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981.
In response to the needs of military families confronting the challenges of prolonged war, we developed Families OverComing Under Stress (FOCUS), a multi-session intervention for families facing multiple deployments and combat stress injuries adapted from existing evidence-based family prevention interventions (Lester et al. in Mil Med 176(1): 19–25, 2011). In an implementation of this intervention contracted by the US Navy Bureau of Medicine and Surgery (BUMED), FOCUS teams were deployed to military bases in the United States and the Pacific Rim to deliver a suite of family-centered preventive services based on the FOCUS model (Beardslee et al. in Prev Sci 12(4): 339–348, 2011). Given the number of families affected by wartime service and the changing circumstances they faced in active duty and veteran settings, it rapidly became evident that adaptations of this approach for families in other contexts were needed. We identified the core elements of FOCUS that are essential across all adaptations: (1) Family Psychological Health Check-in; (2) family-specific psychoeducation; (3) family narrative timeline; and (4) family-level resilience skills (e.g., problem solving). In this report, we describe the iterative process of adapting the intervention for different groups of families: wounded, ill, and injured warriors, families with young children, couples, and parents. We also describe the process of adopting this intervention for use in different ecological contexts to serve National Guard, Reserve and veterans, and utilization of technology-enhanced platforms to reach geographically dispersed families. We highlight the lessons learned when faced with the need to rapidly deploy interventions, adapt them to the changing, growing needs of families under real-world circumstances, and conduct rigorous evaluation procedures when long-term, randomized trial designs are not feasible to meet an emergent public health need.  相似文献   
982.
In response to an increasing amount of policy papers stressing the need for integrating social and ethical aspects in Research and Development (R&D) practices, science studies scholars have conducted integrative research and experiments with science and innovation actors. One widely employed integration method is Midstream Modulation (MM), in which an ‘embedded humanist’ interacts in regular meetings with researchers to engage them with the social and ethical aspects of their work. While the possibility of using MM to enhance critical reflection has been demonstrated in academic settings, few attempts have been made to examine its appropriateness in industry. This paper describes the outcomes of a case study aiming to find out firstly whether MM can effectively be deployed to encourage and facilitate researchers to actively include social and ethical aspects in their daily R&D practice, and secondly to what extent the integration activities could form an integral part of the engaged industrial researchers’ professional activities. Our data show that after MM, researchers display increased reflexive awareness on the social and ethical aspects of their work and acknowledge the relevance and utility of such aspects on their daily practice. Also, all participants considered actively reflecting on social and ethical aspects to be part of their work. Future research on the role of MM in industrial settings could focus on how to embed social and ethical integration as a regular part of innovation practice. We suggest that one possibility would be through aligning social and ethical aspects with innovation Key Performance Indicators.  相似文献   
983.
Abstract

In our response we consider several broad sets of issues raised in the commentaries on our target article. We provide an elaboration of the general theory of pragmatic reasoning schemas and of the mechanisms posited to explain pespective effects and other contextual influences on reasoning. We consider the strengths and limitations of a number of alternative proposals offered by the commentators. Finally, we discuss possible links between pragmatic schemas and more elementary “building blocks” for human reasoning  相似文献   
984.
Horizontal eye movement is an essential component of the psychological intervention “eye movement desensitization and reprocessing” (EMDR) used in posttraumatic stress disorder. A hypothesized mechanism of action is an overload of the visuospatial sketchpad and/or the phonological loop of the working memory.  相似文献   
985.
986.
987.
To determine whether L-type voltage-gated calcium channels (L-VGCCs) are required for remote memory consolidation, we generated conditional knockout mice in which the L-VGCC isoform Ca(V)1.2 was postnatally deleted in the hippocampus and cortex. In the Morris water maze, both Ca(V)1.2 conditional knockout mice (Ca(V)1.2(cKO)) and control littermates displayed a marked decrease in escape latencies and performed equally well on probe trials administered during training. In distinct contrast to their performance during training, Ca(V)1.2(cKO) mice exhibited significant impairments in spatial memory when examined 30 d after training, suggesting that Ca(V)1.2 plays a critical role in consolidation of remote spatial memories.  相似文献   
988.
Newman GE  Herrmann P  Wynn K  Keil FC 《Cognition》2008,107(2):420-432
This paper reports the results of two sets of studies demonstrating 14-month-olds' tendency to associate an object's behavior with internal, rather than external features. In Experiment 1 infants were familiarized to two animated cats that each exhibited a different style of self-generated motion. Infants then saw a novel individual that had an internal feature (stomach color) similar to one cat, but an external feature (hat color) similar to the other. Infants looked reliably longer when the individual's motion was congruent with the hat than when it was congruent with the stomach. Using a converging method involving object choice, Experiment 2 found that infants prioritized the internal feature over the external feature only when the object's behavior was self-generated. In the absence of self-generated behaviors, however, infants did not show a preference towards the internal feature.  相似文献   
989.
The development of speech perception during the 1st year reflects increasing attunement to native language features, but the mechanisms underlying this development are not completely understood. One previous study linked reductions in nonnative speech discrimination to performance on nonlinguistic tasks, whereas other studies have shown associations between speech perception and vocabulary growth. The present study examined relationships among these abilities in 11-month-old infants using a conditioned head-turn test of native and nonnative speech sound discrimination, nonlinguistic object-retrieval tasks requiring attention and inhibitory control, and the MacArthur-Bates Communicative Development Inventory (L. Fenson et al., 1993). Native speech discrimination was positively linked to receptive vocabulary size but not to the cognitive control tasks, whereas nonnative speech discrimination was negatively linked to cognitive control scores but not to vocabulary size. Speech discrimination, vocabulary size, and cognitive control scores were not associated with more general cognitive measures. These results suggest specific relationships between domain-general inhibitory control processes and the ability to ignore variation in speech that is irrelevant to the native language and between the development of native language speech perception and vocabulary.  相似文献   
990.
These experiments examined the cognitive processes involved in judging the quality of play of a player competing against another player and the overall interest of a competitive game as a function of the players' respective ability and motivation levels. For the quality of play of one player, a very simple information integration rule was found. Quality of play was judged almost exclusively as an additive function of the ability and motivation levels of the player. For the interest of the game, an apparently complex but fundamentally simple integration rule was found. For a game to be very interesting, players had to be both highly able and highly motivated; for a game to be somewhat interesting, each player had to be at least either highly able or highly motivated; and all other configurations corresponded to lower expected levels of interest.  相似文献   
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