, 1996). This conflict of data may arise in part because withinword adjustments in viewing position, which are typical of normal reading, influence measures of average saccade extent. 相似文献
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《Trends in cognitive sciences》2015,19(11):638-641
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表情视觉搜索任务是让作为目标的情绪面孔在其他干扰面孔中呈现,并要求被试快速搜索目标以做出反应.本研究采用实验的方法,以表情面孔图片作为实验材料,比较了情绪诱发状态下,情绪调节策略使用与否以及两种不同的情绪调节策略对搜索绩效的影响,同时探讨了目标情绪面孔特征和搜索者即时情绪状态对搜索绩效的作用.结果发现:(1)对微笑面孔的搜索快于生气面孔,且存在显著差异,说明人们对积极的信息有觉察优势;(2)中性情绪状态优于正性和负性情绪状态,且存在显著差异,说明情绪唤起会干扰搜索过程;(3)认知重评和表达抑制策略均优于无情绪调节策略,且存在显著差异.因此,表情搜索绩效与是否使用调节策略、搜索目标特征及搜索者情绪状态有关. 相似文献
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对感觉记忆在相同范畴视觉搜索中作用的研究 总被引:2,自引:0,他引:2
该文以三种字母卡片为刺激物,通过两种靶字母搜索实验,探讨了感觉记忆在相同范畴视觉搜索中的作用。实验结果显示,感觉记忆和短时记忆信息都可能利用时的搜索成绩,明显高于限用短时记忆信息时的搜索成绩。这表明,感觉记忆信息可以直接用于相同范畴的视觉搜索。 相似文献
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Inhibition of Return Is a Foraging Facilitator in Visual Search 总被引:15,自引:0,他引:15
Using overt orienting, participants searched a complex visual scene for a camouflaged target (Waldo from the "Where's Waldo?™" books). After several saccades, we presented an uncamouflaged probe (black disk) while removing or maintaining the scene, and participants were required to locate this probe by foveating it. Inhibition of return was observed as a relative increase in the time required to locate these probes when they were in the general region of a previous fixation, but only when the search array remained present. Perhaps also reflecting inhibition of return, preprobe saccades showed a strong directional bias away from a previously fixated region. Together with recent studies that replicate the finding of inhibition at distractor locations following serial but not parallel visual search—so long as the search array remains visible—these data strongly support the proposal that inhibition of return functions to facilitate visual search by inhibiting orienting to previously examined locations. 相似文献
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In the present study, the efficacy of visual demonstrations and verbal instructions as instructional constraints on the acquisition of movement coordination was investigated. Fifteen participants performed an aiming task on 100 acquisition and 20 retention trials, under 1 of 3 conditions: a modeling group (MG), a verbally directed group (VDG), and a control group (CG). The MG observed a model intermittently throughout acquisition, whereas the VDG was verbally instructed to use the model's movement pattern. Participants in the CG received neither form of instruction. Kinematic analysis revealed that compared with verbal instructions or no instructions, visual demonstrations significantly improved participants' approximation of the model's coordination pattern. No differences were found in movement outcomes. Coordination data supported the visual perception perspective on observational learning, whereas outcome data suggested that the modeling effect is mainly a function of task constraints, that is, the novelty of a movement pattern. 相似文献
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Michael J. Boivin 《The Journal of general psychology》2013,140(4):327-334
The visual-spatial memory ability of 25 Zairian elementary school children was compared with that of 23 Scottish children, using a variation of Kearins's (1976) object placement task. The Scottish children demonstrated significantly better visual-spatial memory than the Zairian children when the easiest (small household objects) of three arrays was presented. The Scottish and Zairian children demonstrated a similar level of visual-spatial ability when the other two arrays (geometric shapes and a variety of natural pieces of wood) were presented, and there were no significant gender differences. Although the Australian Aboriginal children's performance on the visual-spatial task in Drinkwater's (1976) study was superior to the White children's performance (Kearins, 1976, 1981), the Zairian children's performance in this study was not. Perhaps the Aboriginal groups, over countless generations navigating the trackless desert of western Australia, were forced by their environment to develop an aptitude for direction finding that Zairians (whose ecological situation more closely resembles that of Europeans) have not. 相似文献
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使用单任务研究程序,采用引入提示线索的方法,以产生时距作为反应指标对存在间断的时距估计任务中的间断期望效应和提示线索效应(注意效应)进行系统考察,并对间断时距的效应、产生时距与等待时距的关系问题作出进一步探讨。结果表明,间断位置(等待时距)因素是被试时间判断的主要线索,被试的产生时距随着等待时距的增加而延长。间断实验中表现出极其显著的提示线索效应,此效应既增加了时距估计的变异,又延长了被试的时距估计。无间断实验条件下,被试表现出显著的间断期望效应,被试对间断的期望有损于时间估计。 相似文献
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以24名参加飞行员心理选拔的大学生为被试,采用模拟过程监控任务,以反应时、心理负荷与情境意识为指标,考察了数据-笔墨比率在动态图形显示设计中的应用。研究结果表明,低数据-笔墨比率显示条件下的反应时较短、情境意识较高,即适当增加表达数据点之间关系的笔墨虽然会降低数据一笔墨比率,但有助于监控绩效。实验结果说明,在将静态图形显示的设计原则运用于动态显示设计时,应对其适用性进行检测。 相似文献
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Wendy S. Francis Colin M. MacLeod Randolph S. Taylor 《Attention, perception & psychophysics》2017,79(1):200-211
We conducted four Stroop color–word experiments to examine how multiple stimuli influence interference. Experiments 1a and 1b showed that interference was strong when the word and color were integrated, and that visual and auditory words made independent contributions to interference when these words had different meanings. Experiments 2 and 3 confirmed this pattern when the word information and color information were not integrated, and hence when overall interference was substantially less. Auditory and visual interference effects are comparable except when the visual distracter is integrated with the color, in which case interference is substantially enhanced. Overall, these results are interpreted as being most consistent with a joint influence account of interference as opposed to a capture account. 相似文献
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In this study, the interaction between increased gain in the visual feedback loop and motor control of the periphery was investigated. Participants (N = 15) were asked to maintain a constant finger position while they used magnified visual feedback. The measure of the accuracy of each trial was the standard deviation (trial error) of the finger position. Trials performed under magnification had lower trial errors than trials without magnification. The change in trial error between trials with and without magnification proved greater than the difference between trials at any 2 magnifications. In contrast, the differences between individual subjects were often greater than the differences between performances at individual magnifications. At higher magnifications, performance seemed to be limited by the tremor; the ratio of trial error to tremor intensity was constant. When applied to microsurgery, the present results accord with those found in earlier research, including investigations that have found that the level of magnification used in microsurgery is not the most significant factor in achieving good results and that tremor is the limiting factor in microsurgical tasks. 相似文献
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《Journal of Cognitive Psychology》2013,25(4):405-424
The present experiments were designed with two aims in mind: (1) to study, with perceptual cues, the so-called “generation effect” in implicit memory as measured by a word-stem completion task, and (2) to study the influence of perceptual and conceptual processes in such tasks. In the study phase, subjects wrote down regular (read condition) or irregular (generate condition) words presented to them on a sheet of paper. In the latter condition, the subjects had to mentally transpose underlined letters (EXAMELP for EXAMPLE). Two tests were administered in succession: word-stem completion and recognition. A new procedure was used in the word-stem completion task, whereby the subjects had to produce four nouns that came to mind for each stem. In Experiment 1, the results showed an absence of a generation effect and of intentionality when the first word that came to mind in word-stem completion was considered for analysis, contrary to that observed in recognition. However, a generation effect in the word-stem completion task was observed when the other three words that came to mind were considered. In Experiment 2, we attempted to make the generation of words more difficult by having the subjects mentally transpose four underlined letters. This manipulation did not affect either word-stem completion or the recognition data. The results are interpreted within the framework of the transfer-appropriate processing view advocated by Roediger, Weldon and Challis (1989). 相似文献
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The effect of mental practice on performance in a dot-location RT task was investigated. Participants (N = 40) were required either to mentally practice, physically practice, or do no practice on an RT task in which the signals appeared in a repeating sequence. Correct mental practice, as opposed to incorrect mental practice and no practice, was predicted to have a positive (enhancing) effect on performance of the RT task. Despite previous evidence that mental rehearsal does enhance performance in many perceptual-motor tasks, neither correct nor incorrect mental rehearsal affected subsequent sequence learning; that is, no mental practice effect was observed. That surprising result is discussed in terms of motivational, psychoneuromuscular, separate memory systems, and transfer-appropriate processing explanations of mental practice. 相似文献
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Michael A. Rupp Daniel S. McConnell Janan A. Smither 《Current psychology (New Brunswick, N.J.)》2016,35(4):527-539
We conducted two experiments to assess the hypothesis that experienced action video game players will exhibit superior performance in a distracted driving task. In the first experiment, experienced gamers and controls drove in a driving simulator, with and without distraction. Experienced AVG players exhibited fewer lane deviations during driving as compared to non-gamers; however, video game experience was not associated with fewer lane deviations while distracted. These results showed evidence for the video game experience effect however, no evidence of improved cognitive ability was found. In the second experiment, we informed participants of the hypothesis to replicate the methods of studies that do not mask the purpose of the research. We found video game experience again was associated with fewer driving errors, but was still not associated with better driving performance while distracted; however, gamers recalled more details of the distracting conversation and reported lower workload while driving than non-gamers. We use these results to argue for caution in interpreting research with experienced gamers and increased replication with attention paid to recruitment methodology within this research domain. Finally, our results indicate that understanding the nature of AVG experience on task performance requires careful attention to motivational factors. 相似文献