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Renewal is defined as the reemergence of a previously eliminated behavior following a context change. Determining the prevalence of this effect in clinical practice would allow clinicians to better anticipate the reemergence of problem behavior, such as when a patient is discharged from a treatment facility to return to their home. The current consecutive, case-series analysis determined the prevalence and magnitude of renewal when implementing behavioral treatments for problem behavior. Across 182 context changes, renewal was observed 77 times (42.3%). In the first session following the context change, problem behavior rates increased by a factor of 3 and then decreased across successive sessions. These results indicated that renewal effects may be common, but are also transient and return to rates observed before context changes.  相似文献   
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Three experiments compared human performance on temporal generalization tasks with either one or two different, and distinct, standard durations encoded. In the first two experiments participants received presentations of two different standards at the beginning of each trial block and were instructed to encode either one or both of them. When instructed to encode one standard they then had to judge whether each of a number of comparison stimuli was or was not that standard. When instructed to encode both they were then tested using just one of the standards but the participants were unaware, at the time of encoding, which standard would later be used as a reference. No marked effect of the number of temporal standards encoded was found. In Experiment 3 participants received either one or two temporal standards and had to use both when two were presented. This manipulation produced flatter generalization gradients when two standards were encoded than when just one was, and modelling attributed this difference mainly to an increase in reference memory variability in the double-standard case. This suggests that the variability of representation of durations in temporal reference memory can be systematically increased by increasing temporal reference memory load.  相似文献   
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OBJECTIVE: The current study tested the effectiveness of interactive versus passive distraction that was delivered via a virtual reality type head-mounted display helmet for children experiencing cold pressor pain. DESIGN: Forty children, aged 5 to 13 years, underwent 1 or 2 baseline cold pressor trials followed by interactive distraction and passive distraction trials in counterbalanced order. MAIN OUTCOME MEASURES: Pain threshold and pain tolerance. RESULTS: Children who experienced either passive or interactive distraction demonstrated significant improvements in both pain tolerance and pain threshold relative to their baseline scores. In contrast, children who underwent a second cold pressor trial without distraction showed no significant improvements in pain tolerance or threshold. CONCLUSION: Although both distraction conditions were effective, the interactive distraction condition was significantly more effective. Implications for the treatment of children's distress during painful medical procedures are discussed.  相似文献   
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