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1.
Consumers often encounter goods and services that provide cues to mark their progress. We define the term “goal progress cues” to reflect the diverse category of cues that highlight progress towards a goal. Across a series of three studies, we show that entity theorists, who rely on cues that highlight completion in order to signal their abilities to others, evaluate tasks that include these cues more favorably than those that lack these features. In contrast, incremental theorists, who focus on improving competence, are impacted only by progress cues that highlight learning. We demonstrate these findings across a variety of goal pursuit contexts that represent a mix of customer-centric (retail queues), service-oriented managerial (sales calls), and personal achievement consumer product (mazes) domains using both behavioral and self-reported measures. We conclude with a discussion about the theoretical and substantive implications of our findings.  相似文献   
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Behavioural pattern separation (BPS), the ability to distinguish among similar stimuli based on subtle physical differences, has been used to study the mechanism underlying stimulus generalisation. Fear overgeneralisation is often observed in individuals with posttraumatic stress disorder and other anxiety disorders. However, the relationship between anxiety and BPS remains unclear. The purpose of this study was to determine the effect of anxiety (threat of shock) on BPS, which was assessed across separate encoding and retrieval sessions. Images were encoded/retrieved during blocks of threat or safety in a 2?×?2 factorial design. During retrieval, participants indicated whether images were new, old, or altered. Better accuracy was observed for altered images encoded during periods of threat compared to safety, but only if those images were also retrieved during periods of safety. These results suggest that overgeneralisation in anxiety may be due to altered pattern separation.  相似文献   
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Given the increasing complexity of the tasks and skills needed in modern society, developing effective training strategies is of tremendous practical importance. Furthermore, training that improves performance of both trained and untrained tasks would be highly efficient. In the present study, we examined how directed training contributes to skill acquisition, and more importantly, to engendering transfer of training to untrained tasks. Participants learned a complex video game for 30 h (Space Fortress, Donchin, Fabiani, & Sanders, 1989) using one of two training regimens: Hybrid Variable-Priority Training (HVT), with a focus on improving specific skills and managing task priority, or Full Emphasis Training (FET) in which participants simply practiced the game to obtain the highest overall score. We compared game performance, retention of training gains, and transfer of training to untrained tasks as a function of the training regimen. Compared to FET, HVT learners reached higher levels of mastery on the game and HVT was particularly beneficial for initially poor performing participants. This benefit persisted seven months after training. However, contrary to expectation, both HVT and FET were unsuccessful in producing transfer to untrained tasks compared to a group that received limited game experience, suggesting that directed training and practice can produce task-specific improvements, but improvements do not necessarily transfer from trained to untrained tasks.  相似文献   
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It is generally believed that Western societies are more materialistic compared with other cultures. However, it has also been observed that Americans are among the most generous of all, contributing their time, money, and effort to charitable causes. This research attempted to examine the relationship between materialism and charitable giving. Results of an empirical study suggest that it is possible for materialism to co‐exist with charitable giving. Implications of the findings and suggestions for future research are also discussed. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
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Three types of variable have been used to explain brand preference changes: consumer characteristics, marketing mix factors and situational influences. The study presented in this paper focuses on the relationship between life events experienced by individuals, resultant stress and lifestyle changes and changes in brand preferences. Based on theory and past research, a model is proposed and tested. The data support the notion that brand preference changes may be viewed as the outcome of adjustments to new life conditions and changes in consumption lifestyles that reflect consumer efforts to cope with stressful life changes. Implications for consumer research are also discussed. Copyright © 2003 Henry Stewart Publications.  相似文献   
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Recent literature has demonstrated the usefulness of fitness and computer‐based cognitive training as a means to enhance cognition and brain function. However, it is unclear whether the combination of fitness and cognitive training that results from years of extensive sport training also results in superior performance on tests of cognitive processes. In this study we examine, in a quantitative meta‐analysis (k = 20), the relationship between expertise in sports and laboratory‐based measures of cognition. We found that athletes performed better on measures of processing speed and a category of varied attentional paradigms, and athletes from interceptive sport types and males showed the largest effects. Based on our results, more research should be done with higher‐level cognitive tasks, such as tasks of executive function and more varied sub‐domains of visual attention. Furthermore, future studies should incorporate more female athletes and use a diverse range of sport types and levels of expertise. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   
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Romanized transliteration is widely used in internet communication and global commerce, yet we know little about its behavioural and neural processing. Here, we show that Romanized text imposes a significant neurocognitive load. Readers faced greater difficulty in identifying concrete words written in Romanized transliteration (Romanagari) compared to L1 and L2. Functional neuroimaging revealed that the neural cost of processing transliterations arose from significantly greater recruitment of language (left precentral gyrus, left inferior parietal lobule) and attention networks (left mid-cingulum). Additionally, transliterated text uniquely activated attention and control areas compared to both L1 (cerebellar vermis) and L2 (pre-supplementary motor area/pre-SMA). We attribute the neural effort of reading Romanized transliteration to (i) effortful phonological retrieval from unfamiliar orthographic forms and (ii) conflicting attentional demands imposed by mapping orthographic forms of one language to phonological-semantic representations in another. Finally, significant brain-behaviour correlation suggests that the left mid-cingulum modulates cognitive-linguistic conflict.  相似文献   
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We explored the theoretical underpinnings of a commonly used training strategy by examining issues of training and transfer of skill in the context of a complex video game (Space Fortress, Donchin, 1989). Participants trained using one of two training regimens: Full Emphasis Training (FET) or Variable Priority Training (VPT). Transfer of training was assessed with a large battery of cognitive and psychomotor tasks ranging from basic laboratory paradigms measuring reasoning, memory, and attention to complex real-world simulations. Consistent with previous studies, VPT accelerated learning and maximized task mastery. However, the hypothesis that VPT would result in broader transfer of training received limited support. Rather, transfer was most evident in tasks that were most similar to the Space Fortress game itself. Results are discussed in terms of potential limitations of the VPT approach.  相似文献   
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