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11.
Terrence T. Williams Robert M. Lambert Charles W. White 《Behavior research methods》1985,17(2):265-267
Blind readers were tested using two methods of reading text displayed by an Apple microcomputer. The first method employed an Optacon system, a device that displays tactile representations of single characters, and the second used an interactive single electronic braille cell that displayed grade 1 braille characters. The results demonstrated no difference in accuracy or reading speed between these two methods. Thus, the serial presentation of braille characters at a single position appears to be a viable method of information transfer between computers and braille readers. 相似文献
12.
Gerard B. Donohue Warren W. Tryon 《Integrative psychological & behavioral science》1985,20(3):140-148
This article reports the results of 629 subjects in three experiments designed to replicate and extend the phenomenon of vicarious verbal conditioning. Experiment I replicated the finding that subjects who responded most to vicarious verbal conditioning were aware of the contingency involved. Experiment II attempted to examine the effects of prior history with the verbal reinforcer on vicarious verbal conditioning by providing seven groups of subjects with varying classic conditioning histories prior to vicarious verbal conditioning. The null results associated with this experiment were hypothesized to be due to the fact that the vicarious verbal conditioning took place in a language laboratory where the subjects could hear but not see the model. Experiment III replicated Experiment II in a live group context as was done in Experiment I. The results showed a) that vicarious verbal conditioning was again found to take place, b) that associating the verbal reinforcer with a tone or tone plus money via forward classic conditioning potentiated the effects of the verbal reinforcer, c) that backward classic conditioning did not potentiate the reinforcer, d) nor did either of two sensitization procedures potentiate the effects of the verbal reinforcer. Both aware and unaware subjects evidenced vicarious verbal conditioning. 相似文献
13.
Ricks Warren Robert W. McLellarn Albert Ellis Ph.D. 《Journal of Rational-Emotive & Cognitive-Behavior Therapy》1987,5(2):92-107
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
14.
Warren Shibles 《Journal of Rational-Emotive & Cognitive-Behavior Therapy》1987,5(4):266-281
It is argued that blame is an ambiguous and misused term leading to ineffective, harmful consequences, such as hate, guilt, revenge (retaliation, or retribution), or punishment for its own sake. A clarification of blame is given by showing that it is an open-context, value term and, so, meaningless in itself. For intelligibility, it must be reduced to naturalistic and pragmatic terms. The definition almost universally given is based on the fallacious beliefs that (1) we can change the past, and (2) we can have done otherwise than we did. But can here is seen also to be used in a pseudo-scientific and subjunctive, rather than in a factual sense. It is shown that retributive blame makes no sense because, as Marcus Aurelius said, we must accept what is and we can only do what is within our power. We cannot change past behavior, but we can try to change present behavior. For effectiveness and intelligibility, we are forced to substitute rehabilitative blame for retributive blame. Thus, in the prevention and elimination of such negative emotions as guilt, inferiority, hatred, revengefulness, a thorough understanding of the term blame is required. 相似文献
15.
Continuous uptake of acoustic cues in spoken word recognition 总被引:3,自引:0,他引:3
16.
The proposal that peripheral visual changes (cues) tend to summon attention automatically was tested by studying the effect
of peripheral cueing on simple detection latency. Delay between cue onset and target onset, the contingent relationship between
cue location and target location, and instructions to subjects were manipulated. Results showed that a peripheral display
change could capture attention even when the target was far more likely to appear at an uncued location. When subjects were
explicitly informed that targets were likely to appear away from the cued location they were able to suppress this effect,
but were unable completely to reverse it by rapidly orienting attention towards the uncued side. Hence the process appears
to be automatic in the sense that it occurs unless there are explicit instructions to the contrary. With explicit instructions
the processing operation can be suppressed, but not completely reversed.
This work was supported by the U.K. Admiralty Research Establishment (Research Agreement No. 53482). 相似文献
17.
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
18.
W H Warren D S Young D N Lee 《Journal of experimental psychology. Human perception and performance》1986,12(3):259-266
Running over uneven ground requires visually regulating step length to secure proper footing. To examine how this is achieved, we studied subjects running on a treadmill on a series of irregularly spaced targets. The movements of their lower limbs and coccyx relative to the targets were monitored opto-electronically by a Selspot system. The results indicated that step length was adjusted to strike the targets primarily by varying the vertical component of impulse applied to the ground during the stance phase. In contrast, horizontal impulse was not varied significantly, and changing the reach forward of the foot on landing contributed little to variation in step length. Changing the vertical impulse simply altered the step time proportionately. Thus the data are consistent with a time-based model in which vertical impulse is modulated by the optic variable delta tau (Lee, 1976) specifying the time gap that has to be bridged by the runner between two targets. 相似文献
19.
Twenty of 150 boys living in a residential setting who were emitting high levels of impulsive/aggressive behavior participated in a study of the effectiveness of a cognitive-behavioral group treatment procedure designed to equip them with skills conducive to alternate and more socially appropriate behavior. Treatment involved 13 meetings of 55 minutes duration over a six-week period. The results indicated significant behavioral changes in school regarding: (1) the intensity of physical fighting, (2) the frequency and intensity of verbal fighting, (3) noncompliance, and (4) being in an inappropriate location. These behavioral changes did not generalize beyond the school setting. Significant increases in the number of identified logical consequences of aggressive behavior and in the number of alternative responses to aggressive behavior were observed compared to control boys. The behavioral changes observed in school largely extinguished during the five weeks between the last treatment session and the follow-up observations. 相似文献
20.
This paper provides some initial normative and validity data on the Social Avoidance and Distress (SAD) and the Fear of Negative Evaluation (FNE) scales for junior high school students. Findings indicated: the level of social-evaluative anxiety does not significantly vary during the junior high school years or between sexes, junior high school students report similar levels of FNE to college students but less SAD, a significant positive correlation between treatment subjects' SAD scores and peer sociometric ratings of social-evaluative anxiety, and subjects treated for social anxiety reported significantly less SAD and FNE at follow-up assessment. Recommendations for future research and clinical use of the SAD and FNE are offered. 相似文献