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81.
Across their life spans humans actualize a rich potential for cognitive and behavioral plasticity, a set of developmental changes that require regulation of organism-context relations on the part of both the individual and society. An individual’s action on the context must be started in infancy and maintained in subsequent periods of life for adaptive functioning to occur across ontogeny. The process of the individual acting as an agent of his or her own development is continuous, although the particular ways in which such control is manifested will change in developmentally appropriate ways. As demonstrated by the papers in this special issue, the significance of infancy for the rest of the life-span rests on an integration of this continuity and discontinuity within the person-context developmental system. 相似文献
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83.
To compare transparent motion and kinetic boundaries with unidirectional motion, in many studies the relative motion is generated by superimposing or adjoining unidirectional motions oriented in opposite directions. The presumption, tacitly underlying this comparison, is that the two oppositely directed velocities are independent of one another as far as their speed is concerned, i.e. the speed of the relative motion is presumed to be equivalent to the speed of the unidirectional components. Here we report that the relative motion between dots moving in opposite directions augments perceived speed. A constant-stimuli procedure was used to pair transparent-motion or kinetic-boundary displays with unidirectional motion, and human observers were asked to match the speed of the relative and unidirectional motions. The results show that transparency and kinetic boundaries increase the perceived visual speed by about 50%, compared with the speed of the individual components. 相似文献
84.
Effect of collective self-esteem on ingroup evaluations. 总被引:1,自引:0,他引:1
85.
Kristie L. Seelman Sarah R. Young Megan Tesene Luis R. Alvarez-Hernandez Leo Kattari 《International Journal of Transgenderism》2017,18(2):199-214
Transgender individuals face heightened risks for discrimination, harassment, and violence that impact their psychosocial well-being and physical health. However, few studies have thoroughly examined the general physical and mental health of transgender adults or within-group health differences by race/ethnicity and income. To that end, after controlling for health insurance status, age, and engagement in exercise, this study asks: (a) Are transgender people of color more likely than White transgender individuals to experience poor health outcomes? and (b) Is lower annual household income among transgender adults associated with poorer health outcomes? The study analyzes secondary data from a survey of transgender adults (N = 417) in one state in the western United States using multiple linear regression and logistic regression models. Results showed that transgender people of color had significantly greater odds than their White counterparts of having arthritis/rheumatoid arthritis/gout/lupus/fibromyalgia, or asthma but lower odds of being told by a provider that they had depression. Having a lower income was significantly associated with worse general health as well as multiple indicators of poor physical and mental health, including depression, anxiety, and suicidal ideation. We discuss implications for health care delivery for transgender people and for future research. 相似文献
86.
The Relationship between Online Game Experience and Multitasking Ability in a Virtual Environment 下载免费PDF全文
Yun‐Hsuan Chang De‐Cyuan Liu Yong‐Quan Chen Shulan Hsieh 《Applied cognitive psychology》2017,31(6):653-661
Online game playing has become popular entertainment, yet its relationship with individuals' multitasking ability was inconsistent. Types of online game genre so far have not been compared and may be associated with multitasking abilities. This study proposed to explore the relationships between types of online game playing and multitasking ability, using Edinburgh Virtual Errands Test (EVET). One hundred and sixteen participants playing different online game genres, including multiplayer online battle arena (MOBA), other online game playing, and no‐online game playing were compared. Each participant was required to fill in Chen's Internet Addiction Scale and the Internet Usage Questionnaire and perform EVET and working memory tests. The results showed a positive correlation between multitasking ability and working memory. In addition, a positive association was found between MOBA‐type gaming and multitasking abilities measured by EVET. In conclusion, MOBA‐type gaming compared with other game playing is associated with better multitasking abilities in a virtual environment.Copyright © 2017 John Wiley & Sons, Ltd. 相似文献
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88.
Vittorio De Palma 《Husserl Studies》2017,33(1):1-18
I deal with the relation between phenomenology and realism while examining Ingarden’s critique towards Husserl. I exhibit the empiricist nucleus of Husserl’s phenomenology, according to which the real is what can be sensuously experienced. On this basis, I argue that Husserl’s phenomenology is not idealistic, in opposition to the realistic phenomenology, according to which reality consists in entities which cannot be sensuously experienced and are thus ideal. Finally I attempt to show that the idealistic elements of Husserl’s thinking do not originate from the transcendental turn, but from a remainder of psychologism that contradicts his empiricism. 相似文献
89.
Sarah A. Thomas Tristan Wilson Anjali Jain Danielle E. Deros Miji Um Joanna Hurwitz Irene Jacobs Lindsay Myerberg Katherine B. Ehrlich Emily J. Dunn Amelia Aldao Ryan Stadnik Andres De Los Reyes 《Journal of child and family studies》2017,26(12):3288-3302
Parent–adolescent conflict poses risk for youth maladjustment. One potential mechanism of this risk is that stress in the form of increased arousal during conflict interactions results in adolescents’ impaired decision-making. However, eliciting consistent adolescent stress responses within laboratory-based tasks of parent–adolescent conflict (i.e., conflict discussion tasks) is hindered by task design. This limitation may stem from how conflict topics are assessed and selected for discussion. Within a sample of 47 adolescents (ages 14–17) and parents, we investigated whether a modified version of a conflict discussion task could elicit physiological (i.e., arousal) and behavioral (i.e., hostility) displays of adolescents’ conflict-related stress responses. We assessed parent–adolescent conflict via structured interview to identify topics for dyads to discuss during the task. We randomly assigned dyads to complete a 5-min task to discuss either a putatively benign topic (i.e., control condition) or a conflict topic while undergoing direct assessments of continuous arousal. Trained raters coded dyad members’ hostile behavior during the task. Adolescents in the conflict condition exhibited significantly greater levels of arousal than adolescents in the control condition. We observed an interaction between discussion condition and baseline conflict. Specifically, higher baseline conflict predicted greater hostile behavior for adolescents in the conflict condition, yet we observed the inverse relation for adolescents in the control condition. Our modified laboratory discussion task successfully elicited both physiological and behavioral displays of adolescent conflict-related stress. These findings have important implications for leveraging experimental paradigms to understand causal links between parent–adolescent conflict and adolescent psychopathology, and their underlying mechanisms. 相似文献
90.
Felipe De Brigard Timothy F. Brady Luka Ruzic Daniel L. Schacter 《Memory & cognition》2017,45(1):105-120
Previous research has shown that prior knowledge structures or schemas affect recognition memory. However, since the acquisition of schemas occurs over prolonged periods of time, few paradigms allow the direct manipulation of schema acquisition to study their effect on memory performance. Recently, a number of parallelisms in recognition memory between studies involving schemas and studies involving category learning have been identified. The current paper capitalizes on these findings and offers a novel experimental paradigm that allows manipulation of category learning between individuals to study the effects of schema acquisition on recognition. First, participants learn to categorize computer-generated items whose category-inclusion criteria differ between participants. Next, participants study items that belong to either the learned category, the non-learned category, both, or neither. Finally, participants receive a recognition test that includes old and new items, either from the learned, the non-learned, or neither category. Using variations on this paradigm, four experiments were conducted. The results from the first three studies suggest that learning a category increases hit rates for old category-consistent items and false alarm rates for new category-consistent lures. Absent the category learning, no such effects are evident, even when participants are exposed to the same learning trials as those who learned the categories. The results from the fourth experiment suggest that, at least for false alarm rates, the effects of category learning are not solely attributable to frequency of occurrence of category-consistent items during learning. Implications for recognition memory as well as advantages of the proposed paradigm are discussed. 相似文献