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921.
The Swedish driving test (SDT) was compared to theoretical concepts found in research literature (CRLs) with respect to the rated importance of the CRLs for the overall assessment of risk awareness and the five specific assessment areas used in the SDT. 116 traffic inspectors responded to questionnaires. Results show that visual search was the CRL given the highest rating, and that the assessment of risk awareness can be conceptualised as assessment of lower-order and higher-order cognitive functions. The assessment areas taxing higher-order cognitive functions were rated as most important for risk awareness, and visual search behaviour can be regarded as the best indicator of higher-order cognitive skills.  相似文献   
922.
Cognitive neuroscience literature suggests a strong dissociation between the ability to mentally transform object and body stimuli (Hegarty & Waller, 2004). However, little is known about how this ability changes with age. This dissociation was explored in 20 younger (19-24 years) and 20 older (65-87 years) adults. Mental rotation of object stimuli was demonstrated for both age groups, suggesting that the neuro-cognitive network involved with performing (object-based) mental transformations is relatively preserved in older age. Compared to young adults, older adults displayed the greatest decline in performance efficiency for the whole-body task. The authors propose that an age-related decline in the integrity of body-schema information may account for this change.  相似文献   
923.
924.
Anna Mudde 《Metaphilosophy》2015,46(4-5):539-554
Reflection names the central activity of Western philosophical practice; the mirror and its attendant metaphors of reflection are omnipresent in the self‐image(s) of Western philosophy and in metaphilosophical reflection on reflection. But the physical experiences of being reflected by glass mirrors have been inadequately theorized contributors to those metaphors, and this has implications not only for the self‐image and the self (or selves) of philosophy but also for metaphilosophical practice. This article begins to rethink the metaphor of reflection anew. Paying attention to the history of the glass mirror in Europe reveals and challenges the modern emergence of clear ontological distinctions between disembodied subjects and the objects of their knowledge, and suggests a compelling terrain of metaphilosophical analysis. On the reading offered by the article, the inherent complexity of the relationship between selves and their mirror images, a complexity mediated by social location, historical situation, and particular projects, points to significant spaces of unknowing, of indeterminacy, and of ontological ambiguity.  相似文献   
925.
This study describes the development of a screening tool for gaming addiction in adolescents – the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (= 7), experiential adolescent raters (= 10), and parent raters (= 10) estimated the content validity of each item (I‐CVI) as well as of the whole scale (S‐CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I‐CVI and S‐CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I‐CVI value of 0.78 and the S‐CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion‐related validity, as well as its reliability in both clinical settings and in community settings with adolescents.  相似文献   
926.
The objective of the study is to evaluate the psychometric properties of the Gaming Addiction Identification Test (GAIT) and its parent version (GAIT‐P), in a representative community sample of adolescents and parents in Västmanland, Sweden. Self‐rated and parent‐rated gaming addictive symptoms identified by GAIT and GAIT‐P were analyzed for frequency of endorsement, internal consistency, concordance, factor structure, prevalence of Internet gaming disorder (IGD), concurrence with the Gaming Addiction Scale for Adolescents, 7‐item version (GAS) and the parent version of GAS (GAS‐P), and for sex differences. The 12‐month prevalence of IGD was found to be 1.3% with GAIT and 2.4% with GAIT‐P. Results also indicate promising psychometric results within this population, with high internal consistency, and high concurrent validity with GAS and GAS‐P. Concordance between adolescents and parents ratings was high, although moderate in girls. Although exploratory factor analysis indicated poor model fit, it also indicated unidimensionality and high factor loadings in all analyses. GAIT and GAIT‐P are suitable for continued use in measuring gaming addiction in adolescents, and, with the additional two items, they now cover all nine IGD criteria.  相似文献   
927.
928.
Two experiments were conducted to explore the effects of experiencing uncontrollability on the efficiency of attentional control. The experience of uncontrollability was induced either by unsolvable tasks (Experiment 1) or by tasks in which non-contingent feedback was provided (Experiment 2). A version of the Attentional Network Test-Interactions with an additional measure of vigilance (ANTI-V) was used to evaluate the efficiency of the attentional networks (i.e., alerting, orienting, and executive). Results of both experiments revealed a decreased efficiency of executive attention in participants who experienced stable control deprivation but no negative effects in participants who were able to restore their sense of previously deprived control. Additionally, when participants were asked to perform unsolvable tasks and did not receive feedback (Experiment 1), detrimental effects on the orienting network and vigilance were observed. The motivational and cognitive mechanisms underlying the effects of various uncontrollability experiences on conflict resolution and attentional control are discussed.  相似文献   
929.
This case study examines an arts organization at the center of an urban neighborhood revitalization effort and its contributions to creative placemaking and inclusive community building. The study documents innovative arts practices and explores their meaning for a local context, an understudied city in the Mid‐South region of the United States. It builds on the research team’s ongoing work as teachers, students, and scholars in partnership with the arts organization. It includes systematic participant observation, interviews with stakeholders, and a review of historical and contemporary media coverage. We found that the organization and its practices provided a rich context for exploring an expanded sense of community including bridging social capital and place‐based frameworks. Analysis suggests that the organization’s intentional arts based practices bring multiple understandings of community and art into meaningful dialogue through the generation of creative and social friction. These practices illustrate one context‐specific strategy addressing the tensions in a community–diversity dialectic (Townley et al. in Am J Commun Psychol 47:69–85, 2011 ).  相似文献   
930.
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