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The purpose of this experiment was to explore the effect of fatigue on motor coordination, and of prospective adjustment strategies to compensate for fatigue in a multijoint movement. Two male groups (N = 8) participated in the experiment: Highly skilled table tennis players (M age = 27 yr., SD = 2.3, n = 4) and Recreational table tennis players (M age = 25.9 yr., SD = 0.04, n = 4). The task was an attacking forehand drive towards a scaled target on the opposite side of the net. The Highly skilled players adjusted their movement patterns and preserved the task requirements in terms of spatial accuracy under the condition of fatigue by using opportunistic movement coordination. The Recreational players did not adjust their forehand drive, and spatial accuracy deteriorated. The current results support the notion that expertise enhances potential to adjust motor coordination strategies as a reaction to induced physical fatigue. 相似文献
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Jason L. Randall Holly E. Tabernik Aisha M. Aguilera Jeffrey S. Anastasi Kendra V. Valk 《The Journal of general psychology》2013,140(2):55-67
In the current study, we evaluated the own-age face recognition bias by using various encoding tasks to evaluate the robustness and potential limitations of the own-age bias. One hundred sixty young adults studied photographs of children, young adults, middle-aged adults, and older adults and were assigned to one of four encoding conditions (i.e., age estimate, attractiveness rating, friendliness rating, and a face search task). Subsequent recognition tests revealed a robust own-age bias such that participants recognized own-age faces better than other-age faces regardless of encoding task. The current study showed that encoding tasks that focus on socially relevant characteristics (i.e., attractiveness ratings and friendliness ratings) do not eliminate or weaken the own-age bias compared to tasks that specifically focus on the age of the face. These findings indicate that in-group/out-group categorization requires little conscious processing and may be automatic, which is consistent with Sporer's (2001) in-group/out-group model (IOM) of facial processing. 相似文献
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This study tested the effects of culture and self‐construals (i.e., independence and interdependence) on predispositions toward verbal communication. For the purpose of this study, we focused on two main areas of verbal communication predispositions: (a) communication apprehension and (b) argumentativeness. In our path model, we expected that culture‐level individualism increases one's construal of self as independent, which, in turn, leads to a higher degree of argumentativeness and a lower level of communication apprehension. We also expected that culture‐level individualism decreases one's construal of self as interdependent, which, in turn, leads to a lower degree of argumentativeness and a higher level of communication apprehension. Data to test the model were drawn from undergraduates (N=539) studying in Korea, Hawaii, and mainland U.S. The data were partially consistent with the theoretical predictions made. The implications of the results for theory and practice are discussed. 相似文献
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Mentzoni RA Brunborg GS Molde H Myrseth H Skouverøe KJ Hetland J Pallesen S 《Cyberpsychology, behavior and social networking》2011,14(10):591-596
A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise. 相似文献
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This study introduces and reports an initial test of a theoretical model of play in romantic relationships. It was hypothesized that self–esteem and humor orientation would be positively associated with playfulness in romantic relationships. Playfulness in romantic relationships was predicted to be positively associated with the experience of positive emotion. Positive emotion, in turn, was predicted to be associated with relationship satisfaction. A self–report instrument was administered to students and community members via snowball sampling. Path analysis revealed that the data were consistent with the proposed model. 相似文献
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Audrey H. Gutherie Peter W. Seely Lauren A. Beacham Ronald A. Schuchard William A. De l’ Aune 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2013,20(2):160-190
ABSTRACT The impact of age-related changes in visual-perceptual processing on naming ability has not been reported. The present study investigated the effects of 6 levels of spatial frequency and 6 levels of contrast on accuracy and latency to name objects in 14 young and 13 older neurologically normal adults with intact lexical-semantic functioning. Spatial frequency and contrast manipulations were made independently. Consistent with the hypotheses, variations in these two visual parameters impact naming ability in young and older subjects differently. The results from the spatial frequency-manipulations revealed that, in general, young vs. older subjects are faster and more accurate to name. However, this age-related difference is dependent on the spatial frequency on the image; differences were only seen for images presented at low (e.g., 0.25–1 c/deg) or high (e.g., 8–16 c/deg) spatial frequencies. Contrary to predictions, the results from the contrast manipulations revealed that overall older vs. young adults are more accurate to name. Again, however, differences were only seen for images presented at the lower levels of contrast (i.e., 1.25%). Both age groups had shorter latencies on the second exposure of the contrast-manipulated images, but this possible advantage of exposure was not seen for spatial frequency. Category analyses conducted on the data from this study indicate that older vs. young adults exhibit a stronger nonliving-object advantage for naming spatial frequency-manipulated images. Moreover, the findings suggest that bottom-up visual-perceptual variables integrate with top-down category information in different ways. Potential implications on the aging and naming (and recognition) literature are discussed. 相似文献
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