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51.
The influence of sexual experience on preference behavior was investigated in adult female rats. In the first experiment, preference behavior for sexually active males versus estrous females was investigated in female rats who were experienced with mounting behavior. Preference of these mount experienced females was compared to preference of females who were naive in this respect. Mount experience with estrous females induced a female-directed preference in ovariectomized female rats, irrespective of whether the females were treated with OIL or with testosterone-propionate (500 micrograms TP, injected once 48 h prior to testing). Sexually naive, OIL-treated females did not show a preference for males or females, but TP induced a preference for a male. Individual differences in mount frequency were not correlated with preference behavior. In the second experiment, the influence of experience with feminine sexual responses on preference behavior was investigated. OIL-treated and TP-treated females oriented equally toward males and females when they had been given the opportunity to copulate with males prior to the preference tests. The results strongly suggest that prior sexual experience is an important determinant of preference behavior. The female's behavior during sexual interactions was, however, not predictive of later preference.  相似文献   
52.
This article presents Albert Ellis' personal responses to the Survey of Rational-Emotive Therapists and his answers to a number of questions that the first and second authors asked Ellis regarding some of his responses. Ellis also commented on how adequately he thought the results of the survey appeared to represent the current philosophies and practices of RET.  相似文献   
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54.
Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   
55.
56.
Two different concepts of distinguishability are often mixed up in attempts to derive in quantum mechanics the (anti)symmetry of the wave function from indistinguishability of identical particles. Some of these attempts are analyzed and shown to be defective. It is argued that, although identical particles should be considered as observationally indistinguishable in (anti)symmetric states, they may be considered to be conceptually distinguishable. These two notions of (in)distinguishability have quite different physical origins, the former one being related to observations while the latter has to do with the preparation of the system.  相似文献   
57.
A variety of studies withhabitual users of nicotine, caffeine, cocaine, and amphetamines have shown that administration of these stimulants has the paradoxical effect of lowering arousal states. Research on transmarginal inhibition shows that when subjects are presented with a succession of stimuli monotonically increasing in intensity, GSR and related arousal responses increase first and then begin to decline beyond a certain point of stimulus intensity. That is, following repeated exposure to intense stimuli, continued more intense stimulation has the effect of lowering arousal. Since stimulants subjectively heighten stimulus intensity, the transmarginal inhibition data provide a basis for explaining opposing effects of stimulants on arousal, depending on dose and frequency of use. It was hypothesized that when dose levels are low and usage is infrequent, arousal increases with stimulant intake. In contrast, when dose levels are high and frequent, arousal shows decrements with new intakes of stimulant. A new questionnaire measure of characteristic arousal was developed and correlated with subjects' reports of habitual levels of stimulant and sedative intake. Weekly total stimulant use correlated significantly and negatively with characteristic arousal level, providing support for the hypothesis. This lowered arousal of frequent stimulant users was not a confound of, or due to, concomitant frequent sedative use, since total stimulant and sedative use levels were uncorrelated.The author would like to thank Janice Schafrik for running the subjects in this study.  相似文献   
58.
Fixation point digits have been widely used in tachistoscopic laterality studies as a simple and convenient means of ensuring unihemispheric projection of stimulus materials to the hemispheres. Previous findings demonstrate that fixation digits do not influence asymmetries in recognition accuracy studies with adult Ss. Present results, comparing four conditions differing in their use of fixation digits, show that in the naming latency paradigm the requirement to remember and report fixation control digits significantly augments RVF superiority. Implications for other latency tasks are discussed.  相似文献   
59.
Psychopathology and symptom patterns were studied in 60 former prisoners-of-war (POWs) by administering standardized tests including the Minnesota Multiphasic Personality Inventory (MMPI), an adjustment problem checklist, and a structured clinical interview. Most POWs showed marked psychological impairment, but modal profile analysis identified two prototypic MMPI patterns, which differed in pervasiveness and type of psychopathology. Profile subtypes were defined by unique clusters of clinical symptoms and differed in confinement stress severity. The typology of symptoms argues against a homogeneous conceptualization of stress-induced disorders and suggests the need for definition of the severity and subtype of stress phenomena and individual difference factors in responding to trauma.  相似文献   
60.
Earlier studies have shown the girls spend more time than boys in activities that are highly structured by adults. Structured activities may encourage feminine sex-typed behaviors such as compliance to adults; low-structure activities may encourage masculine sex-typed behaviors such as independence and assertiveness. In the present study the effects of high or low levels of adult structuring on children's social behavior during preschool free-play activities were tested in a field experiment carried out during an entire semester in one preschool classroom. For the first 15 minutes of free play, children were assigned to high- or low-structure activities. As predicted, when children were in high-structure activities, they exhibited high rates of bids for recognition and compliance to adults; in low-structure activities, they exhibited peer-directed leadership, bids for recognition, and compliance. There were no generalized effects of these treatments on their subsequent free choice of activities or social behavior. The study demonstrates powerful effects of naturally occurring variations in children's play activities on sex-typed social behaviors.  相似文献   
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