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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

利用神經心理作業初探臺灣地區海洛因戒治者之認知功能研究 / The cognitive function research of the abstinent heroin users in Taiwan by using neuropsychological task

黃華妮 Unknown Date (has links)
本研究主要是利用國內的海洛因戒治者,透過神經心理作業探討長期使用海洛因對於個體在注意力偏誤、轉換彈性和抑制能力上的影響。 根據Robinson和Berridge(1993, 2003)的理論認為成癮嚴重度越高,藥物相關線索的注意力偏誤越明顯;然而,根據Di Chiara(2000)提出關於整合誘因和習慣的觀點,認為成癮的注意力偏誤和趨向行為會受到不同的成癮嚴重度(輕度或重度成癮)或成癮階段(早期或習慣化後期)而有不同的結果,另外,以往的執行功能損害也支持Robinson和Berridge(1993, 2003)成癮嚴重度的觀點,因此本研究企圖同時檢驗上述兩者觀點。 本研究篩選111名台中戒治所和看守所的海洛因戒治者,分別根據不同的成癮嚴重程度分類方式分組(依賴嚴重度量表、不同頻率、施用方式),加上29名健康對照組,共140名受試均需完成自陳氏量表、紙筆測驗和各項神經心理測驗(Stroop叫色作業、威斯康辛卡片分類測驗、Go/No Go作業)。 研究結果指出海洛因戒治者相較對照組確實在注意力偏誤、認知彈性轉換、以及反應抑制能力有損害的趨勢,而且似乎較符合Di Chiara(2000)提出整合誘因和習慣的觀點,認為成癮者的認知功能會與成癮嚴重度成負向關係。
12

注意力訓練改善苦惱自責式反芻的成效與機制 / The mechanism of attention training in depressive brooders

楊智雅 Unknown Date (has links)
根據Koster、De Lissnyder、Derakshan及De Raedt(2011)的注意力轉移困難假說,憂鬱者因注意力控制能力受損,而難以從負向訊息中轉移注意力,進而引發反芻,並再度強化憂鬱症狀。雖然反芻可再細分為深思反省與苦惱自責式反芻,但Koster等人未探究注意力轉移困難對苦惱自責式反芻的影響。此外,過往注意力訓練研究作業眾多且效果不一,又偏重改善個體注意力投入以減緩憂鬱。然而,卻鮮少探討注意力訓練對注意力轉移困難的介入,能否改善個體的苦惱自責式反芻程度。因此,本研究將同時探討注意力訓練能否改變高苦惱自責式反芻者對負向訊息的注意力偏誤(含注意力投入與轉移困難),進而降低苦惱自責式反芻程度。本研究以點偵測作業為注意力訓練作業,將高、低苦惱自責式反芻者隨機分派至注意力訓練組或注意力訓練控制組,接受為期兩週、共四次的注意力訓練,並於前、後測階段注意力測量作業中,檢驗對負向訊息的注意力偏誤與三階段中苦惱自責式反芻程度。本研究結果發現高苦惱自責式反芻者對負向訊息無明顯注意力偏誤,注意力訓練作業對高苦惱自責式反芻者的注意力歷程未有明顯影響,乃至苦惱自責式反芻程度的時序變化與接受注意力訓練與否無明顯關聯。本研究結果不支持原先假設、注意力困難假說及過去研究結果。然而,過往學者多強調個體高度負向認知與憂鬱情緒對注意力偏誤的影響,故本研究事後同時納入憂鬱與苦惱自責式反芻程度,欲探討憂鬱苦惱自責式反芻者對負向訊息有無注意力偏誤,乃至注意力訓練對憂鬱苦惱自責式反芻者注意力偏誤的訓練效果。本研究結果僅發現在修正版Posner作業中,憂鬱苦惱自責式反芻者更容易將注意力從負向訊息中轉移開來;在點偵測作業中,未有組間效果;在注意力訓練中,未有訓練效果。最後,本研究將於討論中,探討研究結果的可能原因,並提出本研究限制與未來研究上的建議。 / According to the impaired disengagement hypothesis (Koster, De Lissnyder, Derakshan, & De Raedt, 2011), the dysphoric that are difficult to disengage from negative stimuli due to low attentional control tend to ruminate, and then even worsen their depressive symptoms. Actually, rumination can be differentiated into two components: reflective pondering and brooding, but the core tenet of impaired disengagement hypothesis only puts the emphasis on rumination rather than brooding. Besides, there are many studies investigating the attention-training effects on depressive symptoms rather than rumination. To date, no studies even have investigated the training effects on impaired disengagement and brooding. Therefore, we aimed to examine the effects of attention training on attention bias toward negative stimuli, impaired disengagement from negative stimuli and brooding level in brooders. We investigated the training effect in brooding and non-psychiatric control participants via dot-probe task. During a two-week period, all of the participants were randomly assigned to complete 4 sessions of either attention training or no training. Also, participants completed two attentional tasks examined attention bias at baseline and post-training, and self-reported questionnaires of brooding and depressive symptoms at baseline, post-training, and follow-up. Overall, results indicate that brooders didn’t show attention bias to negative stimuli. Also, no beneficial effects of attention training on attention bias and brooding level were found in brooders. The previous hypothesis, impaired disengagement hypothesis and studies in the past were not supported. However, many cognitive models of depression have postulated that individuals with high levels of negative cognition and depressive affect tend to maintain their attention toward negative information. Therefore, we took levels of depression and brooding into account, and aimed to examine the effects of attention training on both attention bias toward negative stimuli and impaired disengagement from negative stimuli in depressive brooders. Results indicate that depressive brooders tend to disengage from negative stimuli in modified Posner task. No other findings in dot-probe task and attention-training task. Implications of these findings in depressive brooders are discussed and directions for future research are advanced.
13

以行為財務學檢視證券交易規定

郭齡鞠 Unknown Date (has links)
本篇論文藉由行為財務學為橋樑,試圖利用法律經濟分析來檢視證券交易法的制定。結合了行為學、法律以及財務。首先利用認知心理學來介紹投資人行為偏誤的現象。整理出三項投資人處理資訊的偏誤,分別為有限注意、過度自信以及框架效果。在資本市場上投資人因為這些偏誤產生的無效率現象分別有,會計資訊解讀不完整、股價報酬產生動能現象、投資人過度交易、對公司事件宣告產生反應不足的現象、忽略資產配置的重要、處分效果以及偏好現金股利等等的現象。 而在了解行為模型對於投資人的行為預測以後,我們試著去進行法律經濟分析。行為財務學點出了效率市場假說不存在的證據,並試著以心理學的角度來解釋這些現象,但是行為財務學仍然缺乏一個良好的預測模型,它無法預測投資人何時會有反應不足,何時會有過度反應。不過行為財務學仍然提供了一些觀點值得政策制定者考慮。1.投資人偏好是不一致的,可能會因為情境改變而改變。2. 投資人只有有限的理性。3. 投資人會受到資訊揭露形式而有不同的判斷。根據這些觀點,我們以行為學的角度來分析證券交易法對於詐欺、操縱以及資訊揭露的規定。
14

台灣選民媒介使用與政治知識之關聯性-1995-2004年的長期趨勢分析

張硯筑 Unknown Date (has links)
本研究意圖了解台灣選民媒介使用與政治知識間長期的關聯與其變遷,以及嘗試將政治知識區分為政治結構知識與非政治結構知識兩類個別檢視,以期能深入瞭解媒介使用與政治知識類別的關係。本研究採用二手資料分析,將國立政治大學選舉研究中心在1995年與1998年所作之立委選舉面訪案,及台灣選舉與民主化調查研究(TEDS)在2001年與2004年所作之立委選舉大型面訪案,總共四次的資料加以整合,以時間的縱貫角度切入,觀察民眾長期政治知識與媒介使用情況的趨勢變化,針對影響政治知識的各項因素作檢驗,並提出可能的解釋。   關於變化趨勢的部分,研究發現在1995-2004年期間,總體政治知識及非政治結構知識程度有逐年減少的趨勢,但在政治結構知識程度上則變動不大,沒有逐年提升的趨勢;報紙注意程度上沒有顯著變化,而電視注意程度則有逐漸減少的情形。   研究結果顯示,無論時序如何變遷、政治知識如何分類,性別、教育程度及報紙注意程度,對政治知識均具顯著且穩定的影響力。男性、教育程度愈高者及報紙注意程度愈高者,其政治知識程度愈高。   年齡對於各類政治知識程度也是一個相當顯著的解釋變項,唯獨在政治結構知識上,老年人口的解釋力則不顯著。本研究也發現政黨認同能夠顯著解釋總體政治知識與非政治結構知識;但在政治結構知識上的影響與解釋力較弱。在總體政治知識與非政治結構知識的影響上,電視注意程度均呈現正向顯著的關聯,電視注意程度愈高,其政治知識程度愈高;但在政治結構知識上,電視注意程度的解釋力則不如預期。值得注意的是,電視媒介注意程度在2004年的資料中,對於各類政治知識均呈現無顯著差異,且影響方向改變。   綜觀研究結果發現,不同類型之政治知識,在本質上、變遷趨勢上、獨立變項的解釋力上的確有所差異。最能解釋總體政治知識的變項為媒介注意程度;最能解釋政治結構知識的變項為教育程度;對非政治結構知識最能解釋的變項為媒介注意程度。然而,報紙注意程度比起電視注意程度來說,對於政治知識程度的解釋力要來得正向且穩定。 / The purpose of this study is to examine the relationships of news media use and political knowledge and their changes over time among voters in Taiwan. Political knowledge, by definition, is categorized into structural and non-structural ones. Data were from four national surveys in 1995 and 1998’s National Chengchi University Election Study Center’s surveys, and the 2001 and 2004’s Taiwan’s Election and Democratization Study during legislative elections, respectively. Data analysis shows that since 1995 till 2004, political knowledge and non-structural political knowledge are both slightly decreasing, but the variation of structural political knowledge is relatively stable. Attention to newspaper news is steady but attention to television news is decreasing. Gender, level of education, and attention to newspaper news all positively predict structural and non-structural political knowledge in the four data sets. Male, highly educated people, and those with higher attention to newspaper news have more political knowledge. Party identification significantly predicts non-structural political knowledge but not structural political knowledge. Attention to television news positively predicts non-structural political knowledge. What is noteworthy is that in 2004, attention to news media first time shows no significant relationship with political knowledge. Take a closer look at relationships between various predictor variables and different types of political knowledge. Our results show that attention to news media strongly predicts political knowledge; level of education highly predicts structural political knowledge; attention to news media effectively predicts non-structural political knowledge. However, attention to newspaper is a better predictor variable in predicting political knowledge.
15

高社交焦慮者對於情緒性刺激的注意力偏誤--驗證「認知內容特定性假設」

陳姱蓁 Unknown Date (has links)
本研究主要的目的在於採用線索典範作業探討高社交焦慮者是否對於特定的情緒刺激有注意力偏誤的現象。高社交焦慮組有25 人與低社交焦慮組有29 人參與正式實驗,受試者分別被分派至社交焦慮情境中或無社交焦慮情境中,並且在電腦螢幕中的兩個長方形中出現中性、一般正向、一般威脅、社交正向、社交威脅、身體正向及身體威脅詞彙作為線索,當線索消失之後,受試者被要求對於目標物「E」或「F」進行判斷。在這些線索中,有些是有效線索(例如:目標物與線索出現在同一個位置上),有些是無效線索(例如:目標物與線索出現在不同的位置上)。 研究結果顯示當線索是社交正向詞彙時,被分派至社交焦慮情境中的高社交焦慮者相較於低社交焦慮者,在無效線索狀況下對於目標物的反應時間較快,且整體的注意力傾向,被分派至社交焦慮情境中的高社交焦慮者比低社交焦慮者較少將注意力投注在社交正向詞彙上。但並沒有有力的證據支持高社交焦慮者相較於低社交焦慮者,對於與社交焦慮有關詞彙,尤其是社交威脅詞彙具有注意力偏誤。這些研究發現認為高社交焦慮者有可能缺乏正向偏誤的保護機制,所以在社交焦慮情境中,容易選擇性忽略社交正向訊息,因而較缺少正向經驗與正向情感,反而會藉由逃避負面評價的方式,或是隱藏、抑制自己的社交焦慮情緒來維持良好的自我形象。
16

螢幕配置對網頁易讀性與選擇注意力影響–以電子市集為例 / The impact of screen layout on legibility and selective attention:Take eMarket as an example

蘇秋紅, Su, Chiu Hung Unknown Date (has links)
由於資訊科技的進步,網頁資訊更豐富與複雜,本研究從兩方面,一方面找出複雜的網頁是如何被使用者所認知?另一方面網頁介面設計的好不好?該如何設計才能降低網頁資訊的複雜度使其更易讀的方法。若網站介面設計能搭配使用者的認知,將有助網站設計出能降低複雜度又易讀的網頁,幫助使用者完成任務。因此,研究目的為瀏覽者是如何知覺與認知複雜的網頁?網頁介面的版面配置設計的好不好?研究問題為腦中模版是否影響網頁瀏覽?找出降低資訊複雜度的螢幕設計的原則? 本研究分別設計四個實驗驗證四個假設,實驗一的目的是驗證使用者腦中模板對資訊選擇有影響。方法是比較實驗未進行前,瀏覽者大腦中所認知的電子商務網頁配置概圖,得到瀏覽者腦中既有的模板是什麼,再進行選擇注意實驗,比較瀏覽者畫出來電子商務網站的回憶圖與未進行實驗前的模板間的一致性。結論為模板與實際組的卡方值均為不顯著,因此,可以得知瀏覽者瀏覽電子商務網站時腦中的模板確實影響網頁選擇注意。 實驗二的目的是驗證使用者因為任務需要不同資訊的選擇策略對造成其網頁的認知不同;方法是實驗中透過使用者進行搜尋的任務中,根據其瀏覽策略將搜尋任務第一頁的瀏覽與最後一頁不同的瀏覽目標,因要達成的選擇策略不同所以其選擇注意不同。結論為第一頁與最後一頁的的瀏覽分析可以得知不同資訊的選擇策略將影響網頁介面的螢幕配置認知。 實驗三的目的螢幕配置會影響選擇注意。方法計算文獻整理的六個指標的理論值之後,實証為讓使用者到四個國家的yahoo網頁進行任務,會因網頁配置不同,影響使用者對四個不同國家的yahoo網頁的認知選擇注意不同。結論為四個國家卡方值為顯著,表示四個國家的介面配置不同確實會影響不同的選擇注意。 實驗四的目的証明網頁設計易讀性理論值與實證的順序是相同的。方法計算文獻整理的六個指標的理論值之後,實証為將四個日韓台美不同的yahoo網頁的配置,兩個為一組,分六組進行實驗,以了解四個國家網頁哪個配置讓瀏覽者較容易閱讀。結論為理論的順序:日(0.099)>美(0.095)>台(0.086)>韓(0.078);實證的順序:美>日>台>韓;日美優於台韓故順序一致。 根據實驗的結論,我們知道使用者面對複雜的網頁資訊時,會根據腦中的模版來分析與過濾網頁上面的資訊,而且瀏覽者對於資訊的選擇確實會影響網頁螢幕的配置像對空白與色彩..等的差異,並且根據文獻找出的指標確實與實際狀況符合。所以,建議設計師在網頁layout設計,要按照使用者的工作任務經驗,及各工作任務的可能模版特質來設計資訊呈現內容。並根據六個整理出來的指標列為參考的網頁設計元素,將元素差異及元素關係的因素,如資訊在畫面上的位置、形成區塊的空白、框線、對比顏色、文字大小,以及關鍵詞等因素善加運用,按照工作任務性質,做適當安排。將有效降低使用者認知複雜度達成任務。 / Due to the fast growth of information technology, website information has become richer and more complex, and this piece of research will target on two main related areas. One is to find out how those complicated webpage were cognized by their users? The other is to discuss whether if the existing webpage interface design is good or not, and how webpage information should be designed in order to reduce its complicity and make it easier to read. If the webpage interface is able to collocate with users’ cognition, it will help websites to create webpage with low complicity and ease of read, and thereby assisting users to complete their missions. Therefore, the research aim would be to understand how browsers sense and perceive webpage and its complicity. Is the interface and layout design suitable for such webpage? In addition, the key question is to ask if internet browsing would be affected by our brain templates, and to further find out the principles for low information complicity screen design. The research body consists of four experiments which are set to prove 4 hypotheses. First experiment is to prove that users’ brain templates have effects on the choices of information. The main method is to obtain the e-commerce webpage layout from browsers’ brain before carrying out any further tasks, and see what the initial templates look like. And then by taking the selective attention tests, to compare the similarity between the memorial mappings of the e-commerce website with the initial template. The result has shown that the chi-square values between template and real group are both not significant, therefore, it is predicted that when users are browsing e-commerce websites, the brain templates do have effects on webpage selective attention. Experiment two aims to examine if differences in webpage cognition occur as users could have various choices of information due to different needs. When users browse the internet, because of the targets change, the strategies used in first page and last page also differs, and so does the selective attention. To conclude, from the first and last pages browsing analysis we can know that different information choice strategies will have impacts on the webpage interface layout. Third experiment focuses on the display layout which affects selective attentions. By calculating six theoretical values from indicators in literature reviews, and in order to prove the theory users are asked to carry out missions on Yahoo! websites in four countries, and because the webpage layouts are different, the users’ selective attentions also varies in these four countries. The chi-square values of the four countries are significant, which means different webpage layout will alter selective attentions. The last one proves that the theoretical values of legibility in webpage design are proportional to the case studies. In order to understand which Yahoo! website is the easiest to read out of these four countries, they were divided into groups of two and carried out six sets of experiments. Theoretical result shows that Japan (0.099)>US (0.095)>Taiwan (0.086)>Korea (0.078), where practical result shows US>Japan>Taiwan>Korea, and therefore both proved that US and Japan are better than Taiwan and Korea. According to the results of experiments, we can know that when users face complex web information, they tend to use the templates created in their brain to analyze and filter those information, and the choices of information that browsers made do affect webpage and screen layout, such as different spacing and coloring; which just corresponds with our literature indications. Hence, when designing webpage layout, designers are recommended to demonstrate the content by following users’ actual experiences, plus some possible behaviors under different work and mission conditions. In addition, the six indicators should also be used as design references, and key factors such as the positioning of information, spacing, bordering, contrast, font sizes and keywords should also be taken into consideration in order to make appropriate arrangement to suit different work properties, which will lower the cognition complicity for users effectively, and thereby fulfill its tasks.
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逼近刺激對注意力分配情形的影響 / The Effect of Impending Stimulus on Allocation of Attention

李宏偉, Lee, Hung-Wei Unknown Date (has links)
作者檢視視覺注意力研究發現:對於哪些向度刺激能夠攫取注意力這項爭議,至今尚未圓滿解決。針對這項議題,認知心理家提出三種不同假設:一致性假設主張必須符合個體注意力控制狀態的刺激才能產生攫取效果;差異顯著性假設認為,不論干擾刺激屬於何種注意力控制狀態,只要該刺激之特徵差異達到顯著,即能吸引注意力;而物件檔案假設則認為,涉及新開物件檔案動作的刺激,比涉及修改原有物件檔案內容的刺激,更傾向於展現注意力攫取效果。 本研究結合雙眼像差技術與非突現刺激技術,設計出具有深度與大小變化的逼近刺激。並且利用逼近刺激進行四項實驗,試圖解決上述三種假設間的爭議:實驗一證實,逼近刺激確實具有攫取注意力的效果。實驗二發現突現刺激與逼近刺激兩者會互相干擾。實驗三結果顯示,比背景亮的刺激較傾向於吸引注意力。實驗四則發現:在搜尋亮度獨特刺激的作業中,逼近干擾刺激不會造成影響;但在搜尋逼近刺激的作業中,亮度獨特刺激則會產生干擾。另外,實驗五包括兩個子實驗,主要在探討逼近刺激注意力攫取效果的媒介,結果顯示:深度變化對逼近刺激的注意力攫取效果具有重要貢獻,但也必須在不違反大小變化條件的前提下,逼近刺激才能展現注意力攫取效果。 整合本研究前四項實驗可知:實驗一、三的結果並不支持物件檔案假設。在探討逼近與突現刺激干擾情形的實驗二中,一致性假設獲得合於預測的結果;但在操弄亮度與逼近刺激的實驗四中,卻得不到支持證據。至於顯著性假設,除了實驗二所得結果外,普遍都可獲得支持。然而,顯著性假設仍有修正的必要。作者在文中也提出了顯著性假設的初步修正,以及未來相關研究可能的發展方向。
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無關訊息在選擇性注意中的處理歷程與機制-從連續嘗試叫色作業的干擾項抑制效果探討 / OMIT

蔡介立, Tsai, Chie Li Unknown Date (has links)
Neill(1977) 發現 Stroop 色字干擾作業中前一嘗試 (S1) 的干擾字和 後一嘗試 (S2) 的顏色反應相同時,會對後一嘗試的正確反應形成干擾項 -抑制效果。 本研究以 Neill(1977) 的連續嘗試叫色作業,探討 S2 刺 激類型與 S1 反應至 S2 刺激呈現時距 (RSI) 對干擾項-抑制效果的影 響,並說明簡單抑制論 Neill (1977) 、反應抑制論 Tipper(1985) 及編 碼調適論 Lowe(1985) 的適切性。實驗一探討不同 S2 刺激類型產生的影 響,結果合諧字並沒有任何抑制或促進的效果,符號非字和不合諧字得到 干擾項-抑制效果,皆符合簡單抑制論的預測,反應抑制論也能以策略的 因素來解釋實驗一的結果,而編碼調適論不易解釋合諧字的結果。實驗二 探討色條在不同 RSI 產生效果的變化情形,發現色條在短 RSI 產生很少 的促進影響, 在 RSI 較長的情境中色條皆產生干擾項-抑制效果,較為 支持簡單抑制論的假設,反應抑論和編碼調適論則無法解釋色條在長 RSI 產生的干擾項-抑制效果。因此在連續嘗試的 Stroop 叫色作業中, S2 刺激類型及 RSI 對干擾項-抑制效果產生的影響, 簡單抑制論能直接預 測與解釋, 反應抑制論及編碼調適論對色條在長 RSI 的干擾項-抑制效 果則不易解釋。
19

社交威脅情境下,自我聚焦注意對社交焦慮者之影響--以心像內容、觀察者視野以及焦慮情緒為探討 / The Influence of Self-focused Attention on Social Anxious Individuals in a Social Threat Context:The Exploration on the Imagery, the Observer Perspective, and the Anxiety Emotion

陳品皓, Chen,Pin Hao Unknown Date (has links)
本研究主要目的,為透過操弄自我聚焦注意來探討高社交焦慮者在社交評估情境中的心像反應,並釐清心像內涵與形成視野以及對焦慮情緒的影響。過去對於高社會焦慮者的負向自我心像,究竟是在社會威脅情境下,就會自發性的發生;還是只有在高社會焦慮者具有自我聚焦注意時,才會發生,目前尚未有實徵研究的探討,此為本研究最主要的研究目的。 本研究篩選出高社交焦慮組37人與低社交焦慮組36人參加實驗,受試者在接受所分派的自我聚焦注意操弄後,進行社交評估作業,並針對內在心像的內容進行進一步的調查。 研究結果發現,接受自我聚焦注意操弄的高社交焦慮者,其心像內容明顯充滿較高比例的負向訊息,且在實驗前後的焦慮情緒改變也相對較高,而未接受自我聚焦注意操弄的高社交焦慮組,以及兩組低社交焦慮組皆未觀察到較高的負向心像內容,在呈現形式以及焦慮情緒上亦無顯著的差別。 高社交焦慮者的自我心像會受到當下注意力投注狀態的影響,當越處於自我聚焦的狀態下,其心像的內容也充滿越多的負面訊息,心像呈現的方式也越傾向以被他人所觀察的形式。由於自我聚焦注意在社交焦慮症狀發展與維持上扮演相當重要的角色,故在釐清高社交焦慮者在自我聚焦注意下的心像內容,有助於選擇適當的治療策略,協助高社交焦慮者因應環境中的威脅。 / This study aimed to explore the imagery of high social anxious individuals in the social-evaluative context by manipulating self-focused attention , and also attempted to clarify the content of the imagery, the perspective formed by the context, and the influence on the anxiety emotion. The past studies on the issues of whether the negative self-imagery of high social anxious individuals spontaneously occurred in a social threat context or only occurred in the self-focused attention have not carried out any empirical research so far, and thus it is the main research purpose of this study. In this study, 37 high and 36 low social anxious individuals were selected to conduct the experiment. After being manipulated the self-focused attention according to the groups to which they had been assigned, the participants had to engage in a social evaluation task, and a further investigation would be undertaken according to their content of inner imagery obtained in the task. The research results showed that high social anxious individuals being manipulated the self-focused attention apparently had a higher proportion of negative messages in their content of imagery and also had a relatively higher change in their anxiety emotion before and after the experiment. On the contrast, no higher proportion of negative messages in the content of imagery was observed in the group of high social anxious individuals that were not being manipulated the self-focused attention and in other two groups of low social anxious individuals. Similarly, there were no significant differences in the forms presented and the anxiety emotion in those groups as well. The inner imagery of high social anxious individuals would be influenced by the present status of the focus of attention. While in a higher self-focused attention, the content of imagery tends to be more negative, and tends to be observer perspective.
20

悅趣化學習對於高齡者注意力之影響分析 / Analysis of the Effect of a Serious Game on the Attention in the Elderly

顧竣翔, Ku, Chun Hsiang Unknown Date (has links)
台灣目前已邁入高齡化社會,因高齡人口持續攀升,面對中高齡者認知能力衰退,我們提議利用遊戲的方式進行注意力訓練。相較於一般以娛樂為主要目的的遊戲,悅趣化學習遊戲(Serious Game)是在遊戲設計除時以娛樂為目的外,另附加學習目標,這種遊戲設計方式常廣泛運用於教育、軍事、健康、都市規劃、宗教、工程與政治等領域上,以達成某種訓練或觀察目的。我們以心理學理論為基礎,透過悅趣化學習遊戲在平板電腦上設計了一個系統,邀請年長者分為兩組來擔任此一系統的受試者,並觀察使用我們所設計的遊戲系統前後其注意力變化的狀況。我們在此系統上進行了視覺搜尋(Visual Search)和注意力網絡作業(Attention Network Task, ANT)的前後測驗,並加入了自適應性(Adaptive)及導入干擾(Interference)以觀察受試者排除干擾的狀態。我們觀察此系統是否能影響測試者的認知能力與其影響的程度,並比較受試者之注意力在實驗前後變化是否因遊戲系統而改變。而經過實驗後共有21位高齡受試者完成所有實驗流程,實驗組的受試者經過分析後發現他們在視覺搜尋的在正確率以及在注意力網絡作業中的正確率、警覺性分數和導向性分數皆有顯著的改變,而在實驗後透過問卷調查另可發現高齡受試者對於遊戲學習亦是給予正面的回饋且有意願繼續使用。因此我們認為我們所設計的悅趣化學習遊戲系統能提升高齡受試者的使用意願並進而有效提升其注意力。 / Since the last decade, Taiwan has entered the aging society. However, the proportion of the elderly population has continued to increase in recent years. Our primary purpose is to use serious game as a means of training the attention of the elderly and delay the decline of cognition. Serious game has a primary purpose other than pure entertainment and has been used in the past for various applications such as national defense, education, scientific exploration, healthcare, emergency management, city planning, engineering, religion, and politics. Our goal in this work is to design a customizable serious game based on cognition psychology on the Android tablet PC platform for the elderly. We invited 21 elderly subjects to play the game and perform tests done before and after the playing. In the pre- and pro-tests, we adopted a Visual Search task and the Attention Network Task (ANT) tests to study how the proposed serious game can affect the cognition abilities, especially attention, of a subject. The experimental results reveal that the accuracy of visual search, accuracy of attention network test, scores of alerting and orienting of the participants in the experiment group have significantly improved after the trainings on the serious game system. We also have received positive feedback on the gameplay from the participants, which shows that the proposed system is well accepted and can serve as an effective means for cognition training.

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