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Mirror training and movement imagery have been demonstrated to be effective in treating several clinical conditions, such as phantom limb pain, stroke-induced hemiparesis, and complex regional pain syndrome. This article presents an augmented reality home-training system based on the mirror and imagery treatment approaches for hand training. A head-mounted display equipped with cameras captures one hand held in front of the body, mirrors this hand, and displays it in real time in a set of four different training tasks: (1) flexing fingers in a predefined sequence, (2) moving the hand into a posture fitting into a silhouette template, (3) driving a “Snake” video game with the index finger, and (4) grasping and moving a virtual ball. The system records task performance and transfers these data to a central server via the Internet, allowing monitoring of training progress. We evaluated the system by having 7 healthy participants train with it over the course of ten sessions of 15-min duration. No technical problems emerged during this time. Performance indicators showed that the system achieves a good balance between relatively easy and more challenging tasks and that participants improved significantly over the training sessions. This suggests that the system is well suited to maintain motivation in patients, especially when it is used for a prolonged period of time.  相似文献   
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The change blindness paradigm, in which participants often fail to notice substantial changes in a scene, is a popular tool for studying scene perception, visual memory, and the link between awareness and attention. Some of the most striking and popular examples of change blindness have been demonstrated with digital photographs of natural scenes; in most studies, however, much simpler displays, such as abstract stimuli or “free-floating” objects, are typically used. Although simple displays have undeniable advantages, natural scenes remain a very useful and attractive stimulus for change blindness research. To assist researchers interested in using natural-scene stimuli in change blindness experiments, we provide here a step-by-step tutorial on how to produce changes in natural-scene images with a freely available image-processing tool (GIMP). We explain how changes in a scene can be made by deleting objects or relocating them within the scene or by changing the color of an object, in just a few simple steps. We also explain how the physical properties of such changes can be analyzed using GIMP and MATLAB (a high-level scientific programming tool). Finally, we present an experiment confirming that scenes manipulated according to our guidelines are effective in inducing change blindness and demonstrating the relationship between change blindness and the physical properties of the change and inter-individual differences in performance measures. We expect that this tutorial will be useful for researchers interested in studying the mechanisms of change blindness, attention, or visual memory using natural scenes.  相似文献   
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Preschoolers' selective learning from adult versus peer models was investigated. Extending previous research, children from age 3 were shown to selectively learn simple rule games from adult rather than peer models. Furthermore, this selective learning was not confined to preferentially performing certain acts oneself, but more specifically had a normative dimension to it: children understood the way the adult demonstrated an act not only as the better one, but as the normatively appropriate/correct one. This was indicated in their spontaneous normative interventions (protest, critique, etc.) in response to third party acts deviating from the one demonstrated by the adult model. Various interpretations of these findings are discussed in the broader context of the development of children's social cognition and cultural learning.  相似文献   
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Phenomenology speaks not directly of phenomena but rather of the appearing of phenomena. In so speaking it moves from the level of things with generic or proper names to the level of universal terms. In speaking and thinking the phenomenon Phenomenology comes “after” in the twofold sense of being too late and desiring for that which is to come. This paper explores this place of phenomenology with respect to the relation of faith and reason, the manner of speaking phenomenologically and the affective and temporal situation of experience. Drawing on the pre-modern concept of the transcendentals and on an account of emphatic consciousness of things, this article argues that the future of phenomenology is as a form of metaphysics which remains focused on experience and the “promise” of things that guides and structures perception.  相似文献   
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Goal contagion is an important interpersonal process. As people spontaneously infer and adopt others' goals, goals can be said to “flow” among individuals. We find that possessing power attenuates goal contagion, especially for high perspective takers. In a pilot study (N = 157), we first affirmed the interpersonal nature of goal contagion by establishing that high (vs. low) perspective takers were more likely to engage in goal contagion. We then tested the moderating role of power in two studies. In both neutral (Study 1, N = 179) and low power (Study 2, N = 304) conditions, we replicated the pattern in the pilot study. In the high power conditions, however, neither low nor high perspective takers engaged in goal contagion. Our findings suggest that goals flow asymmetrically from the powerful to the powerless, which may constitute an important means through which power hierarchy and group cohesion are maintained.  相似文献   
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