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831.
832.
Page MP Cumming N Norris D Hitch GJ McNeil AM 《Journal of experimental psychology. Learning, memory, and cognition》2006,32(4):716-733
In 5 experiments, a Hebb repetition effect, that is, improved immediate serial recall of an (unannounced) repeating list, was demonstrated in the immediate serial recall of visual materials, even when use of phonological short-term memory was blocked by concurrent articulation. The learning of a repeatedly presented letter list in one modality (auditory or visual) did not transfer to give improved performance on the same list in the other modality. This result was not replicated for word lists, however, for which asymmetric transfer was observed. Inferences are made about the structure of short-term memory and about the nature of the Hebb repetition effect. 相似文献
833.
We investigated developmental changes in sensitivity to biological motion by asking 6-year-olds, 9-year-olds, and adults (twenty-four in each group) to discriminate point-light biological motion displays depicting one of a variety of human movements from scrambled versions of the same displays. When tested without noise dots, participants at all ages performed near ceiling levels and no differences in accuracy were found among the three age groups. Age differences emerged in the second task, in which we used a staircase procedure to determine threshold values of the number of noise dots that could be tolerated in producing a percentage correct value corresponding to a d' value of 1.4. Sensitivity to biological motion improved linearly with age (p < 0.01), with 6-year-olds performing significantly more poorly than adults. This immature performance contrasts with adult-like accuracy by 4 years of age for sensitivity to global motion (Parrish et al, 2005 Vision Research 45 827-837). The comparison implies an immaturity at 6 years of age in the neural networks involved specifically in the processing of biological motion, networks that may include the superior temporal sulcus (STS). 相似文献
834.
Studies addressing Black adolescents' social change strategies are nonexistent and might be associated with the absence of social change measures for Black adolescents. In an effort to begin addressing this concern, the 30-item Measure of Social Change for Adolescents (MOSC-A) was designed to measure Black adolescents' first- (i.e., within the system) and second- (outside of the system) order social change strategies. Factor analysis of responses that 226 Black adolescents gave to the MOSC-A revealed first- and second-order social change factors. Item response theory analyses revealed that 65% of the items on the former factor adequately discriminate across different trait levels, but those of the latter were less promising. Scaffolded on this study, future research might refine the MOSC-A's psychometric properties and improve its utility. 相似文献
835.
The authors describe 2 efficiency (planned missing data) designs for measurement: the 3-form design and the 2-method measurement design. The 3-form design, a kind of matrix sampling, allows researchers to leverage limited resources to collect data for 33% more survey questions than can be answered by any 1 respondent. Power tables for estimating correlation effects illustrate the benefit of this design. The 2-method measurement design involves a relatively cheap, less valid measure of a construct and an expensive, more valid measure of the same construct. The cost effectiveness of this design stems from the fact that few cases have both measures, and many cases have just the cheap measure. With 3 brief simulations involving structural equation models, the authors show that compared with the same-cost complete cases design, a 2-method measurement design yields lower standard errors and a higher effective sample size for testing important study parameters. With a large cost differential between cheap and expensive measures and small effect sizes, the benefits of the design can be enormous. Strategies for using these 2 designs are suggested. 相似文献
836.
Scambler G 《Psychology, health & medicine》2006,11(3):288-295
There is a long and cross-disciplinary tradition of analysing chronic and disabling illness in terms of relations of stigma. The present paper offers a sociological approach which emphasizes: (a) the causal importance of social structures for grasping stigma relations; (b) the importance of understanding stigma relations in the context of wider societal change; and (c) the ways in which relations of stigma typically interact with other relations, such as those of class and command. It is suggested that consideration of specific and often condition-related strategies to reduce stigma might profitably be set in such a context. 相似文献
837.
A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers. 总被引:1,自引:0,他引:1
We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels. 相似文献
838.
An ethnically diverse sample of 6th-grade students completed peer nomination procedures that were used to create subgroups of students with reputations as victims, aggressors, aggressive victims, and socially adjusted (neither aggressive nor victimized). Self-report data on psychological adjustment, attributions for peer harassment, and perceived school climate were gathered. In addition, homeroom teachers rated participating students on academic engagement and students' grades were collected from school records. Victims reported the most negative self-views, aggressors enjoyed the most positive self-views, and aggressive victims fell between these two groups, although their psychological profile more closely resembled that of victims. However, all three subgroups encountered more school adjustment problems when compared to their socially adjusted classmates. Different pathways to school adjustment problems for aggressors and victims were examined. For victims, characterological self-blame for victimization and psychological maladjustment were the key mediators, whereas for aggressors, the significant pathway was mainly through perceived unfairness of school rules. Analyses by ethnicity revealed that African American boys were most likely to be perceived as aggressive and as aggressive victims and they were doing most poorly in school. Implications for intervention with subgroups of problem behavior youth and the particular vulnerabilities of African American adolescents were discussed. 相似文献
839.
840.
Lewis MB 《Perception》2006,35(10):1433-1436
Navon letter tasks have been shown to affect subsequent face recognition performance. As such tasks are not likely to by carried out prior to a witness attending an identity parade this is unlikely to have much applied relevance. Here, however, it is explored how a range of puzzles that witnesses might engage in affect face recognition. Cryptic crosswords were found to have a detrimental effect on subsequent face recognition, unlike reading, literal crosswords, or sudoku. As well as this finding's practical importance, it also provides a further insight into the Navon effect on face processing. 相似文献