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201.
Many children with disabilities have feeding problems including, but not limited to, food selectivity and/or food refusal. The purpose of this study was to evaluate the effectiveness of video modeling of contingencies alone and combined with direct exposure to the contingencies in the treatment of food selectivity. Treatment procedures included sequentially introducing videos in which models consumed nonpreferred foods or were exposed to differential reinforcement or differential reinforcement plus escape extinction. In addition, during feeding sessions, participants were exposed to differential reinforcement. Results indicated that video modeling of differential reinforcement plus direct exposure to differential reinforcement may be effective at increasing consumption of some nonpreferred foods, but the results were not replicated across all foods. For one participant, consumption of one food increased with video modeling alone.  相似文献   
202.
短视频顾客灵感(SVCI)是顾客灵感概念在短视频情境下的具象化, 是顾客由营销类短视频中获得的从接受营销引导的想法到转变为对消费相关目标的内在追求的激活状态。短视频顾客灵感的前因包括视频因素、主播因素和个人特质因素; 短视频顾客灵感中的观念式启发和行动式启发两个维度的交叉可以产生短视频顾客灵感状态矩阵, 矩阵中四种灵感状态在一定的条件下可以转化; 短视频顾客灵感通过直接贡献(顾客购买)和间接贡献(顾客推荐、顾客影响力和顾客知识)两条途径对顾客融入产生正向影响; 商品类型和消费者-主播关系强度在短视频顾客灵感对顾客融入的作用中起到调节作用; 短视频顾客灵感有助于揭示短视频营销中顾客灵感的触发机制及其对顾客融入的影响, 可以帮助消费类短视频主播和短视频平台产生更高效的营销内容和策略, 同时可以帮助消费者提升短视频购物的消费体验。  相似文献   
203.
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.  相似文献   
204.
Computerized interactive videotapes were used to train college students to use a 10-second partial-interval observational recording system. Students viewed videotapes and scored response occurrences on a computer keyboard. Incorrect scoring resulted in immediate computerized feedback and rescoring.  相似文献   
205.
Three groups of pigeons were trained with a modified discriminative autoshaping procedure to discriminate video images of other pigeons on the basis of movement. Birds of all groups were shown the same video images of other pigeons, which were either moving or still. The group to whom food was presented only after moving images learned the discrimination very quickly. A second group, to whom food was given only after still images, and a pseudocategory group, to whom food was presented after arbitrarily chosen stimuli, showed no evidence of discrimination during acquisition training. Extinction conditions led to clear differences in peck rates to moving and still images in the second group but not in the pseudocategory group. The result is related to the feature-positive effect. Generalization tests showed that the discrimination performance was based on visual features of the stimuli but was invariant against changes of size, perspective, brightness, and color. Furthermore, discrimination was maintained when novel images of pigeons under different viewing angles and seven other types of motion categories were presented. It is argued that the discrimination is based not on a common motion feature but on motion concepts or high-order generalization across motion categories.  相似文献   
206.
1IntroductionSuchman,an anthropologist,argued that actionswere always situated in particular social and physi-cal circumstances[1].In this view actions emergefrom moment-by-moment interactions between ac-tors,and between actors and their environments.The social and environmental aspects of cognitionhave been stressed in Hutchins′work[2].He hadstudied relatively structured decision environments,for example ship navigation and aeroplane piloting.His conclusions are that cognition in such situa…  相似文献   
207.
BackgroundDepression in the postpartum period involves feelings of sadness, anxiety and irritability, and attenuated feelings of pleasure and comfort with the infant. Even mild- to- moderate symptoms of depression seem to have an impact on caregivers affective availability and contingent responsiveness. The aim of the present study was to investigate non-depressed and sub-clinically depressed mothers interest and affective expression during contingent and non-contingent face-to-face interaction with their infant.MethodsThe study utilized a double video (DV) set-up. The mother and the infant were presented with live real-time video sequences, which allowed for mutually responsive interaction between the mother and the infant (Live contingent sequences), or replay sequences where the interaction was set out of phase (Replay non-contingent sequences). The DV set-up consisted of five sequences: Live1-Replay1-Live2-Replay2-Live3. Based on their scores on the Edinburgh Postnatal Depression Scale (EPDS), the mothers were divided into a non-depressed and a sub-clinically depressed group (EPDS score  6).ResultsA three-way split-plot ANOVA showed that the sub-clinically depressed mothers displayed the same amount of positive and negative facial affect independent of the quality of the interaction with the infants. The non-depressed mothers displayed more positive facial affect during the non-contingent than the contingent interaction sequences, while there was no such effect for negative facial affect.ConclusionsThe results indicate that sub-clinically level depressive symptoms influence the mothers’ affective facial expression during early face-to-face interaction with their infants. One of the clinical implications is to consider even sub-clinical depressive symptoms as a risk factor for mother-infant relationship disturbances.  相似文献   
208.
随着信息技术的发展,互联网已成为当今社会人际交往的新平台。网络环境和现实环境不同,它具有匿名、便捷和易控制等特点。共情在人际交往中扮演重要的角色,它是指对他人情感的感同身受。互联网环境下共情的研究逐渐受到学者的重视。现有研究表明,不同的互联网使用对共情产生不同的影响:在线暴力视频游戏会降低共情,而在线亲社会视频游戏则对共情产生积极影响;网络社区的使用为网络中人们表露共情提供了重要平台;过度网络使用会对共情产生负面影响。但现有研究比较零散,还存在一些不足。未来要结合多种研究方法进行更多的应用研究,同时加强理论建构。  相似文献   
209.
分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。  相似文献   
210.
Although applied behavior analysis has generated many highly effective behavior‐change procedures, the procedures have not always been effectively disseminated. One solution to this problem is the use of video technology, which has been facilitated by the ready availability of video production equipment and software and multiple distribution methods (e.g., DVD, online streaming). We review a recent DVD that was produced to disseminate the successful experimental functional analysis procedure. The review is followed by general recommendations for disseminating behavior‐analytic procedures via video technology.  相似文献   
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