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1.
Three coefficients of factor similarity were examined with regard to their behaviour within four sets of data. Two simple methods using Pearson r correlations and Tucker Congruence coefficients were compared with a more complex method given by Kaiser, Hunka and Bianchini (1971). Three of the data sets involved the use of 100 random data matrices, the fourth was that provided by the Eysencks' work on cross-cultural differences in personality using the EPQ. Drawbacks with each other coefficient were apparent from the results, with the Kaiser et al. coefficient being capable of the most misleading results overall. However, use of the mean solution cosine in addition to the variable pair cosines was suggested as a method of validating the Kaiser et al. coefficient. It was concluded that using the three coefficients simultaneously as a multiple indicator yielded the best solution to the problem. In addition, it was suggested that other psychometric indicators should be employed to increase the degree of certainty of factor similarity.  相似文献   

2.
Previous research suggests that competition among the objects present during referent selection influences young children’s ability to learn words in fast mapping tasks. The present study systematically explored this issue with 30‐month‐old children. Children first received referent selection trials with a target object and either two, three or four competitor objects. Then, after a short delay, children were tested on their ability to retain the newly fast‐mapped names. Overall, the number of competitors did not affect children’s ability to form the initial name–object mappings. However, only children who encountered few competitors during referent selection demonstrated significant levels of retention. Results and implications are discussed in terms of the role of competition in studies of children’s fast mapping. The relationship between referent selection and full word learning is also discussed.  相似文献   

3.
Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants. In both studies, participant gender, virtual human gender, virtual human gaze behavior, and whether virtual humans were allegedly controlled by humans (i.e., avatars) or computers (i.e., agents) were varied. Results indicated that participants maintained greater distance from virtual humans when approaching their fronts compared to their backs. In addition, participants gave more personal space to virtual agents who engaged them in mutual gaze. Moreover, when virtual humans invaded their personal space, participants moved farthest from virtual human agents. The advantages and disadvantages of IVET for the study of human behavior are discussed.  相似文献   

4.
Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.  相似文献   

5.
Research on picture perception and picture-based problem solving has generally considered the information that enables one to “see” and think about a picture’s subject matter. However, people often reason about a picture or representation as the referent itself. The question addressed here is whether pictorial features themselves help determine when one reasons about the referent of an image, as with an engrossing movie, and when one reasons about the image in its own right, as with abstract art. Two experiments tested the hypothesis that pictures with relatively high fidelity to their referents lead people to think about those referents, whereas pictures with relatively low fidelity lead people to think about the picture as a referent. Subjects determined whether marks on the bottom and top boards of an open hinge would meet if the hinge were closed. Accuracy and latency results indicated that subjects who saw realistic displays simulated the physical behavior of the hinge through analog imagery. In contrast, subjects who saw schematic displays tended to reason about static features of the display such as line lengths and angles. The results demonstrate that researchers must be cautious when generalizing from reasoning about diagrammatic materials to reasoning about the referents themselves.  相似文献   

6.
Early research argued that computer-mediated communication (CMC) had a number of advantages over existing communication media for supporting collaboration. However, a number of papers emerged that began to raise doubts about this positive view. These papers reported difficulties using CMC to support collaboration. Several systems are reported in this special issue that try to overcome these difficulties, either by changing the communication tools or by developing sound social spaces. These systems are important because the right tools and environment are essential; however, recent research suggests that we need to do more than this, because students do not know how to collaborate effectively and they need to develop these skills to use the tools productively. Other papers in this Special Issue suggest ways this might be achieved.  相似文献   

7.
8.
Ornstein A  Ornstein PH 《The Psychoanalytic quarterly》2005,74(1):219-51; discussion 327-63
The authors review the history of controversy regarding conflict versus deficit. They suggest that conflict, when conceptualized within the theory of self psychology, may arise in one of two ways, either: (1) along with deficit when caregivers are unable to provide developmentally needed selfobject functions, and, at the same time, these needed caregivers are also feared; these conflicts are unconscious and potentially pathogenic. Or: (2) conflicts may appear secondary to deficit. Such conflicts also require the analysis of selfobject transferences that have arisen on the basis of the underlying deficit. A clinical example demonstrates that deficit related to the oedipal phase may give rise to oedipal-selfobject transferences, requiring their working through for a successful termination.  相似文献   

9.
Holland's theory of congruence of work environments was examined by analyzing the career redirection of 62 men of managerial and professional level who changed occupations between the ages of 33 and 54. Three-letter personality codes for each subject were obtained by administering the Strong-Campbell Interest Inventory. Dictionary of Occupational Titles codes for first and second occupation were obtained and then translated into Holland codes. These were compared to the personality code for each man to determine whether the first or second job was more congruent. It was found that 26 men changed to careers more congruent with their personality, 25 to careers less congruent, and 11 made no change. The results of the study do not lend support to Holland's theory, probably because of the imprecision of DOT categories for research purposes. The need for a more reliable means for coding work environments is discussed.  相似文献   

10.
Previous research demonstrated social influence resulting from mimicry (the chameleon effect); a confederate who mimicked participants was more highly regarded than a confederate who did not, despite the fact that participants did not explicitly notice the mimicry. In the current study, participants interacted with an embodied artificial intelligence agent in immersive virtual reality. The agent either mimicked a participant's head movements at a 4-s delay or utilized prerecorded movements of another participant as it verbally presented an argument. Mimicking agents were more persuasive and received more positive trait ratings than nonmimickers, despite participants' inability to explicitly detect the mimicry. These data are uniquely powerful because they demonstrate the ability to use automatic, indiscriminate mimicking (i.e., a computer algorithm blindly applied to all movements) to gain social influence. Furthermore, this is the first study to demonstrate social influence effects with a nonhuman, nonverbal mimicker.  相似文献   

11.
This study investigates how stereoscopy (the illusion of depth and 3D imaging) affects the sense of presence and the intensity of the positive mood that users feel in virtual environments (VEs). A between-group design was used, and 40 volunteers were randomly assigned to one of two experimental conditions (stereoscopy vs. no stereoscopy) and to one of two emotional VEs (relaxation or joy). The participants' emotions were assessed before and after the VR experience. Presence was measured with two postexperiment questionnaires (ITC-SOPI and SUS). Results show that there were no differences between stereoscopic and monoscopic presentations in VEs (neither subjective sense of presence nor emotional reactions). Practical and theoretical implications of these findings are discussed herein.  相似文献   

12.
Zajonc's proposal that the presence of others facilitates emission of dominant responses was examined in a coaction setting with human maze learning. On a maze where dominant responses were likely to be correct, coacting subjects made fewer errors than those working alone. On a maze where dominant responses were likely to be incorrect, subjects performing alone made fewer errors than those coacting. Investigation of task performance at different stages in learning showed that a change in the rate of learning corresponded to a change in the dominant response from incorrect to correct. It was concluded that the presence of others has a facilitative effect on the dominant response, hindering learning when the dominant response is incorrect and helping learning when the dominant response is correct. Coaction effects were extremely pronounced in females but almost nonexistent in males.  相似文献   

13.
Wang (2004) showed that people do not always simultaneously update their relationships to real and imagined environments in a dual-environment situation. Employing the same paradigm, we examined whether spatial updating operates on virtual reality as it does on a real or fictitious environment. Participants learned target locations in a real room and a virtual kitchen. Then they turned to face targets either in the room or in the kitchen, while blindfolded, and pointed to the targets before and after turning. Participants kept track of their orientation in both environments equally efficiently, regardless of explicit instructions. In contrast, when the real environment was described verbally but not directly perceived, participants automatically updated the virtual kitchen but not the room. These results suggest that people automatically update a virtual environment as they do a real one when the two environments are superimposed. The automaticity of spatial updating is discussed.  相似文献   

14.
In immersive virtual environments, judgments of perceived egocentric distance are significantly underestimated, as compared with accurate performance in the real world. Two experiments assessed the influence of graphics quality on two distinct estimates of distance, a visually directed walking task and verbal reports. Experiment 1 demonstrated a similar underestimation of distances walked to previously viewed targets in both low- and high-quality virtual classrooms. In Experiment 2, participants’ verbal judgments underestimated target distances in both graphics quality environments but were more accurate in the high-quality environment, consistent with the subjective impression that high-quality environments seem larger. Contrary to previous results, we suggest that quality of graphics does influence judgments of distance, but only for verbal reports. This behavioral dissociation has implications beyond the context of virtual environments and may reflect a differential use of cues and context for verbal reports and visually directed walking.  相似文献   

15.
Phenomenology and the Cognitive Sciences - As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual...  相似文献   

16.
The present study indicates that individuals belonging to intraoccupational concentrations are distinguishable in terms of personality, perceived work climate, and outcome preferences. Subjects were 425 public and industrial accountants identified from a national survey. Scales from the California Psychological Inventory successfully discriminated suboccupations within male and female samples. Countervalent discriminant weights within gender subgroups were interpreted within a sex role incongruency framework. Intraoccupational differences were also found for both sexes in perceived work climate and outcome preferences. Implications of intraoccupational delineations for career development and human resource planning are discussed.  相似文献   

17.
In two experiments, we investigated the stabilizing influence of vision on human upright posture in real and virtual environments. Visual stabilization was assessed by comparing eyes-open with eyes-closed conditions while subjects attempted to maintain balance in the presence of a stable visual scene. Visual stabilization in the virtual display w as reduced, as compared wit hreal-world viewing. Th is differencewas partially accountedfor by the reduced field of view in the virtual display. When the retinal flow inthe virtual display wasremoved by using dynamic random-dot stereograms with single-frame lifetimes (cyclopean stimuli), vision did notstabilize posture. There was also an overall larger stabilizing influence of vision when more unstable stances were adopted (e.g., one-foot, as compared with side-by-side, stance). Reducing the graphics latency of the virtual display by 63% did not increase visual stabilization in the virtual display. Other visual and psychological differences between real and virtual environments are discussed.  相似文献   

18.
Haptic interfaces are becoming more commonplace in virtual environment and teleoperation systems. There is a growing need to not only continue to improve hardware platforms and rendering algorithms, but evaluate human performance with haptic interfaces. This review summarizes two recent studies inspired by perception problems in using haptic interfaces to interact with virtual environments. The first study evaluated perceived quality of virtual haptic textures and discovered several types of perceived instability and their sources. We found that the buzzing type of perceived instability was most likely due to the mechanical resonance of the haptic interface hardware, and the aliveness type of perceived instability due to our inability to sense the slight movements of our hands in free space. The second study focused on the motor strategy employed during interaction with a virtual surface via a force-feedback haptic interface. We found that users tended to maintain a constant penetration force into a virtual surface when interacting with the surface. This can result in a reversal in perceived relative surface heights if the taller surface is rendered with a lower stiffness, thereby resulting in an erroneous perception of the virtual environment being rendered. For both studies, possible solutions to improving human perception of virtual and remote objects via hardware and/or software are discussed.  相似文献   

19.
The present paper is composed of two studies. The first study explored the variables influencing the purchase of avatar-related products through the avatar users' survey research. This proposed a theoretical model of the purchase of avatar-related products using attitude toward an avatar, subjective norm, self-presentation, identification, and immersion. Although significant relationships were found for the individual links, the model was not supported. The second study focused on which variables predict the intention to use avatar-related products. A model was tested with avatar non-users. Results indicated that all relationships among variables in the Technology Acceptance Model (TAM), such as perceived ease of use of avatar, perceived usefulness of avatar, attitude toward using avatar, and intention to use avatar-related products, were strongly supported, as was the link between Internet self-efficacy and perceived ease of use of avatar. Also, the peer groups' subjective norm component which was a unique variable successfully predicted intention to use avatar-related products. Overall, all hypotheses were supported and the data were judged to be consistent with the model.  相似文献   

20.
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