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21.
The aims of the present review are to apply a recent risk factor approach (H. C. Kraemer et al., 1997) to putative risk factors for eating disorders, to order these along a timeline, and to deduce general taxonomic questions. Putative risk factors were classified according to risk factor type, outcome (anorexia nervosa, bulimia nervosa, binge-eating disorder, full vs. partial syndromes), and additional factor characteristics (specificity, potency, need for replication). Few of the putative risk factors were reported to precede the onset of the disorder. Many factors were general risk factors; only few differentiated between the 3 eating disorder syndromes. Common risk factors from longitudinal and cross-sectional studies were gender, ethnicity, early childhood eating and gastrointestinal problems, elevated weight and shape concerns, negative self-evaluation, sexual abuse and other adverse experiences, and general psychiatric morbidity. Suggestions are made for the conceptualization of future risk factor studies.  相似文献   
22.
Pigeons (Columba livia) searched for food hidden in the center of a square enclosure. On occasional tests without food, the enclosure was (a) unchanged from training (control tests), (b) moved to different corners of the testing room (corner tests), or (c) doubled in size (expansion tests). The birds showed localized search in the center of the enclosure on control and corner tests. On expansion tests, some birds searched near the center of the enclosure, suggesting relative-distance encoding. Other birds searched at locations that maintained the training distance from walls, suggesting absolute-distance encoding. These results are consistent with previous studies on chicks (Gallus gallus) in similar enclosures and contrast with previous results on pigeons' responses to expansions of discrete landmark arrays.  相似文献   
23.
Twelve patients with Alzheimer's disease (AD) and 15 healthy elderly control subjects were shown sets of luminance-defined letters, texture-defined letters, luminance-defined squares, and texture-defined squares. They were asked to name the letters or point to the target square on each page. The stimuli were graded into four levels of difficulty based on the amount of contrast between the figure and the background. Performance was measured in terms of the maximum level of difficulty at which the participant correctly identified or located the three figures. Contrary to expectations, no significant difference was found between the performance of AD patients and control subjects on texture discrimination tasks vs. luminance discrimination tasks. However, results indicate that AD patients are impaired in performing a task requiring them to locate a texture-defined target of known shape in a noisy background field. By contrast, AD patients show no significant deficit in a task requiring them to locate a texture-defined shape in a known location. This argues that the observed deficit in the location task is not due to a failure in the system that discriminates target texture from background texture (since both location and identification tasks require the same textural discriminations), but rather to an impairment of the system responsible for "finding things" (i.e., locating known targets at unknown locations). This observation suggests that AD patients may suffer selective damage to the dorsal "Where" pathway, which is responsible for localizing objects in space.  相似文献   
24.
We examined how the recognition of facial emotion was influenced by manipulation of both spatial and temporal properties of 3-D point-light displays of facial motion. We started with the measurement of 3-D position of multiple locations on the face during posed expressions of anger, happiness, sadness, and surprise, and then manipulated the spatial and temporal properties of the measurements to obtain new versions of the movements. In two experiments, we examined recognition of these original and modified facial expressions: in experiment 1, we manipulated the spatial properties of the facial movement, and in experiment 2 we manipulated the temporal properties. The results of experiment 1 showed that exaggeration of facial expressions relative to a fixed neutral expression resulted in enhanced ratings of the intensity of that emotion. The results of experiment 2 showed that changing the duration of an expression had a small effect on ratings of emotional intensity, with a trend for expressions with shorter durations to have lower ratings of intensity. The results are discussed within the context of theories of encoding as related to caricature and emotion.  相似文献   
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26.
Binocular rivalry occurs when the two eyes are presented with incompatible stimuli and the perceived image alternates between the two stimuli. The aim of this study was to find out whether the periodic perceptual loss of a monocular stimulus during binocular rivalry is mirrored by a comparable loss of contrast sensitivity. We presented brief test stimuli to one eye while its conditioning stimulus was dominant or suppressed. The test stimuli were varied widely across four stimulus domains--namely, the relative stimulation of medium- and long-wavelength-sensitive cones, duration, spatial frequency, and grating orientation. The result in each case was the same. Suppression depended slightly or not at all on the type of test stimulus, and contrast sensitivity during suppression was around 64% of that during dominance. The effect of suppression on sensitivity is therefore very weak, relative to its effect on the perceived image. Furthermore, suppression was largely independent of the similarity between the conditioning and the test stimuli, indicating that our results are better explained by eye suppression than by stimulus suppression. A model is presented to account for the small, monocular sensitivity loss during suppression: It assumes that test detection precedes conditioning stimulus perception in the visual pathway.  相似文献   
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28.
We argue that consumers with high self-brand connections (SBC) respond to negative brand information as they do to personal failure — they experience a threat to their positive self-view. After viewing negative brand information, high (vs. low) SBC consumers reported lower state self-esteem. Consumers with high SBC also maintained favorable brand evaluations despite negative brand information. However, when they completed an unrelated self-affirmation task, they lowered their brand evaluations the same as low SBC consumers. This finding suggests that high SBC consumers' reluctance to lower brand evaluation might be driven by a motivation to protect the self rather than the brand.  相似文献   
29.
The goal of this study was to identify diverse profiles of Asian American women's and men's adherence to values that are salient in Asian cultures (i.e., conformity to norms, family recognition through achievement, emotional self-control, collectivism, and humility). To this end, the authors conducted a latent profile analysis using the 5 subscales of the Asian American Values Scale-Multidimensional in a sample of 214 Asian Americans. The analysis uncovered a four-cluster solution. In general, Clusters 1 and 2 were characterized by relatively low and moderate levels of adherence to the 5 dimensions of cultural values, respectively. Cluster 3 was characterized by the highest level of adherence to the cultural value of family recognition through achievement, whereas Cluster 4 was typified by the highest levels of adherence to collectivism, emotional self-control, and humility. Clusters 3 and 4 were associated with higher levels of depressive symptoms than Cluster 1. Furthermore, Asian American women and Asian American men had lower odds of being in Cluster 4 and Cluster 3, respectively. These findings attest to the importance of identifying specific patterns of adherence to cultural values when examining the relationship between Asian Americans' cultural orientation and mental health status.  相似文献   
30.
Across two studies we show that engaging in violent video game play diminishes perceptions of our own human qualities. In addition, when other players are the targets of this violence it reduces our perceptions of their humanity also. In Study 1, we demonstrate that playing Mortal Kombat against another player reduces the perceived humanity of the self as well as the humanity of one's opponent (compared to playing a non-violent game). In Study 2 we replicate this effect on perceived humanity of the self when playing a violent game with a co-player. However, we find no dehumanization of co-players who are not the targets of violence. We demonstrate these effects cannot be reduced to mood, self-esteem, gender, or other characteristics of the game such as excitement and enjoyment. The findings provide a broader perspective from which to view previous work on the adverse effects of violent video games.  相似文献   
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