Does intentional car following capture visual attention to the extent that driving may be impaired? We tested fifteen participants on a rudimentary driving simulator. Participants were either instructed to follow a vehicle ahead through a simulated version of London, or were given verbal instructions on where to turn during the route. The presence or absence of pedestrians, and the simulated time of the drive (day or night) were varied across the trials. Eye movements were recorded along with behavioural measures including give-way violations, give-way accidents, and kerb impacts. The results revealed that intentional car following reduced the spread of search and increased fixation durations, with a dramatic increase in the time spent processing the vehicle ahead (controlled for exposure). The effects were most pronounced during nighttime drives. During the car-following trials participants were also less aware of pedestrians, produced more give-way violations, and were involved in more give-way accidents. The results draw attention to the problems encountered during car following, and we relate this to the cognitive demands placed on drivers, especially police drivers who often engage in intentional car following and pursuits. 相似文献
Given the incidence and seriousness of suicidality in clinical practice, the need for new and better ways to assess suicide risk is clear. While there are many published assessment instruments in the literature, survey data suggest that these measure are not widely used. One possible explanation is that current quantitatively developed assessment instruments may fail to capture something essential about the suicidal patient's experience. The current exploratory study examined a range of open ended qualitative written responses made by suicidal outpatients to five assessment prompts from the Suicide Status Form (SSF)--psychological pain, press, perturbation, hopelessness, and self-hate. Two different samples of suicidal outpatients seeking treatment, including suicidal college students (n = 119) and active duty U.S. Air Force personnel (n = 33), provided a wide range of written responses to the five SSF prompts. A qualitative coding manual was developed through a step-by-step methodology; two naive coders were trained to use the coding system and were able to sort all the patients' written responses into the content categories with very high interrater reliability (Kappa > .80). Certain written qualitative responses of the patients were more frequent than others, both within and across the five SSF constructs. Among a range of specific exploratory findings, one general finding was that two thirds of the 636 obtained written responses could be reliably categorized under four major content headings: relational (22%), role responsibilities (20%), self (15%), and unpleasant internal states (10%). Theoretical, research, and clinical implications of the methodology and data are discussed. 相似文献
In a serial reaction time (RT) task with a probabilistic stimulus sequence, the length of the response-to-stimulus interval (RSI) and the sequence complexity was manipulated to investigate the relationship between sequence learning and sequential effects in serial RT tasks. Sequential effects refer to the influence of previous stimulus presentations on the RT to the current stimulus. Sequence learning is stimulus-transition specific and is demonstrated as the difference between practiced and unpracticed sequences within an interpolated random block of trials. There is a clear parallel between sequence learning and specific changes in sequential effect in the short RSI conditions, suggesting that a common mechanism may lie at the basis of sequence learning and automatic facilitation, which is responsible for sequential effects at short RSI. Importantly, the changes in sequential effects accompanying sequence learning are the same as those observed with practice in random serial RT tasks, indicating that the learning process underlying sequence learning is the same as in random tasks. 相似文献
A 12-year-old child (DI) who was completely blind from birth, made a series of tactual (raised-lines) drawings of cars. Among them, there was the depiction of a 'fast car at night' in which DI drew beams of light projecting out of the car. We analyse this drawing, and the preceding ones. We argue that the way in which cars and light beams were depicted by DI cannot be fully and solely explained by graphic imprecision, executive or motor deficiencies, or by rote or verbal learning. Instead, we propose that the most plausible explanation is that DI's depiction of light in a fast car at night reflects the child's na?ve knowledge of light propagation, and that this knowledge was gained through perceiving light as radiant heat. 相似文献
In two experiments we investigated the effects of cast shadows on different real-life tasks. In experiment 1, participants were required to make a speeded verbal identification of the target object (perceptual task), whereas in experiment 2 participants were required to reach for and grasp the target object (motor task). In both experiments real three-dimensional (3-D) objects were presented, one at a time, either with their own natural cast shadow (congruent condition) or with the cast shadow of a different object (incongruent condition). Shadows were cast either to the left or to the right of the object. We asked whether the features of the shadow (ie whether it is congruent or incongruent with the object, and whether it is cast to the left or to the right of the object) could influence perception and action differently. Results showed that cast shadows did not influence identification of real 3-D objects (experiment 1), but they affected movement kinematics, producing distractor-like interference, particularly on movement trajectory (experiment 2). These findings suggest a task-dependent influence of cast shadows on human performance. In the case of object-oriented actions, cast shadows may represent further affordances of the object, and as such compete for the control of the action. 相似文献
Inhibition of return (IOR) is characterized by a delay in responding to a target preceded by an irrelevant stimulus (cue) at the same location, or, in other words, by a response delay when the same location is stimulated twice. It is not clear, however, if the same phenomenon is present when there is a repetition of a simple nonspatial attribute of the stimulus. The present study examines the repetition of shape. Six experiments were conducted. In Experiments 1, 2, 3, and 6 the stimuli were geometrical shapes, whereas in Experiments 4 and 5 letters were used. In Experiment 1 all the stimuli were presented at fixation, whereas in Experiments 2 to 6 they were presented in the periphery. In Experiments 2 and 3, location and shape of the cue and the target were independently manipulated in order to test independently inhibitory effects (IOR?) attributable to location repetition and shape repetition. Results showed an inhibitory effect for location and a much smaller inhibitory effect for shape. The latter was restricted to the cued location. Experiments 4 and 5 tested the possibility that inhibition caused by shape repetition is due to repetition blindness. Experiment 6 contrasted the presence or absence of a central neutral attractor in the delay interval between presentation of the cue and the target. Taken together the results seem to favor IOR as the basis for the inhibition caused by shape repetition. 相似文献
In two experiments we studied how motor responses affect stimulus encoding when stimuli and responses are functionally unrelated and merely overlap in time. Such R-S effects across S-R assignments have been reported by Schubö, Aschersleben, and Prinz (2001), who found that stimulus encoding was affected by concurrent response execution in the sense of a contrast (i.e., emphasizing differences). The present study aimed at elucidating the mechanisms underlying this effect. Experiment 1 studied the time course of the R-S effect. Contrast was only obtained for short intertrial intervals (ITIs). With long ITIs contrast turned into assimilation (i.e., emphasizing similarities). Experiment 2 excluded an interpretation of the assimilation effect in terms of motor repetition. Our findings support the notion of a shared representational domain for perception and action control, and suggest that contrast between stimulus and response codes emerges when two S-R assignments compete with each other in perception. When perceptual competition is over, assimilation emerges in memory. 相似文献
In light of the human genome project, establishing the genetic aetiology of complex human diseases has become a research priority within Western medicine. However, in addition to the identification of disease genes, numerous research projects are also being undertaken to identify genes contributing to the development of human behavioural characteristics, such as cognitive ability and criminal tendency. The permissibility of this research is obviously controversial: will society benefit from this research, or will it adversely affect our conceptions of ourselves and each other? When assessing the permissibility of this research, it is important to consider the nature and deterministic significance of behavioural genetic information. Whilst todate there has been much discussion and debate about the properties of genetic information per se and genetic determinism, this has not been applied to behavioural genetic research and its ethical implications. Therefore, this paper elucidates how behavioural genetic information can be distinguished from other types of genetic and non-genetic information and also synthesises the determinative significance of genetic factors for the development of human behavioural traits. Undertaking this analysis enables the ethical issues raised by this research to be debated in an appropriate context and indicates that separate policy considerations are warranted.