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101.
Marié de Beer 《Journal of Psychology in Africa》2013,23(2):311-314
Psychometric proprties of the Career Preference Computerised Adaptive Test (CPCAT) (De Beer & Marais, 2010; De Beer, Marais, Maree, & Skrzypczak, 2008) are reported. Participants were high school students (n=343; males=279, females=164)at Grade 9 and Grade 11 level from a South African school district. Reliability and construct validity indices suggest the CPCAT could be of utility in the career counseling of high school students. 相似文献
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Bradley S. Gibson Dawn M. Gondoli Ann C. Johnson Christine M. Steeger Bradley A. Dobrzenski Rebecca A. Morrissey 《Child neuropsychology》2013,19(6):546-563
Adaptive training of working memory (WM) using the Cogmed-RM intervention has recently shown some efficacy as an alternative treatment for ADHD, but this intervention may not be optimally designed. A recent component analysis of WM has suggested that maintenance in primary memory (PM) appears to be largely intact whereas recall from secondary memory (SM) appears to be deficient in ADHD relative to age-matched controls. However, extrapolating from basic research, there is reason to believe that Cogmed-RM may target the PM component more than the SM component; though training with spatial exercises may target the SM component more than training with verbal exercises. To investigate, participants diagnosed with ADHD were randomly assigned to either a verbal training condition (n?=?24) or a spatial training condition (n?=?23) using a randomized, controlled design, and both groups were instructed to complete at least 20 days of training. The PM and SM components of WM were assessed immediately before and after training using both verbal and spatial free recall tasks. The main findings showed that both versions of the intervention enhanced the maintenance of information in PM regardless of test modality, but not the recall of information from SM. Therefore, the component of WM that is improved by Cogmed-RM is not the same component of WM that is deficient in ADHD. 相似文献
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Juliane E. Kämmer Wolfgang Gaissmaier Torsten Reimer Carsten C. Schermuly 《Cognitive Science》2014,38(5):911-942
Applying the framework of ecological rationality, the authors studied the adaptivity of group decision making. In detail, they investigated whether groups apply decision strategies conditional on their composition in terms of task‐relevant features. The authors focused on the recognition heuristic, so the task‐relevant features were the validity of the group members' recognition and knowledge, which influenced the potential performance of group strategies. Forty‐three three‐member groups performed an inference task in which they had to infer which of two German companies had the higher market capitalization. Results based on the choice data support the hypothesis that groups adaptively apply the strategy that leads to the highest theoretically achievable performance. Time constraints had no effect on strategy use but did have an effect on the proportions of different types of arguments. Possible mechanisms underlying the adaptive use of recognition in group decision making are discussed. 相似文献
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Little is known about how the actual use of Level 1 and 2 driving automation systems may be affected by geometric road characteristics in naturalistic driving environments. This study examined the use of these systems on horizontal curves on interstates and freeways. It used travel data collected in a field operational test conducted with two 2016 Land Rover Range Rover Evoque vehicles equipped with adaptive cruise control (ACC) and two 2017 Volvo S90 vehicles equipped with ACC and Pilot Assist (PA). Logistic regression models estimated changes in the likelihood of ACC use associated with horizontal curvature in the Evoque vehicles, and of PA and ACC use in the S90 vehicles, while accounting for traffic conditions. Drivers were less likely to drive with ACC or PA on as horizontal curves became sharper. In the Evoque vehicles, the likelihood of using ACC was 71.6% lower on the sharpest category of horizontal curves (those with a degree of curvature>2.5 degrees per 100 feet of arc or a radius smaller than 2,292 feet), compared with straight road segments or the flattest horizontal curve category (those with a degree of curvature <= 1.5 degrees per 100 feet of arc or a radius no <3,820 feet). In the S90 vehicles, the likelihood of using PA and ACC declined 74.6 and 66.3%, respectively, on the sharpest curves. Many driving automation systems face challenges on horizontal curves, even within their operational design domain. Future implementations that improve functionality may enhance driver experience and boost drivers’ confidence in these systems, which should increase their use and maximize the safety benefits these systems might offer. 相似文献
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This paper brings the intellectual tools of cognitive science to bear on resolving the “paradox of the active user” [Interfacing Thought: Cognitive Aspects of Human-Computer Interaction, Cambridge, MIT Press, MA, USA]—the persistent use of inefficient procedures in interactive tasks by experienced or even expert users when demonstrably more efficient procedures exist. The goal of this paper is to understand the roots of this paradox by finding regularities in these inefficient procedures. We examine three very different data sets. For each data set, we first satisfy ourselves that the preferred procedures used by some subjects are indeed less efficient than the recommended procedures. We then amass evidence, for each set, and conclude that when a preferred procedure is used instead of a more efficient, recommended procedure, the preferred procedure tends to have two major characteristics: (1) the preferred procedure is a well-practiced, generic procedure that is applicable either within the same task environment in different contexts or across different task environments, and (2) the preferred procedure is composed of interactive components that bring fast, incremental feedback on the external problem states. The support amassed for these characteristics leads to a new understanding of the paradox. In interactive tasks, people are biased towards the use of general procedures that start with interactive actions. These actions require much less cognitive effort as each action results in an immediate change to the external display that, in turn, cues the next action. Unfortunately for the users, the bias to use interactive unit tasks leads to a path that requires more effort in the long run. Our data suggest that interactive behavior is composed of a series of distributed choices; that is, people seldom make a once-and-for-all decision on procedures. This series of biased selection of interactive unit tasks often leads to a stable suboptimal level of performance. 相似文献
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Adaptive knowledge modeling is an approach for extending the abilities of the Object-Oriented World Model, a system for representing the state of an observed real-world environment, to open-world modeling. In open environments, entities unforeseen at the design-time of a world model can occur. For coping with such circumstances, adaptive knowledge modeling is tasked with adapting the underlying knowledge model according to the environment. The approach is based on quantitative measures, introduced previously, for rating the quality of knowledge models. In this contribution, adaptive knowledge modeling is extended by measures for detecting the need for model adaptation and identifying the potential starting points of necessary model change as well as by an approach for applying such change. Being an extended and more detailed version of [17], the contribution also provides background information on the architecture of the Object-Oriented World Model and on the principles of adaptive knowledge modeling, as well as examination results for the proposed methods. In addition, a more complex scenario is used to evaluate the overall approach. 相似文献
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Complex problem solving is often an integration of perceptual processing and deliberate planning. But what balances these two processes, and how do novices differ from experts? We investigate the interplay between these two in the game of SET. This article investigates how people combine bottom‐up visual processes and top‐down planning to succeed in this game. Using combinatorial and mixed‐effect regression analysis of eye‐movement protocols and a cognitive model of a human player, we show that SET players deploy both bottom‐up and top‐down processes in parallel to accomplish the same task. The combination of competition and cooperation of both types of processes is a major factor of success in the game. Finally, we explore strategies players use during the game. Our findings suggest that within‐trial strategy shifts can occur without the need of explicit meta‐cognitive control, but rather implicitly as a result of evolving memory activations. 相似文献
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