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1.
人们往往会低估虚拟环境中空间的距离(空间压缩)。早期研究发现视听刺激的不一致会改善空间压缩,但听觉刺激在其中的作用及其影响效果需进一步研究。本研究首先探究了听觉刺激的有无对空间压缩的影响,接着操控视听刺激之间的物物距离进一步探究其对空间压缩的影响和改善。研究发现听觉刺激以两种方式影响空间压缩:听觉刺激的存在可以改善空间压缩;空间压缩与视听刺激的物物距离负相关。研究建议为了改善空间压缩,视听刺激应当同时呈现且物物距离至少为1 m。  相似文献   
2.
The increasing use of digital technology-based retail services provides new opportunities for digital marketing. In this paper, we investigate how augmented reality (AR) technology can be leveraged as part of the firm's strategy. We explore the online purchase intention through AR smart glasses (ARSG), considering consumers' value assessment through a cost–benefit analysis and the influence of technical, experiential and social AR value drivers. We develop an augmented value-based adoption model addressing four main objectives: (1) Evaluate the effect of the perceived value of ARSG, (2) Evaluate the effect of immersion (experiential dimension), (3) Evaluate the effect of AR devices and technical complexity (technical dimension) and (4) Evaluate the importance of subjective norms (social dimension) on the online purchase intention through AR technology. Based on an ESIC Tech Lab experiment with two types of ARSG from market leaders and AR retail apps, the study uses survey data from 253 participants. The results suggest that the technical dimension has an ambiguous effect, with tech-complexity enhancing directly the perceived value of ARSG for online purchase while reducing the net value of consumers' economic cost–benefit analysis. We find strong evidence that the experiential and social AR dimensions (in the form of immersion and subjective norm) have a significant positive influence on consumers' purchase intention online, which are better predictors than the pure economic cost–benefit assessment (through usefulness and difficulty). Furthermore, the technical innovativeness of consumers is found to increase directly the online purchase intention through ARSG.  相似文献   
3.
本项研究旨在探索 5 -1 1岁儿童元认知发展的规律 ,2 80名昆明市及路南县汉、撒尼族儿童参与了三项知觉实验 ,实验结果表明 :1儿童随年龄的增长 ,有关知觉组织策略的知识及自我监察的能力也逐渐发展 ,表现为系统观察、选取有效策略及计划性的增强。 2儿童对信息的加工不断深入 ,从表浅的加工过渡到详尽的加工 ,不仅要求补充必要的信息 ,而且主动搜索隐蔽的线索以促进识辨。3儿童自我评价从笼统、含糊逐渐向客观、全面发展。4路南儿童元知觉的发展晚于昆明儿童两年 ,但在路南的汉族儿童和撒尼族儿童之间不存在显著差异 ,说明文化教育对儿童元知觉发展的重要影响。  相似文献   
4.
Copthorne Macdonald 《Zygon》1994,29(2):135-151
Abstract. Interpreting the universe as a medium-message process has explanatory value in both scientific and philosophical/spiritual contexts. From this perspective, reality is seen to comprise an enduring medium modulated by transient information. Physically, the medium is energy. Mentally, the medium is awareness. Algorithmically, the medium is an information generator, a programmatic entity that generates temporary informational patterns which modulate the medium's energy aspect in space and time to produce matter and physical phenomena and modulate the medium's awareness aspect to produce subjective experience, mind. In philosophical terms, the medium is Being; the medium modulated by the message is existence.  相似文献   
5.
Traditional videos are frequently employed to assess anticipation within interceptive sports. However, there are limitations associated with traditional videos which impair the degree of correspondence between training interventions and competitive performances. Virtual reality (VR) head-mounted displays allow for the presentation of immersive videos in 360-degrees that might offer a more effective means by which to train athletes. Nonetheless, there is a paucity of research examining the efficacy of immersive videos in a cricket context. The main purpose of the present investigation was to compare batters’ ability to accurately predict the landing location of deliveries, and assess their confidence in such predictions, when viewing traditional and immersive videos. We also examined the degree to which delivery style (i.e., bowling machine, throwdowns, spin, and pace bowling) impacted prediction accuracy and confidence scores. Forty deliveries (i.e., 10 per style; occluded at 120 ms post-ball release) were presented to amateur cricketers (N = 18) in traditional and immersive video conditions. Participants were required to anticipate the landing location of the ball and rate their prediction confidence after each delivery. Analyses indicated a main effect of viewing condition that applied only to prediction. Participants predicted the landing location of the ball with the greatest accuracy in the immersive video footage condition. There was a main effect of delivery style for confidence only, with higher scores observed in the throwdown, spin, and pace conditions, when compared to the bowling machine. Given the increasing rate at which VR is becoming accessible, immersive videos should be considered by sport psychologists as an effective means by which to assess anticipation in cricket.  相似文献   
6.
《Behavior Therapy》2021,52(5):1188-1197
Exposure-based therapy is an effective treatment for social anxiety, but some patients relapse. We used a novel virtual reality procedure to examine spontaneous recovery (i.e., a return of fear over time) and fear renewal (i.e., the return of fear after a context switch) in individuals with fear of public speaking. On Day 1, 32 participants received exposure training before a virtual audience. On Day 8, participants completed a spontaneous recovery phase, followed by a fear renewal test, in which they gave a presentation in front of a new (context switch) or the same audience (no context switch). After exposure, participants exhibited a lower heart rate, subjective distress, negative valence, and arousal. One week later, participants showed spontaneous recovery of heart rate, and the context switch group showed renewal of subjective distress, negative valence, and arousal. Future studies can use this procedure to test interventions aimed at improving long-term exposure effects in individuals with public speaking fear.  相似文献   
7.
PurposeMany school-age children and adolescents who stutter experience the fear of public speaking. Treatment implications include the need to address this problem. However, it is not always possible to train repeatedly in front of a real audience. The present study aimed to assess the relevance of using a virtual classroom in clinical practice with school-age children and adolescents who stutter.MethodsTen children and adolescents who stutter (aged 9–17 years old) had to speak in three different situations: in front of a real audience, in front of a virtual class and in an empty virtual apartment using a head-mounted display. We aimed to assess whether the self-rated levels of anxiety while speaking in front of a virtual audience reflect the levels of anxiety reported while speaking in front of a live audience, and if the stuttering level while speaking to a virtual class reflects the stuttering level while speaking in real conditions.ResultsResults show that the real audience creates higher anticipatory anxiety than the virtual class. However, both the self-reported anxiety levels and the stuttering severity ratings when talking in front of a virtual class did not differ from those observed when talking to a real audience, and were significantly higher than when talking in an empty virtual apartment.ConclusionOur results support the feasibility and relevance of using a virtual classroom to expose school-age children and adolescents who stutter to a feared situation during cognitive behavioral therapy targeting the fear of public speaking.  相似文献   
8.
《Pratiques Psychologiques》2021,27(4):261-278
IntroductionPsychological difficulties are part of higher stakes health issues. What are the real effects and the difficulties to generate results of psychotherapies?Literature resultsPsychotherapy is efficient for multiple psychological disorders, as well in controlled as in naturalistic studies, and participate in reduction of health expenditure. However, all patients do not get real benefits from care, patients can deteriorate or drop-out treatment, and persistent side effects can occur; clinicians overestimate their efficiency and their performances decline during their career. Two promising methodologies seems to be associated with better outcomes: Routine Outcome Monitoring (ROM) and a specific form of training clinician expertise named “Deliberate Practice”.DiscussionUsing client feedback allows to implement ROM and “Deliberate Practice” in routine care.ConclusionImplementation of Routine Outcome Monitoring should be encouraged in French Speaking countries to produce evidence-informed practice for the delivering, the improvement and the payment for psychotherapy expenditure.  相似文献   
9.
10.
摘要:正式反馈通过系统收集当事人的效果反馈来追踪其治疗进展,进而识别缺乏治疗进展的个案,并通过促进治疗策略的调整来阻止治疗失败。正式反馈是近20年来发展出的一种循证治疗手段,其目的为进一步提高当事人的咨询效果。正式反馈的发展大致经历了临床有效性检验和实用性发展两个阶段。正式反馈可用于促进个体、夫妻和团体咨询的效果,也可用于评估临床督导效果、确定督导个案和指导临床督导。未来研究可探讨咨询师对待正式反馈的态度,拓展正式反馈的使用价值,建立正式反馈系统的本土化常模。  相似文献   
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