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951.
The Christian Doctrine of God: One Being Three Persons , Thomas F. Torrance, T. & T. Clark
The Father's Spirit of Sonship: Reconceiving the Trinity , Thomas G. Weinandy, T. & T. Clark
Trinitarian Theology Today: Essays on Divine Being and Act , Christoph Schwöbel (ed.), T. & T. Clark  相似文献   
952.
2-Deoxy-d-galactose (do-gal) hinders glycoprotein fucosylation. This compound was intracerebroventricularly administered to male adult Wistar rats in order to assess whether it could exert amnesic effects on a passive avoidance response (PAR) to be learned in the light–dark box apparatus. Three experiments were performed. In the first, do-gal was administered immediately after the acquisition trials at three dosages (2, 4, and 8 μmol). It was found that only the 4-μmol dosage was followed by PAR disruption. In the second, do-gal was administered at the adequate dosage (4 μmol) either 30 min before the acquisition trial or 30 min before retrieval testing. It was found that only the preretrieval administration was followed by PAR impairment. In the third, do-gal (4 μmol) was administered in postacquisition, at increasing postacquisition delays (0.25, 1.5, 4, and 6 h). It was found that there was PAR disruption only after do-gal administration at the shortest (0.25 h) delay. The results confirm that in the rat, glycoprotein fucosylation is involved in some of the phases of memory trace processing, and they are discussed in relation to other findings in the rat and the chick.  相似文献   
953.
Neural structures involved in aggression were incorporated into a model on the basis of neuro-anatomical data. A software program written in Smalltalk, the Brain Structure Simulator (Seguin, 1994) was used to simulate the effects of activity levels of different brain structures. Relationships among brain structures were then tested by changing activity levels of key structures. Results were consistent with research reports on the brain basis of aggression (Albert, Walsh, & Jonik, 1993; Pontius, 1984).  相似文献   
954.
Most current movement control theories include the idea that movement toward a target can be broken into several submovements. The complexity of analyzing a movement into its constituent submovement structure and the additional complexity imposed by the problem of noise in the data and hand tremor seem to be daunting to researchers. This paper discusses a program that can ameliorate both of these problems and parse movements into their constituent submovements. It also contains a graphing feature that is useful as a visual tool for analyzing submovement structure. The programs are easily modifiable, so that researchers can specify their own parsing rules on the basis of different assumptions about movement control and use the parser for data from different experimental tasks.  相似文献   
955.
In both psychiatric and substance-abuse services, clinicians have been concerned with the introduction of automated assessments and with their clients’ reactions toward those assessments. The positive reactions of psychiatric clients have been well documented, but little has been known about substance-abusing clients’ impressions of automated assessments. The impact of automated assessment on clients seeking substance-abuse services was evaluated and compared with a previously analyzed sample of clients seeking mental health services. On the whole, both groups responded similarly and positively to automated assessments. Factor analyses revealed three underlying dimensions in client attitudes toward automated assessment,Completeness and satisfaction,Ease of use and enjoyment, andNegative attitudes. In addition, statistically, though not clinically, significant differences in attitudes were found between various demographic groups. Overall, the results support the use of automated assessments with individuals seeking either substance-abuse or mental-health services.  相似文献   
956.
With the advent of slave morality and the belief system it entails, human beings alone begin to advance to a level beyond that of simple, brute, animal nature. While Christianity and its belief system generate a progression, however, allowing human beings to become interesting for the first time, Nietzsche also maintains in the Genealogy that slave morality is a regression, somehow lowering or bringing them down from a possible higher level. In this paper I will argue that this is not a mere inconsistency in Nietzsche's writing, but is instead an important clue to a correct interpretation of the Genealogy.  相似文献   
957.
In this paper, we examine whether color and shape, tied to a single object in space, (1) are identified and selected in series or in parallel, (2) are identified and selected in a dependent, self-terminating manner or in an independent and exhaustive manner, and (3) are conjoined by a feature integration process before or only after an initial stage of separate attribute analyses has finished. We measured response time and the selection negativity (SN) derived from event-related brain potentials when participants responded to a unique conjunction of color and shape in a go/no-go target detection task. The discriminability of the color and the shape of the conjunction was manipulated in three conditions. When color and shape were easy to discriminate, the SNs to color and shape started at the same time. When one attribute was less discriminable, the SN to that attribute started later, but not the SN to the complementary attribute. This suggests that color and shape are identified and selected in parallel. In all three discriminability conditions, the SNs to color and shape were initially independent but later interacted. This suggests that color and shape are initially selected independently and exhaustively, after which their conjunction is analyzed. The SN to local shape features started later than that to the conjunction of color and global shape features, which suggests that feature integration can start before the analyses of the separate attributes have finished.  相似文献   
958.
In the typical induction of the orientation-contingent color aftereffect (CCAE), the stimuli are composed of elements that differ in both color and luminance. Three experiments are reported that show that chromatic contrast between stimulus elements is insufficient for the induction of the orientation-CCAE and that luminance contrast is necessary. These experiments expand on previous research concerned with the role of luminance contrast in the induction of orientation-CCAEs by eliminating alternative explanations.  相似文献   
959.
In three experiments, asymmetries between the processing of crossed and uncrossed disparities were investigated. The target was a luminance-defined circle concentric to a fixation mark, viewed stereoscopically on a computer monitor for 105 msec. Fifteen disparities were presented according to the method of constant stimuli. Observers indicated the apparent direction of target depth relative to fixation. All experiments measured both the accuracy and latency of this response. Experiment 1 showed fewer errors and shorter reaction times for identifying crossed disparities. Experiments 2 and 3 replicated Experiment 1 and also showed that observers may often perceive a target in the direction opposite that prescribed by the disparity information. We propose that the asymmetries and reversals result from differences in computation of sign, not of magnitude. This notion is consistent with a scheme of continuous disparity tuning and accounts for such asymmetries and errors without positing disparity pooling mechanisms.  相似文献   
960.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   
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