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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.
1

注意力在概念性內隱記憶扮演角色的探討

許清雄 Unknown Date (has links)
本研究主要是探討注意力在概念性內隱記憶扮演的角色。遷移—適當歷程(TAP)認為概念性歷程需要注意力資源來幫助記憶表現,因此概念性內隱記憶會受到分配性注意力的影響,使概念性促發效果減少。但TAP仍受到許多的質疑,顯示概念性促發與注意力有更複雜的關係。本研究檢驗TAP在概念性內隱記憶作業的限制,並以“項目特殊性與相關性歷程”和“競爭性與非競爭性接觸歷程”來延伸TAP的觀點。本研究將分別檢驗在登錄和反應階段的一些不同情況,對注意力在概念性內隱記憶作業的影響。實驗一和實驗二操弄登錄處理變項,使用項目特殊性與項目相關性登錄處理來檢驗兩種不同的項目訊息所造成的影響。實驗三和實驗四操弄線索與反應聯想詞間的強弱關聯程度,探討注意力在字彙聯想作業的角色。在測驗階段是使用「歷程分離程序」(PDP)和「測驗後分離法」(PTP),估計導致反應的意識“ Pc ”和無意識記憶“ Pu ”的機率值。並進一步比較兩種方法所得到的結果。 實驗一的類別—正例產生作業統計分析結果顯示,使用PDP法來進行測驗的結果發現,分配性注意力只影響“Pc”的機率值,但不影響“Pu”的機率值。實驗二使用PTP法的結果發現,分配性注意力只會影響在項目特殊性情況產生的“Pu”和“Pc”的機率值;但對項目相關性情況的“Pu”和“Pc”並沒有任何影響。實驗三的字彙聯想作業統計分析結果顯示,使用PDP法來進行測驗的結果發現,分配性注意力只在強關聯情況下影響“Pc”,但不影響“Pu”的機率值。實驗四使用PTP法的結果發現,分配性注意力在強關聯和弱關聯兩種都會影響“Pu “和“Pc”的機率值。 綜合本研究結果,在實驗二使用PTP法發現,在項目特殊性的情況操弄分配性注意力會影響意識記憶和無意識記憶的表現,但在項目相關性的登錄方式下並沒有顯著的分配憶注意力效果。此結果顯示,注意力與概念性促發效果間有更複雜的關係,符合“項目特殊性與項目相關性登錄歷程”的預測。在實驗三使用PDP法所得的結果顯示,只有在強關聯的情況,在Pc上有分配性注意力的單純主要效果,結果並不支持TAP或競爭與非競爭接觸歷程的觀點。而使用PTP法所得結果發現,不管在強弱關聯情況,分配性注意力會影響無意識估計值Pu和意識估計值Pc,此結果顯示,注意力會影響概念性促發效果,並不會因為強弱關聯程度的不同而有所差異,並不符合競爭與非競爭接觸歷程的觀點,但仍然可用“項目特殊性與項目相關性”的觀點加以解釋。
2

高社會焦慮者的注意力訓練療效與眼動歷程之探討 / Therapeutic effects of attentional training and eye-movements in social anxiety

梁記雯, Liang, Chi Wen Unknown Date (has links)
本研究主要的研究目的有二:其一,探討高社會焦慮者對不同情緒臉孔的注意力時間歷程;其二,探討自動化階段與控制式階段所進行的注意力訓練,對於降低注意力偏誤以及改善社會焦慮的效果。基於上述兩項研究目的,分為研究一與研究二進行。研究一中,共有60名參與者完成眼動作業,其中高、低社會焦慮組 (HSA組/ LSA組) 各30名。在眼動作業中,生氣、難過、快樂與中性四類情緒臉孔同時呈現於螢幕上,參與者被指示自由觀賞螢幕上的圖片,直到圖片消失。研究一的結果發現,HSA組對生氣臉的初始注視時間 (initial gaze duration; IGD) 明顯高於LSA組,且高於其它三類情緒臉孔,LSA組對四類情緒臉孔的IGD則沒有差異;其次,LSA組對快樂臉的整體凝視時間比例 (proportion of total viewing time; PTVT) 明顯高於HSA組。時間歷程分析的結果發現,HSA組在751-1000 ms 對生氣臉的凝視可能性高於LSA組,以及在7-8 s對難過臉的凝視可能性高於LSA組;LSA組在9-10 s對快樂臉的凝視可能性高於HSA組。研究一結果指向,高社會焦慮者對威脅刺激可能有注意力脫離困難,同時可能缺少對正向刺激的注意。研究二共有72名高社會焦慮者參與,本研究將注意力訓練的刺激呈現時間操弄為100 ms或500 ms兩種,每一種刺激呈現時間的注意力訓練可分為注意力改變組 (AMP組) 與注意力控制組 (ACC組) 兩種情境,因此共有AMP-100、ACC-100、AMP-500與ACC-500四種訓練情境。所有參與者被隨機分派至四種訓練情境中,並完成八次 (每週兩次,為期四週) 的注意力訓練作業。參與者在注意力訓練的前、後分別完成量表填寫、修改版Posner作業與眼動作業的評估,並且在注意力訓練結束至少一個月後,接受追蹤階段的評估。研究二的結果發現,100 ms的注意力訓練可以增進AMP-100組在修改版Posner作業上對所有無效嘗試次的反應時間;降低其在眼動作業上對生氣臉的IGD;同時改善AMP-100組參與者的負向評價恐懼、互動焦慮以及演講前的預期焦慮。500 ms的注意力訓練可以降低AMP-500組的參與者在修改版Posner作業上對社會威脅詞無效嘗試次的反應時間;減少其在眼動作業上對負向情緒臉孔的注意力維持時間,並增加對正向情緒臉孔的注意力維持時間;同時降低AMP-500組的負向評價恐懼與社會互動焦慮。研究二結果顯示,自動化階段與控制式階段所進行的注意力訓練,均可促進高社會焦慮者對威脅刺激的注意力脫離速度,並且改善社會焦慮。本研究於討論中,針對本研究結果在理論與臨床應用上的意涵進行探討,並提出本研究的限制與對未來研究的建議。 / The purpose of the present study was twofold. First, it aimed to investigate the attentional processing of emotional faces in social anxiety using the eye-tracking technique. Second, it tried to examine the effects of attentional training in reducing attentional bias and in decreasing social anxiety symptoms in high socially anxious individuals. In study 1, a total of 30 high socially anxious (HSA) and 30 low socially anxious (LSA) participants completed the eye-movement task. In the eye-movement task, participants were instructed to view the slides on the monitor naturally. Each slide contained 4 emotional faces (one angry, one sad, one happy and one neutral face). The results showed that the HSA participants had longer initial gaze duration (IGD) on angry faces than the LSA participants did. Further, the LSA participants had higher proportion of total viewing time (PTVT) on happy faces than the HSA participants did. Time-course of attention to emotional faces was also examined. The results showed that the HSA group had higher fixation probabilities to angry faces than the LSA group did in the 751-1000 ms time window. The HSA group exhibited higher fixation probability to sad faces than the LSA group did in the 7-8 s time window. Further, compared with the HSA group, the LSA group had higher fixation probability on happy faces in the 9-10 s time window. The results of study 1 indicate that individuals with high socially anxiety may have difficulty in disengagement form social threatening information and may demonstrate decreased attention to positive information. In study 2, seventy-two high socially anxious participants completed the experiments. In the attention training task, stimuli were presented at two durations: 100 ms and 500 ms. Participants were randomly assigned to four different attentional training conditions, including the AMP-100 (attention modification program; presentation duration = 100 ms), the ACC-100 (attention control condition; presentation duration = 100 ms), the AMP-500 and the ACC-500 group. All participants completed eight attentional training sessions delivered over four weeks (i.e., twice weekly sessions). Participants were also required to complete preassessments, postassessments and follow-up assessments. The results demonstrated that the 100 ms attention modification program facilitated attention disengagement in the Modified Version of Posner task and decreased attentional maintenance to angry faces in the eye-movement task for participants in the AMP-100 group. Furthermore, it reduced the fear of negative evaluation, interaction anxiety and anticipated anxiety for public-speaking situation in the AMP-100 group. The 500 ms attention modification program facilitated the disengagement from social threat words in the Modified Version of Posner task in participants of the AMP-500 group. It also decreased the attentional maintenance to negative faces and increased the attentional maintenance to happy faces in participants of the AMP-500 group. Further, it reduced the fear of negative evaluation and social interaction anxiety in the AMP-500 group. The results of study 2 suggest that attention modofication programs may decrease difficulty in disengagement from threat and reduce some aspects of social anxiety symptoms in individuals with high socially anxiety. Theoretical and clinical implications of these results were discussed.
3

精神分裂症患者的注意力歷程缺失探討 / ATTENTION DEFICIT OF SCHIZOPHRENIAS

杜玉禎, Tu, Yu-Chen Unknown Date (has links)
對於精神分裂症患者注意力歷程缺失現象的探討,過去大多集中在 對注意力歷程本身機制的探究;但在結果上一直找不到令人滿意的解釋. 然而在心理學的研究中發現, 個體在進入注意力歷程對刺激做進一步處 理之前,有一個前注意力歷程會先對視野中所現刺激做整體性的處理;之 後才能使個體經由選擇將注意力集中在所欲處理的訊息上,此即注意力歷 程二階段論. 本研究即以注意力歷程二階段論為起點,利用兩個以擬 似叫色作業進行的實驗去區辨精神分裂症患者在注意力表現的異常,究竟 導因於那一階段的運作失常.本研究的兩個實驗均是以伴隨分心項同時呈 現的 Stroop 色字為實驗刺激,藉由操弄目標項( 即Stroop色字)刺激 類型及分心項與目標項間關係,觀察精神分裂症患者與正常在前注意力歷 程運作上有何差異,並期能據此瞭解精神分裂症患者注意力歷程缺失的可 能原因. 綜合兩實驗所得結果,精神分裂症患者在前注意力歷程的運 作上與正常人並無差別;但在進入注意力歷程對刺激做進一步處理時,抑 制機制的運作失常(運作不足或運作過度)為其注意力失常的可能原因之 一,但仍無法對本研究的結果作一完整的說明.此外,由研究結果中,也 可推測精神分裂症患者在對目標項進行細部分析時,其持續性的注意力也 有異於正常人;這部份仍有待進一步的研究. / There is a wealth of literature associating schizophrenia withdisorders of attention. This study bases on the two-stage approach of visual selective attention. The pre- attentiveparallel processcomputes how different each object is from each of the other objectswithin a particular stimulus dimension. Attention automatically drawto the location having the highest activation, implying that the subjects select location automatically and are irrespective of their intention. Two Stroop tasks used to differentiate schizophrenics and nornalic'sattentional processes, and try to figure out which stageis the caution of schizophrenic's dysfunctional attention. As the result, schizophrenic is not different with normalics on pre-attentiveprocess, but do have something problem onattentional process when theywhen they have to inhibit some information. It'sstill not a conclution,because the deficit of inhibition can not explain the results perfectly.
4

探討遊戲中置入廣告之廣告效果─ 以「大家來找碴」為例 / The advertising effects of in-game advertising:an example of Spot-the-Difference games

張李竹 Unknown Date (has links)
本研究欲了解「大家來找碴」(Spot the Differences)此類偵測作業的遊戲在設計時應注意的元素為何?兩個實驗皆為參與者內設計,在實驗一中操弄產品置入在遊戲畫面中的聚焦區(area of interest, AOI)與否,以及產品是否為遊戲目標,測量偵測的正確率、反應時間和再認表現,以檢視產品置入在遊戲中是否能吸引注意力?結果發現當產品置入在聚焦區時的反應時間快於在非聚焦區。當產品是遊戲目標時的再認表現,優於不是遊戲目標時;而當產品位在非聚焦區時的再認表現,會優於廣告在聚焦區時。然而,實驗一中的產品並未包含商標,為進一步探討探討廣告效益,在實驗二中加入有商標的廣告商品,並使用眼動儀,測量參與者對商品的眼動處理模式,如凝視時間(fixation duration)與凝視次數(number of fixation),並請參與者評估對商品的喜好程度和購買意圖。結果發現商品置入在聚焦區的反應時間顯著快於非聚焦區,但商品置入在非聚焦區時的再認表現、喜好程度和購買意圖皆優於置入在聚焦區時。眼動的結果發現,商品是遊戲目標時和在聚焦區時有更長的凝視時間和更多的凝視次數。依據實驗一與實驗二的結果顯示,參與者有可能是在無意識受到商品曝光的影響而產生廣告效果,建議未來研究可加入內隱指標探討當商品位在非聚焦區時的廣告效果,以提供更直接的證據驗證。 / The purpose of this study is to investigate what elements that we should notice when we design kind of Spot-the-Differences games. Two within-subject-designed experiments were conducted. In experiment 1, we manipulated the location of products(area-of-interest or non-area-of-interest)and the type of products(target or non-target)to examine how products attract our attention in in-game advertising.. The results of experiment 1 showed that when products were in the AOI, the reaction times were shorter than those in non-AOI. However, participants could recognize the products better when they were in non-AOI. Furthermore, participants could recognize the products better when products were the targets than non-targets in the game. In order to investigate the effect of in-game advertising, in experiment 2, we added trade mark and used an eye tracker to examine the role of visual attention in-game advertising. Besides, we used liking and purchase intention as an index of advertising effects. The results of experiment 2 showed that products that were in the AOI attracted participants' attention more quickly. However, products in non-AOI showed better recognition performance, liking and purchase intention than those in AOI. The results of eye movements showed that longer fixation duration and more fixation number was observed for targets than for non-targets. According to the results, the effects of advertisement may be resulted from participants being exposed for products in an unconscious manner. Future studies could add the index of unconscious processing to clarify the implicit effects of in-game advertising.
5

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。
6

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.
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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。
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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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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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以注意力偏誤探討負向情感對安眠藥物的渴求之影響 / The Effect of Negative Affect on Craving of Hypnotics as Measured by Attention Bias

林郁秀, Lin, Yu Siou Unknown Date (has links)
研究目的 本研究的目的是要藉由線索暴露的實驗典範,探索長期使用安眠藥物 之患者對於安眠藥物相關刺激的注意力偏誤現象,並根據 Baker 及其同事們 (2004)與其他學者所提出的「藥物動機理論的情感模型」,強調負向情感在長 期使用安眠藥物的失眠患者所扮演的角色,本研究另欲探討長期使用失眠藥物的 患者是否在負向的情緒下能引發其對安眠藥物有更多的注意力及反應偏誤,並以 oddball 實驗典範來引發測量大腦皮質 ERP 波的注意力偏誤現象,並試圖以主觀 渴求問卷來測量個案是否在負向情感下有較強烈的主觀渴求反應。 方法 研究之有效樣本為 13 人。其中男性 5 人,女性 8 人,年齡介於 23-54 歲 (34.15 ± 11.07),參與研究之受試者會進行兩晚之實驗及多頻道睡眠生理檢查, 實驗情境分成基礎情境及挫折情境,在挫折情境中,受試者在進行較困難之認知 作業的同時,研究者會給予負向之指導語以進行情緒之操弄;而在基礎情境則給 予中性之指導語。在認知作業進行之後,開始進行線索暴露之 ERP 測量,受試 者須判斷圖片是否含有動物(目標刺激),另包含中性圖片刺激(96 張)、睡眠 相關刺激(32 張)及藥物相關刺激(32 張)。另外在認知測驗及線索暴露的前後 也會測量受試者之情緒狀態及主觀渴求狀態。研究分析以多變量變異數分析進行 檢驗。 結果 長期使用安眠藥物的患者相較於中性刺激,其對於藥物圖片刺激及睡眠相 關刺激皆有較大之 P300 及 SPW 腦波振幅。未在研究中驗證 Baker 等人提出之負 增強處理模式之因果關係,但發現,在基礎情境中,當受試者的正向情緒減少愈 多,受試者在單一題項渴求程度減少愈少;而負向情緒與其他的渴求指標較具有 相關性,研究發現當負向情緒增加愈多,單一題項渴求程度增加愈多,對藥物效 果的期待也愈高,對藥物的欲求與所帶來欣快感也會愈高,顯示情緒的改變於主 觀渴求狀態的相關性。此外本研究結果顯示客觀的腦波指標與部分主觀感受顯著 相關,其中 P300 與其對藥物的渴求程度呈正相關。 結論 無論是在基礎情境或挫折情境,長期使用安眠藥物之患者對安眠藥刺激及 睡眠相關刺激皆有注意力偏誤之現象,且此注意力偏誤現象與其對藥物的渴求程 度具有一定程度之相關性。在挫折情境中,受試者對藥物之主觀渴求有較大的傾向。 / Introduction The major goal of this study is to examine the phenomenon of craving in hypnotic use. The Affective Processing Model of Negative Reinforcement (Baker, Piper, McCarthy, Majeskie, & Fiore, 2004) suggests that negative affect would influence drug use through the change of cognitive process to a “hot information processing” and therefore increase the craving for drug use. The study explores the effects of negative affect on attentional bias and subjective craving associated with hypnotic use to test this model. Method Thirteen long-term hypnotic users were included in this study. They came to the sleep laboratory for two nights for an experimental night in which negative affect was induced by giving negative comments on their performance on a cognitive task and a control night with exactly the same procedure except that the negative comments was replaced by neutral comments. For both nights, craving was assessed with subjective ratings and measure of attentional bias with recording of event-related potentials (ERPs) induced by pictures related to hypnotic use, sleep and neutral pictures. Result The amplitude of P300 and SPW for sleep related pictures and hypnotic related pictures are significant larger than the amplitude for neutral pictures in both conditions. Also, results show that the picture of P300 are positively correlated with subjective craving for hypnotic drugs. Moreover, the data shows the tendency of condition difference in subjective craving. Conclusion The hypnotic long-term users do show attentional bias for sleep related and hypnotic related pictures. However, the result does not show more attentional bias for hypnotic related pictures in stressful situation. On the other hand, the data shows a tendency that the subjective craving is stronger in stressful situation than in baseline situation. The findings show only partial support for the Affective Processing Model of Negative Reinforcement.

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