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161.
This article points out several flaws in an earlier article (Chau, Martin, Thompson, Chang, & Woo, 2006). We note that Chau, Martin, Thompson, Chang, and Woo (2006) had misquoted our work on a 4-item version of the geriatric depression scale (GDS), and the work of the research team, which developed the original 30-item and 15-item versions of the scale. Furthermore, their data analytic methods were flawed, and their conclusions were often not supported by the data they presented. On the basis of these observations, we found no evidence against the use of the 4-item version of the GDS.  相似文献   
162.
In this article I argue that two received accounts of belief and assertion cannot both be correct, because they entail mutually contradictory claims about Moore’s Paradox. The two accounts in question are, first, the Action Theory of Belief (ATB), the functionalist view that belief must be manifested in dispositions to act, and second, the Belief Account of Assertion (BAA), the Gricean view that an asserter must present himself as believing what he asserts. It is generally accepted also that Moorean assertions are absurd, and that BAA explains why they are. I shall argue that ATB implies that some Moorean assertions are, in some fairly ordinary contexts, well justified. Thus BAA and ATB are mutually inconsistent. In the concluding section I explore three possible ways of responding to the dilemma, and what implications they have for the nature of the constitutive relationships linking belief, assent and behavioural dispositions.
Timothy ChanEmail:
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163.
准确地评定患儿的同意能力,保障患儿的同意权得以有效行使,有利于尊重患儿的人格尊严,促进患儿身心健康。从患儿同意能力和同意权的角度出发,简要回顾了美国患儿同意产生的背景,介绍了美国患儿同意的现状,并对其进行了一定的分析和评价,希望对促进我国患儿同意的发展起到一定的借鉴作用。  相似文献   
164.
This study examined whether a virtual avatar could be perceived as a real human by patients with mental disease, especially schizophrenia, as well as whether a virtual avatar could be applied to acquiring patients' behavior characteristics in a short conversation situation. The virtual avatar has been used for various applications which need to communicate with other person or to train or educate by showing humanlike behavior. Recently, many researches have shown that the virtual avatar technology has been enhanced and the avatar could be perceived like real human. A virtual avatar, standing in a virtual room, was designed for this study. Tasks to approach, initiate a talk, and answer to avatar's questions was assigned to the 11 patients with schizophrenia. As behavioral parameters in the virtual environment, the interpersonal distance and the verbal response time were acquired. In addition, the Positive and Negative Syndrome Scale (PANSS) for patients was administered in order to investigate the relationship between patients' symptomatic characteristics and behavior parameters. The interpersonal distance was negatively correlated with the negative syndrome scale, a subscale of PANSS, which is consistent with previous research reporting the relationship between interpersonal distance and a real person's image. The verbal response time, however, was not correlated with any other subscale of PANSS. After analyzing subitems of the negative syndrome of PANSS, two positive correlations were found: one was with blunted affect and the other was with poor rapport. We concluded that the virtual avatar could be perceived as a real human by schizophrenic patients and the avatar could draw the schizophrenic patients' behavior characteristics.  相似文献   
165.
Journal of Psycholinguistic Research - This study investigated the effects of semantic transparency of Chinese disyllabic compound words on Chinese as a second language (CSL) learners’...  相似文献   
166.
Two theoretical models were constructed to illustrate how stressful events, family and friends support, depression, substance use, and death attitude mutually influence to create cumulative risks for suicide. The models were evaluated using structural equation modeling. Results showed that suicidality was strongly predicted by death attitude, depression, and substance use which together form a dangerous combination of risk factors at the personal level. Within the adolescent's social environment, stressful events increased suicidality through intensifying depression, substance use, and death acceptance, whereas family and friends support lowered it, partly through reducing stress and death acceptance. The effect (direct and indirect combined) of family support was much stronger than that of friends support. Enhancing stress coping ability, promoting positive family relationships, and attacking attitudes supportive of death might be the best strategies to prevent youth suicide.  相似文献   
167.
This study examined 1,361 Chinese adolescents who reported self-injurious behaviors. Groups A and B both acknowledged deliberate self-injury, but only Group A had made a suicide attempt. Group C reported accidental self-injury. Deliberate self-injurers (Groups A and B) were more frequently girls, older, and with more suicidal ideation. Group A had more psychopathology, environmental and suicide-related risk factors than group B and C. Group C had higher depressive symptoms than noninjured controls. The study clarifies differences among self-injurious behavior groups based on expressed deliberate self-injury and self-reported suicide attempt. These three groups appear to present a continuum of risk.  相似文献   
168.
Does mood state change risk taking tendency in older adults?   总被引:1,自引:0,他引:1  
No study has been conducted to evaluate the influences of age differences on specific moods for risk taking tendencies. This study examined the patterns of risk taking tendencies among younger and older persons in 3 transient affective states: positive, neutral, and negative moods. By means of viewing happy, neutral, or sad movie clips, participants were induced to the respective mood. Risk taking tendencies were measured with decision tasks modified from the Choice Dilemmas Questionnaire (N. Kogan & M. A. Wallach, 1964). Consistent with the affect infusion model (J. P. Forgas, 1995), risk taking tendency was greater for those individuals who were in a happy mood than for those who were in a sad mood, for both young and older participants. However, an asymmetrical effect of positive and negative mood on risk taking tendency was identified among both the young and older participants, but in opposite directions. These results are consistent with the predictions of the negativity bias and the positivity effect found in young and older adults, respectively, and are interpreted via information processing and motivation effects of mood on the decision maker.  相似文献   
169.
In this paper, we describe a design study on how families in Los Angeles experience nature, with a particular focus on how using alternative formats for research analysis and presentation can enrich a design research inquiry. Conducted in Pasadena, CA as a part of Super Studio, the year-long design research class emphasized knowledge building and sharing through design methods of analysis, exhibition, and concept prototypes. After conducting interviews and engaging participants with probes, the class built the results into an open-ended knowledge environment. The main observation from the exhibition – that Angelenos have a limited vocabulary for describing nature and their interaction with it – helped to define the opportunity for design intervention that created connection points between Angelenos and nature. There are few attempts to describe how probe returns evolve into design concepts. Showcased is a process that depends on the unique affordances of design as the vehicle for discovery and invention.  相似文献   
170.
Other people's incidental feelings can influence one's decision in a strategic manner. In a sequential game in which proposers moved first by dividing a given pot of cash (keeping 50% or 75% of the pot) and receivers responded by choosing the size of the pot (from 0 dollars to 1 dollar), proposers were more likely to make an unfair offer (i.e., to keep 75% of the pot) if they were told that receivers had watched a funny sitcom, rather than a movie clip portraying anger, in an unrelated study prior to the game playing. However, when proposers were told that receivers knew proposers had this affective information, the effect dissipated. In other words, a proposer expects a happy receiver to be more accommodating or cooperative than an angry receiver as long as the happy receiver does not realize that the proposer may be trying to benefit from the receiver's current incidental feelings.  相似文献   
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