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951.
In this paper, we examine whether color and shape, tied to a single object in space, (1) are identified and selected in series or in parallel, (2) are identified and selected in a dependent, self-terminating manner or in an independent and exhaustive manner, and (3) are conjoined by a feature integration process before or only after an initial stage of separate attribute analyses has finished. We measured response time and the selection negativity (SN) derived from event-related brain potentials when participants responded to a unique conjunction of color and shape in a go/no-go target detection task. The discriminability of the color and the shape of the conjunction was manipulated in three conditions. When color and shape were easy to discriminate, the SNs to color and shape started at the same time. When one attribute was less discriminable, the SN to that attribute started later, but not the SN to the complementary attribute. This suggests that color and shape are identified and selected in parallel. In all three discriminability conditions, the SNs to color and shape were initially independent but later interacted. This suggests that color and shape are initially selected independently and exhaustively, after which their conjunction is analyzed. The SN to local shape features started later than that to the conjunction of color and global shape features, which suggests that feature integration can start before the analyses of the separate attributes have finished.  相似文献   
952.
In the typical induction of the orientation-contingent color aftereffect (CCAE), the stimuli are composed of elements that differ in both color and luminance. Three experiments are reported that show that chromatic contrast between stimulus elements is insufficient for the induction of the orientation-CCAE and that luminance contrast is necessary. These experiments expand on previous research concerned with the role of luminance contrast in the induction of orientation-CCAEs by eliminating alternative explanations.  相似文献   
953.
In four experiments, we explored the heading and path information available to observers as we simulated their locomotion through a cluttered environment while they fixated an object off to the side. Previously, we presented a theory about the information available and used in such situations. For such a theory to be valid, one must be sure of eye position, but we had been unable to monitor gaze systematically; in Experiment 1, we monitored eye position and found performance best when observers fixated the designated object at the center of the display. In Experiment 2, when we masked portions of the display, we found that performance generally matched the amount of display visible when scaled to retinal sensitivity. In Experiments 3 and 4, we then explored the metric of information about heading (nominal vs. absolute) available and found good nominal information but increasingly poor and biased absolute information as observers looked farther from the aimpoint. Part of the cause for this appears to be that some observers perceive that they have traversed a curved path even when taking a linear one. In all cases, we compared our results with those in the literature.  相似文献   
954.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   
955.
The present study uses attribution theory to identify factors that may lead to unfavorable emotional reactions toward patients with schizophrenia and to highlight factors that may contribute to the observed inverse relationship between industrial status of a country and schizophrenia outcome. University students from Mexico and the U.S., 2 countries differing in industrial status, served as participants. Eighty-eight Mexicans from Guadalajara and 88 Anglo Americans from Los Angeles, California read vignettes of a patient described to meet DSM-IV criteria for schizophrenia. In one vignette, the patient's disorder was characterized by predominantly positive symptoms (e.g., hallucinations, delusions), whereas in the other vignette negative symptoms (e.g., social withdrawal, apathy) predominated. In support of an attributional approach, negative symptoms were associated with greater perceived control than were positive symptoms. Correspondingly, negative symptoms were found to provoke more intense negative affect and less intense positive affect than were positive symptoms. Some national and gender differences were also found.  相似文献   
956.
This study compared 3 models of waste management behavior: (a) a theory of reasoned action model, (b) an environmental belief-behavior model, and (c) an integrated waste management model which is based on the theory of planned behavior. The three models were compared using data from a sample of over 1,400 individual respondents who each completed a survey and a 2-week diary of their consumer composting activities. Overall, the results suggest that while the environmental beliefs-behavior model and the integrated waste management models both fit the data well, the integrated waste management model provided better predictive power and offers significant insight into the factors that influence composting behavior.  相似文献   
957.
Previous research has established the existence of homogeneous religious coping profiles in cardiac-transplantation candidates labeled as the deferring/collaborators, self-directors, and the eclectic religious copers. However, their prospective impact on outcome has not yet been established. This paper examines potential differences between pre-cardiac transplantation religious coping cluster groups on post-cardiac transplantation quality of life (physical functioning, mental health, and general health). Results indicated that the religious coping profiles of deferring/collaborators and self-directors had significantly better scores on mental health and general health than did the eclectics. Implications for religious-coping research and clinical practice are discussed.  相似文献   
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Philosophical Studies -  相似文献   
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