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181.
Jianming Zeng Chenglu Lin Zhitang Song Kun Li Jinhua Li 《Philosophical Magazine Letters》2013,93(2):119-124
Lead zirconate titanate (PZT) (Pb(Zr0.52Ti0.48)O3) and barium titanate (BaTiO3) thin films have been successfully prepared using a novel sol-gel- hydrothermal (SG-HT) technique at low temperatures, which involves a combination of the conventional sol-gel process and a hydrothermal method. Highly (111)-oriented PZT thin films with a single perovskite phase and polycrystalline BaTiO thin films with well developed crystallites were obtained at a processing temperature as low as 1600C. The microstructural characteristics demonstrate that the SG-HT-derived PZT and BaTiO3 thin films with good crystallinity and surface morphology are converted from the amorphous phase to the desired perovskite phase on platinum-coated and bare silicon substrates at a low processing temperature of 100-200 C. These results suggest that the SGHT technique, which is of great significance because of its low processing temperature, will become a potential and promising process for fabricating PZT, BaTiO3 and other oxide thin films. 相似文献
182.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games. 相似文献
183.
This study was inspired by the rise in television targeting toddlers and preverbal infants (e.g., Teletubbies, Baby Mozart). Overall, we investigated if very young children who are in the early stages of language acquisition can learn vocabulary quickly (fast map) from television programs. Using a fast mapping paradigm, this study examined a group (n = 48) of toddlers (15–24 months) and their ability to learn novel words. Utilizing a repeated measures design, we compared children's ability to learn various novel words in 5 different conditions. These included the presentation and identification of a novel word by an adult speaker via live presentation when the toddler was attending (i.e., joint reference), an adult via live presentation when the toddler was not attending, an adult speaker on television, and an edited clip from a children's television program (Teletubbies). Overall, the toddlers were most successful in learning novel words in the joint reference condition. They were significantly less successful in the children's program condition. Furthermore, there was a significant interaction between age and condition on children's performance. Both younger (15–21 months) and older (22–24 months) participants identified the target objects when they were taught the novel word by an adult speaker; however, it appeared that children under the age of 22 months did not identify the target item when they were taught the novel word via the television program. 相似文献
184.
Increased alpha and theta activities in electroencephalography (EEG) have been found during various forms of meditation. However, advanced stage of meditation drew less attention to date. We aimed at exploring EEG characteristics during advanced meditation. Bilateral absolute alpha and theta EEG powers were recorded when a single meditator at rest, exercising breath meditation, and reaching the advanced meditative stage in 10 sessions of meditation. Averaged time-series data were analyzed using simulation modeling analysis to compare the powers during different meditative phases. During breath meditation, significantly higher activities compared with baseline were found only in bilateral theta (P = 0.0406, 0.0158 for left and right sides, respectively), but not in alpha (P = 0.1412, 0.0978 for left and right sides, respectively) bands. When meditation advanced, significantly increased activities were found both in bilateral alpha (P = 0.0218, 0.0258 for left and right sides, respectively) and theta (P = 0.0308, 0.0260 for left and right sides, respectively) bands compared against breath meditation. When advanced meditation compared against baseline, bilateral alpha (P = 0.0001, 0.0001 for left and right sides, respectively) and theta (P = 0.0001, 0.0001 for left and right sides, respectively) bands revealed significantly increased activities. Our findings support that internalized attention manifested as theta activity continuingly enhances significantly in sequential phases of meditation, while relaxation manifested as alpha activity is significant only after the advanced meditative phase is reached. 相似文献
185.
Jin H. Yan Malcolm B. Dick 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2013,20(3-4):385-410
ABSTRACT This research was designed to test the hypothesis that motor practice can enhance the capabilities of motor control in healthy controls (NC) and patients with a diagnosis of probable Alzheimer's disease (AD) and mild cognitive impairment (MCI), and consequently results in better motor performance. Approximately half of the subjects in the NC (n = 31), AD (n = 28), and MCI (n = 29) either received or did not receive practice on a task of fast and accurate arm movement with a digitizer. Changes in movement time (MT), movement smoothness (jerk), and percentage of primary submovement (PPS) were recorded and compared among the three groups across six blocks of trials (baseline and five training sessions). For all subjects, practice improved motor functions as reflected by faster and smoother motor execution, as well as a greater proportion of programming control. Compared to unaffected matched controls, AD and MCI subjects exhibited a greater reduction in movement jerk due to practice. Movement time and PPS data revealed that motor practice appeared to reduce the use of “on-line” correction adopted by the AD or MCI patients while performing the aiming movements. Evidently, their arm movements were quicker, smoother, and temporally more consistent than their untrained peers. The findings of this study shed light on how MCI and AD may affect motor control mechanisms, and suggest possible therapeutic interventions aimed at improving motor functioning in these impaired individuals. 相似文献
186.
The present study aimed to investigate the psychological displacement paradigm in diary-writing (PDPD) had both immediate and short-term psychological benefits. Participants were randomly assigned to write about their recent negative life experiences two times a week for 2 weeks in PDPD group or comparison group. Results revealed that the PDPD group displayed a decrease in negative emotion and an increase in positive emotion immediately after each writing session; they also showed an increase in psychological well-being relative to the comparison group for at least 2 weeks. Implications for PDPD are discussed. 相似文献
187.
188.
本工作对两例先天性无痛症患者对于致痛性强刺激的知觉和反应进行了研究(例1女,10岁,例2男,13岁)。对照组为20例正常儿童,性别和年龄均与患儿相匹配。 结果:1),生活中痛:两例患儿均无(包括痛感觉和痛反应)。2)实验性痛:①痛感觉:两例患儿均无;②“痛”反应:例1有“痛”反应(脉搏和呼吸的变化以及行为反应明显,大致与正常儿童相似)。例2无“痛”反应(脉搏和呼吸的变化轻微,无行为反应,与正常儿童不同)。 由结果看来,先天性无痛症患者似乎可分为两种类型:不完全型(如同例1)和完全型(如同例2)。存在有“痛”反应而无痛感觉的无痛症患者。 本工作结果从另一侧面为痛的两成分学说提供了依据。 相似文献
189.
Pui–Yan Lam 《Journal for the scientific study of religion》2002,41(3):405-422
This study investigates the relationship between different dimensions of religiosity and voluntary association participation using data from Queen'sUniversity's 1996 "God and Society in North America" survey. I look at the participatory, devotional, affiliative, and theological dimensions of religiosity and examine how they affect voluntary association participation at three different levels: membership, volunteering, and serving on a committee. The results show that all four religious dimensions have considerable, but distinctive, influences on secular voluntary association participation. 相似文献
190.
采用问卷法考察了268名中学教师在厌学、退缩行为、自我中心、攻击性行为和考试焦虑五种问题情境下教师对处理学生心理健康问题的策略有效性和使用可能性的评定以及性别、教龄因素对教师评定策略有效性的影响。结果表明:(1)中学教师处理学生心理健康问题策略具有情境性,教师对处理学生心理健康问题的策略的有效性的认可和真正在具体情境中采取的策略不尽相同。在厌学和退缩行为情境中,教师倾向于认为情感关爱型策略更有效;自我中心情境中,行为疏导型策略更有效;攻击行为情境中,惩罚约束型策略更有效;在焦虑情境中,言语疏导型策略更有效。在采用可能性的评定中,对学生的厌学、退缩行为、自我中心和焦虑问题,教师都更倾向于采用言语疏导型策略;在攻击行为情境中,教师更倾向于采用行为疏导型策略。(2)与性别相比,教龄是影响教师评定处理学生心理健康问题策略有效性的较为敏感的变量。在厌学情境中,20年以上教龄的教师认为责任转移型策略和情感关爱型策略更有效;在自我中心情境中,20年以上教龄的教师认为责任转移型策略更有效。 相似文献