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111.
通过分别以高频汉字(实验1)和图形非言语材料(实验2)为刺激的两个联合视觉注意任务, 并采用基于Budensen视觉注意理论的参数估计方法, 系统地探查小学三~六年级汉语发展性阅读障碍儿童的视觉同时性加工技能缺陷的内在机制。以43名汉语发展性阅读障碍儿童和46名生理年龄匹配典型发展儿童为被试, 每类被试均被分为小学中年级组(三、四年级)和高年级组(五、六年级)。两个实验均发现不同年级组的阅读障碍儿童在知觉加工速度参数上显著小于控制组儿童。在空间注意分布权重参数上, 实验1的结果显示, 不同于控制组儿童向左侧化发展的注意分布模式, 两个年级组的阅读障碍儿童均表现为无偏的注意分布; 而实验2未发现显著组别差异。且这两种同时性加工子技能分别与不同水平的汉语阅读技能密切相关。结果表明, 汉语阅读障碍儿童在同时加工多个视觉刺激时存在持续的知觉加工速度缓慢的问题, 在同时加工言语类刺激时还表现出异常的空间注意分布模式。本研究有助于从基础认知层面揭示汉语发展性阅读障碍儿童的缺陷机理, 为进一步设计相关的提高阅读效率的干预方案提供理论依据。 相似文献
112.
The disambiguation of a syntactically ambiguous sentence in favor of a less preferred parse can lead to slower reading at the disambiguation point. This phenomenon, referred to as a garden-path effect, has motivated models in which readers initially maintain only a subset of the possible parses of the sentence, and subsequently require time-consuming reanalysis to reconstruct a discarded parse. A more recent proposal argues that the garden-path effect can be reduced to surprisal arising in a fully parallel parser: words consistent with the initially dispreferred but ultimately correct parse are simply less predictable than those consistent with the incorrect parse. Since predictability has pervasive effects in reading far beyond garden-path sentences, this account, which dispenses with reanalysis mechanisms, is more parsimonious. Crucially, it predicts a linear effect of surprisal: the garden-path effect is expected to be proportional to the difference in word surprisal between the ultimately correct and ultimately incorrect interpretations. To test this prediction, we used recurrent neural network language models to estimate word-by-word surprisal for three temporarily ambiguous constructions. We then estimated the slowdown attributed to each bit of surprisal from human self-paced reading times, and used that quantity to predict syntactic disambiguation difficulty. Surprisal successfully predicted the existence of garden-path effects, but drastically underpredicted their magnitude, and failed to predict their relative severity across constructions. We conclude that a full explanation of syntactic disambiguation difficulty may require recovery mechanisms beyond predictability. 相似文献
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114.
The literature on autobiographical memory retrieval has directed much attention to the concepts of direct retrieval (fast, automatic retrieval) and generative retrieval (slower, deliberative/strategic retrieval). Among the many findings reported on these phenomena, their relative prevalence has stood out as a central feature in many studies, with most studies reporting the frequency of direct retrieval as equal to or exceeding generative retrieval. In this study, we used the retrieve-aloud procedure (a method where participants verbalize their thoughts while retrieving) to delve more deeply into the nature of reports of ubiquitous direct retrieval. We hypothesized that much of the direct retrieval reported in literature is not bona fide direct retrieval (i.e., seemingly automatic retrieval), but is a combination of other retrieval processes, including generative-like retrieval processes. Our results supported this view, showing that less than one-half of all of the observed direct retrievals were bona fide direct retrieval, while the rest were a form of generative retrieval, or fell somewhere in between direct and generative retrieval. We argue that the results suggest that the prevalence of direct retrieval may be overestimated in the literature, and we further propose an alternative classification schema for direct retrievals. 相似文献
115.
Localisation and navigation of autonomous vehicles (AVs) in static environments are now solved problems, but how to control their interactions with other road users in mixed traffic environments, especially with pedestrians, remains an open question. Recent work has begun to apply game theory to model and control AV-pedestrian interactions as they compete for space on the road whilst trying to avoid collisions. But this game theory model has been developed only in unrealistic lab environments. To improve their realism, this study empirically examines pedestrian behaviour during road crossing in the presence of approaching autonomous vehicles in more realistic virtual reality (VR) environments. The autonomous vehicles are controlled using game theory, and this study seeks to find the best parameters for these controls to produce comfortable interactions for the pedestrians. In a first experiment, participants’ trajectories reveal a more cautious crossing behaviour in VR than in previous laboratory experiments. In two further experiments, a gradient descent approach is used to investigate participants’ preference for AV driving style. The results show that the majority of participants were not expecting the AV to stop in some scenarios, and there was no change in their crossing behaviour in two environments and with different car models suggestive of car and last-mile style vehicles. These results provide some initial estimates for game theoretic parameters needed by future AVs in their pedestrian interactions and more generally show how such parameters can be inferred from virtual reality experiments. 相似文献
116.
Penser les temporalités à l’accueil des urgences psychiatriques : paroles d’intervenants de la crise
《Pratiques Psychologiques》2021,27(4):301-317
ObjectiveTo explore the relation to times in crisis units and psychiatric emergencies by crisis stakeholders.MethodIt is in a qualitative logic that the collection and analysis of data are discussed. 9 crisis stakeholders participated in the study. The data were collected using semi-structured interviews and analyzed using the Grounded Theory.ResultsThe Grounded Theory shows significant phenomena resulting the experience of temporality in psychiatric emergencies: plural human temporalities (1), impacts of multiple temporalities (2), reorganizing temporalities of the relationship (3), and appropriation of temporality (4). The manner of appropriating time depends essentially on the emotional control and the reflexivity of the therapeutic actions.ConclusionCrisis stakeholders are in temporality of immediacy, speed and subjective urgency and suggest us thinking in less quickly and better. Team exchanges are so many suspended moments that contribute to the resumption of a thought process and avoid acting too quickly. Participants would like the relational component to be privileged with patients. 相似文献
117.
A variable message sign (VMS), which is a key component of intelligent transportation systems, has been frequently used in the management of urban roads and motorways to provide drivers with real-time traffic condition information about a road section or area. Nevertheless, there is a lack of unified regulations for VMS design, which makes it difficult to accurately determine the understandability and legibility of VMS information. In practice, inappropriate designs of VMSs are common, such as overload of VMS information and excessive number of phases, particularly on the urban roads of China. Building on our earlier findings obtained by surveys, in this study, field tests were conducted to assess the reliability of VMS information in terms of the visual perception characteristics of drivers. For a full visual perception, the information displayed on a VMS must be reliable, i.e., it should be easy for drivers to detect, obtain, and understand the messages they require. Two basic theories—information theory and visual perception theory—were introduced to build a quantification model of VMS information, select evaluation indices, and design the experimental process. A total of 24 drivers participated in the field experiments and questionnaires. Five indices—information obtainment rate, periodic validity, driver subjective scoring and the corresponding UI (represents information intelligibility), and CE (represents information legibility)—were analyzed to evaluate their relationships to VMS information reliability. The results confirmed that the amount of information, and the scrolling period considering redundant distance, significantly affect the reliability of VMSs information. For static VMSs, the information obtainment rate and the subjective scoring decrease with increasing amount of information. The recollection accuracy of the drivers significantly declines when the amount of information shown increases to 90 bits, corresponding to an information obtainment rate of less than 0.8 and UI equal to 0. For dynamic VMSs, the information reliability deteriorates as the scrolling period shortens and the number of phases increases. Unreasonable reliability is found when the periodic validity is less than 0.9, i.e., the actual scrolling period is more than 10% less than the calculated one, corresponding to CE equal to 0. The reliability of information was evaluated by combining the subjective scoring of the drivers and a data-based statistical analysis and considering driving safety. Accordingly, it was recommended that 90 bit is the maximum amount of information to be shown on a VMS and that the preferred scrolling period of each phase of a dynamic VMS is 5 s. The results of this study support the objective of providing reliable information to drivers by addressing the problems related to the amount of information and presentation time for VMSs. These findings provide a basis for determining the thresholds for VMS information to promote practical and user-friendly designs of VMSs on urban roads. 相似文献
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119.
物质成瘾是一种涉及生理、心理和环境等多因素的复杂现象, 但是当前基于生物还原论的解释对物质成瘾现象整体性的理解和康复研究造成了阻碍。网络理论聚焦于心理障碍变量之间相互作用形成的反馈环路, 从整体视角为研究物质成瘾提供了新的理论框架。将网络理论应用于物质成瘾的研究中将有利于:(1)理解症状之间的相互关系和影响; (2)理解症状网络的整体性和系统性动态变化过程; 以及(3)将多层次和多水平因素整合到统一的理论框架中。从网络理论视角来理解物质成瘾, 也将对未来的干预和治疗提供了理论支持。目前, 网络理论仍处于言语模型阶段, 未来需要进一步提出更具体、可验证的统计模型, 以完善对于物质成瘾机制的了解, 更加有效地推进物质成瘾的治疗与恢复。 相似文献
120.
发展性阅读障碍是一种在获得阅读技能方面的特殊困难, 这种障碍会严重影响个体的发展, 如何帮助发展性阅读障碍者改善其阅读技能是近年来研究的焦点。传统的干预方法主要针对发展性阅读障碍者的语音缺陷, 这类方法存在一些问题, 如费时费力、给阅读障碍者带来阅读压力等。近年来, 大部分研究表明通过趣味性的动作视频游戏训练可以显著地提高发展性阅读障碍者的阅读技能, 但是其背后的机制尚不明确。基于大细胞通路缺陷理论框架, 从视觉空间注意、注意跨通道转换、视觉运动加工等方面来梳理动作视频游戏与阅读之间的关系, 揭示了动作视频游戏训练对阅读效率影响的可能内在机制。未来的研究可以在大细胞通路缺陷理论的框架下, 深入分析动作视频游戏改善阅读的神经机制, 并尝试开发更适合发展性阅读障碍者的干预程序。 相似文献