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1.
This paper describes a system for creating and running adaptive psychological experiments on IBM PC compatible computers. The system is a collection of programming routines for IBM PC machines (text mode) that allows psychologists to create and edit experiments, collect and handle data, and transfer data into other systems without any programming. Stimulus variables include location, character, time, color, and sound. A special set of criteria is designed to conduct adaptive studies, such as operant conditioning experiments, in which experimental trials must be modified on the basis of a subject’s performance. The system supports multidimensional structural responses with feedback. Reaction and response time and the response contents can be collected from the keyboard, mouse, and game port.  相似文献   

2.
In light of the increasing development of technological innovation and information and communication technologies, features of mobile apps functions are also increasingly developed to meet people's needs and wants. Amongst the variety, shared transportation apps (STA) have emerged to optimize people's daily transportation needs. This study modified the expectation-confirmation theory and the post-acceptance model of information system continuance to examine the effects of customers' perceived STA performance (service performance, content provision, and system performance) and benefits (function, money worthiness, pleasure, and social interaction) on customer satisfaction with the usage of STA, which is expected to have a positive effect on customer retention on STA in a new theoretical framework, called the performance-benefit of the STA continuance model (PBCM). Moreover, brand awareness was expected to be an essential moderator on the effect of perceived performance and perceived benefits on customer satisfaction. 397 respondents were recruited online through a convenient sampling technique in the Vietnam market. Results show that service performance, money worthiness, pleasure, and social interaction are four important determinants of customer satisfaction with STA. Moreover, brand awareness significantly moderates the effects of service performance, system performance, money worthiness, and social interaction on customer satisfaction. Findings also contribute rational strategies for e-commerce managers in general and STA managers in particular.  相似文献   

3.
While the sport of basketball is usually characterized by a non-segmented and mostly uninterrupted play, the stoppage of the time due to time-outs (TOs) is widespread when the game is on the line. In the current investigation, we studied the effects of TOs on free-throw performance when NCAA (National Collegiate Athletic Association) games were close and time was winding down (n = 99,026 combined sample). We generally found that time extension before execution undermined performance but not in the last minute of play when performance deteriorated altogether. In line, traditional icing when TOs were called by opposing coaches specifically to undermine performance in the last minute of play failed to exact the intended goal of lowering free-throw performance.  相似文献   

4.
集体问题解决中的知识、惯例和绩效   总被引:1,自引:0,他引:1  
王建安  张钢 《心理学报》2008,40(8):862-872
在Cohen和Bacdayan发明的两人TTT纸牌游戏的基础上开发了三人TTT游戏,并以此为实验任务,考察了三人集体问题解决活动能否形成惯例,比较了有问题图式组和无问题图式组之间在惯例和绩效上的差异。实验结果表明:(1)三人问题解决能够形成惯例;(2)有图式组的惯例化程度总体上低于无图式组,而其惯例化程度提高的速度则快于后者;(3)无图式组的绩效高于有图式组,但前期差异显著,后期不显著。这些结果将前人基于两人TTT游戏所做的惯例研究进一步拓展到三人情境,证实了三人互动中惯例的生成,为研究涉及更多人互动的真正意义上的组织惯例奠定了基础;阐明了知识,特别是前人在组织惯例研究中所忽视的陈述性知识,对于惯例形成和绩效提升的影响,并揭示了其在组织管理和决策活动中的实际意义。  相似文献   

5.
Understanding and modeling the influence of mobile phone use on pedestrian behaviour is important for several safety and performance evaluations. Mobile phone use affects pedestrian perception of the surrounding traffic environment and reduces situation awareness. This study investigates the effect of distraction due to mobile phone use (i.e., visual and auditory) on pedestrian reaction time to the pedestrian signal. Traffic video data was collected from four crosswalks in Canada and China. A multilevel mixed-effects accelerated failure time (AFT) approach is used to model pedestrian reaction times, with random intercepts capturing the clustered-specific (countries) heterogeneity. Potential reaction time influencing factors were investigated, including pedestrian demographic attributes, distraction characteristics, and environment-related parameters. Results show that pedestrian reaction times were longer in Canada than in China under the non-distraction and distraction conditions. The auditory and visual distractions increase pedestrian reaction time by 67% and 50% on average, respectively. Pedestrian reactions were slower at road segment crosswalks compared to intersection crosswalks, at higher distraction durations, and for males aged over 40 compared to other pedestrians. Moreover, pedestrian reactions were faster at higher traffic awareness levels.  相似文献   

6.
We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC)--elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC)--game play with standard instructions; Passive Control (PC)--evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter-number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures.  相似文献   

7.
ABSTRACT

We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures.  相似文献   

8.
SuperBetter is a family of interfaces including a browser-based game, an online forum, and a companion mobile application that collectively seek to “gamify” resilience, wellness, motivation, and mental health. Players register and use “gamified” components and content to address mental and physical health challenges and to pursue identified goals. The primary strength of the SuperBetter ecosystem is its innovative approach, drawing on gaming metaphors and the use of evidence-based strategies in both its design and provided content. Efforts in creating an engaging, playable system incentivizing users’ incremental steps towards larger goals are constrained by SuperBetter’s relative lack of structure and direction, limits to meaningful progress monitoring, its largely static content regardless of varied user goals, and broad concerns regarding the utility of the overall system. The program presents a potential model for the application of gaming techniques and design to the dissemination of clinically effective concepts to a larger consumer market, but presently lacks sufficient empirical support for claims of evidence-based effectiveness.  相似文献   

9.
Although it has been shown that making phone calls or sending text messages while riding a bicycle can have a negative impact on bicyclist’s behaviour, in countries such as the Netherlands the operation of a mobile phone while cycling on a bicycle is not illegal and is actually quite common. In recent years conventional mobile phones with a physical keypad are increasingly being replaced by smartphones with a touch screen. The operation of a touch screen phone ironically cannot be done purely ‘by touch’ due to the lack of tactile feedback, and instead requires fixations on a relatively small screen. The question therefore can be asked whether the operation of touch screen telephones deteriorates cycling behaviour more than operation of a conventional mobile phone.Twenty-four participants completed a track on their own bicycle while sending a text message from a conventional and a touch screen mobile phone. In addition the effects of other common activities that can accompany bicycling were studied, including texting at the same time as listening to music, talking on a mobile phone or cycling next to someone and speaking with this companion, and playing a game on a touch screen phone while bicycling. The impacts of all the above conditions on cycling performance and visual detection performance were compared with control conditions in which participants cycled with either one or two hands on the handlebars and were not required to perform any secondary tasks.Bicycle speed was reduced in all telephone conditions and in the condition when cycling next to someone. Lateral position variation increased in all telephone conditions. Use of the touch screen led to a more central position in the cycle lane and resulted in worse visual detection performance compared with the operation of a conventional mobile phone. The main effect of listening to music was that an auditory signal to stop cycling was missed by 83% of the participants. In conclusion, while all investigated types of phone deteriorated cycling performance, the use of a touch phone has a larger negative effect on cycling performance than a conventional mobile phone. With touch screen smartphones taking the place of conventional mobile phones and being used for other purposes than verbal communication, these effects on cycling performance pose a threat to traffic safety.  相似文献   

10.
Mobile internet testing (MIT) is the latest cost effective technological push in employment testing. The ability to access assessments via the internet using mobile devices provides increased speed and convenience for both administrators and respondents. In this article, we examine the equivalence of MIT compared with testing on personal computers (PCs) and whether attitudes and other individual differences influence responses and reactions to MIT. Results demonstrated equivalence for a supervisory situational judgment test across testing modes, but not for a cognitive ability test. Significant relationships were found between anxiety and both performance and reactions to mobile assessment. Respondents also reported significantly more positive reactions when tested on a PC versus a mobile device. Future research and practical implications are discussed.  相似文献   

11.
This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level (0.005 < p < 0.01). This finding suggests that dependence exists. SAT score and video game usage also returned a p value that was significant (0.01 < p < 0.05). Chi-squared results were not significant when comparing time spent studying and an individual's SAT score. This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.  相似文献   

12.
《Military psychology》2013,25(2):135-147
This work was designed to examine the effects of contextually relevant stress on personal computer (PC)-based game training. Off-the-shelf PC-based games are being applied to many training situations because of their affordability, flexibility, and teaming capabilities. The ultimate purpose of training is to transfer superior performance to the real world. In this respect, 1 of the major drawbacks to using games as training tools, especially for military applications, is the absence of the surrounding context. In response to this omission, we examined the effects of adding context-rele-vant stress to infantry game-based training by exposing 1 group of participants to a graphically intense and stressful experience while the control group viewed an unstressful analog. Pre–post self-reported stress levels confirmed the efficacy of this manipulation. The stress condition produced significantly higher scores on “mission success”; however, no differences were evident in participants’ use of trained tactics or game functions. Supplementing context-relevant stress in game training shows promise for enhancing individuals’ motivation to succeed.  相似文献   

13.
随着电子产品和移动互联网应用的进一步普及,青少年投入网络游戏的时间也相应增加,因网络游戏导致的相关问题也日渐凸显,青少年网络游戏成瘾问题也因此受到越来越多的关注。本文从网络游戏成瘾的定义、诊断、相关环境和个体因素及干预方法等方面综述网络游戏成瘾的研究现状,总结了游戏成瘾研究发展的阶段、特点和当前焦点,提出基于强化学习理论的青少年游戏成瘾模型,并展望了青少年游戏成瘾的研究方向。  相似文献   

14.
The authors estimate weighted mean values for nine information processing parameters for older adults using the Card, Moran, and Newell (1983) Model Human Processor model. The authors validate a subset of these parameters by modeling two mobile phone tasks using two different phones and comparing model predictions to a sample of younger (N = 20; M-sub(age) = 20) and older (N = 20; M-sub(age) = 69) adults. Older adult models fit keystroke-level performance at the aggregate grain of analysis extremely well (R = 0.99) and produced equivalent fits to previously validated younger adult models. Critical path analyses highlighted points of poor design as a function of cognitive workload, hardware/software design, and user characteristics. The findings demonstrate that estimated older adult information processing parameters are valid for modeling purposes, can help designers understand age-related performance using existing interfaces, and may support the development of age-sensitive technologies.  相似文献   

15.
A system of interfaces for the Commodore 64 (C-64) microcomputer for use in the operant laboratory is described. This system frees the experimenter from limitations on the number of I/O lines available on the user port of the C-64 and offers the control of operant chambers for a low cost. Subroutines in machine code to control the interfaces, offering millisecond timing of external events, are presented. A sample BASIC program demonstrates how the subroutines are called from BASIC to run a simple discrimination experiment.  相似文献   

16.
Green CS  Bavelier D 《Cognition》2006,101(1):217-245
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.  相似文献   

17.
前瞻性记忆是指对将要进行的活动或事件的记忆。前瞻记忆中,包含了前瞻成分和回溯成分。前人研究中,缺乏对前瞻成分和回溯成分有效的分离手段,使得对前瞻记忆机制的探讨缺乏深入挖掘。本文将MPT模型与Cohen等人的研究范式对比,分析了该模型在事件性前瞻记忆研究中的优势。文章对模型的理论基础,模型的主要内容,模型的数据计算方法,模型的效度以及模型的应用等几个方面进行了介绍,同时对模型使用中需要注意的问题进行了讨论。  相似文献   

18.
Two studies examining the negative effect of self-efficacy on performance   总被引:1,自引:0,他引:1  
Although hundreds of studies have found a positive relationship between self-efficacy and performance, several studies have found a negative relationship when the analysis is done across time (repeated measures) rather than across individuals. W. T. Powers (1991) predicted this negative relationship based on perceptual control theory. Here, 2 studies are presented to (a) confirm the causal role of self-efficacy and (b) substantiate the explanation. In Study 1, self-efficacy was manipulated for 43 of 87 undergraduates on an analytic game. The manipulation was negatively related to performance on the next trial. In Study 2, 104 undergraduates played the analytic game and reported self-efficacy between each game and confidence in the degree to which they had assessed previous feedback. As expected, self-efficacy led to overconfidence and hence increased the likelihood of committing logic errors during the game.  相似文献   

19.
Based on longitudinal data collected from a random sample panel survey, the present study found that different types of Internet usage are differentially related to social networks. The more social ties people have, the more likely they are to use personal computer (PC) email, and the use of PC email increases social ties. The results also show that the more supportive ties people have, the more they tend to use mobile phone email; however, it does not prove the use of mobile phone email increases supportive ties. However, participation in an online community is not related social networks. These findings suggest that PC email may increase the size of personal social networks, whereas mobile phone email is useful in maintaining existing strong ties which provide social support.  相似文献   

20.
The developmental associations between actual motor competence (MC), perceived physical competence (PC), and health-related fitness (HRF) in schoolchildren were investigated over a four-year period. Participants were 1147 (girls 582, boys 565) schoolchildren aged between 11 and 13 years (M = 11.27 ± 0.33 years) in the beginning of the study. Data were collected at five time points in 2017–2021. MC was measured with three product-oriented (i.e., outcome of the movement) motor competence skill tests: side-to-side jump, five-leaps, and throw-catch. PC was assessed with the Physical Self-Perception Profile. HRF was assessed with the 20m shuttle run, curl-up, and push-up tests. The random intercept cross-lagged panel model with birth month and sex as covariates, was tested using repeated measures (within level) and PC, MC, and HRF levels (between level). The key findings were: 1) PC, MC, and HRF levels were reciprocally associated over time; 2) repeated measures of HRF at each time point were positively associated with PC and MC one year later; 3) PC decreased, MC increased, and HRF remained stable over time; and 4) MC was more important than PC in explaining the variability in HRF levels and repeated measures. The positive reciprocal associations of MC, PC, and HRF from late childhood to early adolescence found in this study are important as they indicate that to support HRF in schoolchildren, both MC and PC can be promoted through investment in MC exercises.  相似文献   

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