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31.
This paper offers an overview of research on infants’ early behavior toward televised images, followed by an account of the development of representational competence with video. Several aspects of representation are involved in young children’s understanding and use of video. From a very young age, children form mental representations of the contents of video, making sense of realistic images of familiar things. Children also notice and represent information regarding video itself (e.g., its 2-dimensionality). An important development occurs when children represent the relation between video and reality: at first, toddlers appear to categorize video as separate from reality, but eventually children recognize realistic video images as physical representations (symbols) of events they have not directly perceived. A mature representation of video takes into account genre (e.g., news, drama) and reality status based on recognition that video can (but does not always) represent real events.  相似文献   
32.
Consolidation is a time-dependent process responsible for the storage of information in long-term memory. As such, it plays a crucial role in motor learning. In two experiments, we sought to determine whether one’s performance influences the outcome of the consolidation process. We used a visuomotor adaptation task in which the cursor moved by the participants was rotated 30° clockwise. Thus, participants had to learn a new internal model to compensate for the rotation of the visual feedback. The results indicated that when participants showed good adaptation in the first session, consolidation resulted in a persistent after-effect in a no-rotation transfer test; they had difficulty returning to their normal no-rotation internal model. However, when participants showed poor adaptation in the first session, consolidation led to significant off-line learning (between sessions improvement) but labile after-effects. These observations suggest that distinct consolidation outcomes (off-line learning and persistent after-effect) may occur depending on the learner’s initial performance.  相似文献   
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34.
Previous research on video gaming mainly focused on negative impact on users. In this study, the positive impact of action video gaming among congenitally deaf subjects is investigated. Subjects possessed high level of visual information processing capacity. A 96 h of action video game play resulted in the improvement of mean reaction time (mRT) (post = 413.21 ms, pre = 453.39 ms) and certain cognitive functions. Higher heart rate variability (HRV) subjects demonstrated faster and significant improvement in mRT (p < 0.0045) after intervention. The α and β EEG band powers were found increased in parietal (6.33%, 4.28%) and occipital (8.38%, 38%) lobes respectively. The θ band power increased in frontal (32%) and parietal (13%) lobes. These results can reflect enhancement in certain cognitive performances such as visual perception, attention, memory, and motor skills. The ratio index β/(α + θ) increased in frontal and occipital lobes while β/θ increased in frontal and temporal lobes. These results may also suggest improvements in attention processing capacity and neural activity. These results implies improvements in certain aspects of cognition among deaf subjects. However, to validate these results a further study on larger number of samples with advanced computerized cognitive battery testing can be employed.  相似文献   
35.
This study assessed whether infant-directed videos designed to promote parent-child interactions actually support such engagement. Parents watched videos from the Baby Einstein or the Sesame Beginnings series for 2 weeks at home with their 12- or 18-month-old infants. Baby Einstein encourages parents to label objects and actions; Sesame Beginnings models activities in which parents can engage with their children. A control group was not provided videos for home viewing. In laboratory sessions, parent-child interactions were recorded during free play without TV, during the presentation of one of the videos, and immediately after watching. During viewing, interactions decreased in quantity and quality across groups; however, parents used video content as a basis for interaction. Coviewing Sesame Beginnings at home was positively associated with quantity of parent-child interaction during the initial free-play session. Furthermore, the quantity and quality of interactions were greater immediately following viewing of Sesame Beginnings than with Baby Einstein.  相似文献   
36.
We tested the feasibility of parents recording social interactions with their infants using inexpensive camcorders, as a potential method of effective, convenient, and economical large scale data gathering on social communication. Participants were asked to record two short video clips during either play or a mealtime, and return the data. Sixty-five video clips (32 pairs) were returned by 33 families, comprising 8.5% of families contacted, 44.6% of respondents and 51.6% of those sent a camcorder, and the general visual and sound quality of the data was assessed.Audio and video quality were adequate for analysis in 85% of clips and several social behaviours, including social engagement and contingent responsiveness, could be assessed in 97% of clips. We examined two quantifiable social behaviours quantitatively in both adults and infants: gaze direction and duration, and vocalization occurrence and duration. It proved difficult for most observers to obtain a simultaneous clear view of the parents and infant's face.Video clips obtained by parents are informative and usable for analysis. Further work is required to establish the acceptability of this technique in longitudinal studies of child development and to maximize the return of usable data.  相似文献   
37.
Negative and distorted images of the observable self are important in the development and maintenance of social phobia. Previous research has shown that video feedback has potential to correct the distorted self-perception [Rapee, R. M. & Hayman, K. (1996). The effects of video feedback on the self-evaluation of performance in socially anxious subjects. Behaviour Research and Therapy, 34, 315–322]. The present experiment investigated whether the construction of a self-image prior to viewing the video may enhance the therapeutic effects of video feedback. High and low socially anxious individuals gave a speech and then viewed the video of their performance. Half of the sample were given cognitive preparation prior to viewing the video. Cognitive preparation involved asking participants to (1) predict in detail what they will see in the video, (2) form an image of themselves giving the speech and (3) watch the video as though they were watching a stranger. Participants who received cognitive preparation prior to the video feedback made higher ratings of their overall performance and of specific aspects of their performance compared to those who were not given cognitive preparation and compared to the same ratings made prior to the video feedback. These results suggest that the therapeutic effects of video feedback can be enhanced by careful cognitive preparation which maximises the perceived discrepancy between self and video images.  相似文献   
38.
Three experiments (N = 123) investigated the development of live-video self-recognition using the traditional mark test. In Experiment 1, 24-, 30- and 36-month-old children saw a live video image of equal size and orientation as a control group saw in a mirror. The video version of the test was more difficult than the mirror version with only the oldest children's performance approaching ceiling. In Experiment 2, most 24-month-olds showed self-recognition when presented with a TV-set that featured a mirror in place of a screen. This finding does not substantiate the possibility that expectations about what appears on TV are responsible for the asynchrony. In Experiment 3, children were given a mark-test involving only their legs. Again, a video version was more difficult than previously reported performance with mirrors, suggesting that the impossibility of eye-contact in video cannot explain this developmental asynchrony. The findings suggest that self-recognition can be added to the growing list of contexts in which 2-year-olds display what has been called a “video deficit” [Anderson, D. R., & Pempek, T. A. (2005). Television and very young children. American Behavioral Scientist, 48, 505–532].  相似文献   
39.
Infants rapidly accrue information via imitation from multiple sources, including television and electronic toys. In two experiments, we examined whether adding sound effects to video or live demonstrations would influence imitation by 6-, 12-, and 18-month-olds. In Experiment 1, we added matching and mismatching sound effects to target actions presented by a televised model. We found that 6-month-olds reproduced the target actions regardless of whether the sound effects were matched or mismatched, whereas 12- and 18-month-olds reproduced the actions only when the sound effects were matched. In Experiment 2, we added matching sound effects to target actions presented by a live model. The addition of sound effects disrupted imitation performance by 6-, 12-, and 18-month-olds. Overall, imitation provides a clear behavioral measure of rapid changes in learning from television and electronic toys during infancy. These findings have practical implications for producers and parents regarding learning in the digital age and theoretical implications regarding the development of integrated action-perception representational systems.  相似文献   
40.
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models.  相似文献   
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