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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

以由上而下與由下而上注意力運作探討高齡者對於情緒臉孔的反應 / Top-Down and Bottom-Up Attention in Visual Search of Emotional Faces in Aging

李璦如, Lee, Ai Ru Unknown Date (has links)
本研究探討高齡者在視覺搜尋作業中,其由上而下(Top-down)與由下而上(Bottom-up)的注意力運作對於情緒刺激的反應,是否會因為注意力功能退化而與年輕成人的表現不同。過去研究指出,雖然高齡者注意力功能衰退,但是高齡者的由上而下注意力運作,仍可以幫助高齡者的表現。為了解由上而下注意力運作是否對於高齡者的反應有所幫助,本研究以兩個實驗分別探討內因與外因線索以及操弄訊息量所造成的影響。 實驗一包括80%有效的內因線索與25%有效的外因線索兩階段,外因線索階段為由下而上注意力運作,內因線索階段則為由上而下注意力運作,獨變項為年齡(高齡者、年輕成人)、情緒(生氣、快樂)以及線索有效情況(有效線索、中性線索、無效線索),記錄反應時間與正確率。實驗二的兩階段使用不同訊息量的外因線索(80%有效比例為高訊息量、25%有效比例為低訊息量),其餘操弄都與實驗一相同,低訊息量為單純的由下而上注意力運作,而高訊息量兼具由下而上與由上而下注意力運作。 研究結果發現,兩實驗高齡者與年輕成人都對於生氣情緒反應較快,符合威脅優勢。高齡者較年輕人更需要借助由上而下的注意力運作幫助反應,高訊息量的線索對於高齡者幫助也較年輕成人大。另外,實驗一增益效果的結果顯示,有效線索在高齡者搜尋生氣臉孔幫助較大,在年輕成人則搜尋快樂臉孔幫助較大,但是實驗二結果則顯示,有效線索在高齡者與年輕成人搜尋快樂臉孔的幫助都較生氣臉孔大,兩實驗的年齡與情緒的交互作用結果不同可能與高齡者異質性有關。由研究結果可知,由上而下注意力運作對於高齡者在情緒臉孔反應有幫助,在未來實務上,可以多運用由上而下注意力運作的線索幫助高齡者反應。 / This research is aim to understand attention in visual search of emotional faces in aging. Two types of attention process, that is top-down and bottom-up attention, were concerned in this study. In past researches, there are empirical evidences showing age-related declination in attention function, especially in bottom-up attention. But top-down attention is still playing an important role in doing task for the older adults. In order to understand the effect of top-down attention in aging, two experiments using endogenous or exogenous spatial cues were designed. Participants have to respond whether there is a different emotional face or not in a visual search task. The independent variables are age(aging and young), emotional face(happy and angry), and cue(valid, neutral, and invalid). Dependent variables are reaction times and accuracy. In Experiment 1, there are two stages: 80% valid endogenous cues and 25% valid exogenous cues. The endogenous cues stage and exogenous cues stage were designed to probe top-down attention and bottom-up attention, respectively. In Experiment 2, there are two stages: 80% valid exogenous cues(highly informative cues)and 25% valid exogenous cues(non-informative cues). Using highly informative exogenous cues involve both top-down and bottom-up attention. In contrast, non-informative exogenous cues only trigger bottom-up attention. The major results of this study support threat advantage hypothesis that both older and young adults respond to angry face target quicker than happy face. Benefit from top-down attention was larger in older adults than young adults. Highly informative cues help older adults more in searching emotional faces than young adults. The cuing effects in two emotional face conditions were different between Experiment 1 and 2. This inconsistent result maybe relates to aging heterogeneity. In conclusion, top-down attention can help older adults search for emotional faces.
12

年齡與注意力因素對於時間估計之影響 / Age, attention, and time estimation

吳美瑤, Wu,Mei-yao Unknown Date (has links)
為了探討注意力與年齡因素對計時行為的影響,本實驗選用事前知道計時派典(prospective paradigm)與不涉及人為時間單位之知識的計時複製方式。針對注意力的因素,本研究採用雙重作業以操弄注意力資源集中或分散,檢測其對計時作業的影響。另針對年齡的因素,本研究比較低年級小學生、高年級小學生、及大學生成人三種不同年齡組的受試。 本研究利用四種計時作業,針對三個不同年齡層的受試進行對兩種不等的時距計時資料收集。計時作業及年齡因子的實驗設計採受試者間設計,而時距因子則採受試者內設計。研究結果發現(1)低年級組的計時準確性較高年級組或成人組差;(2)受試在雙重作業的計時表現的確較單一作業差,這個計時受干擾的結果,在複雜的雙重作業又較在簡單雙重作業明顯,且年紀愈小的受試所受干擾影響愈大;(3)三年齡層受試在雙重作業中皆有低估目標時距的現象,其中以低年級在複雜雙重作業中的低估程度最明顯;(4)低年級組的計時能力之穩定性較高年級或成人組低;(5)在無需對不斷出現之無意義刺激作偵測反應時,三年齡受試的計時準確性未受影響。 這些結果顯示計時的誤差的確隨著注意力需分派於非時間作業的增加,受試所複製的時距也隨之縮短。這項由於注意力分散所致的計時誤差在國小低年級組最明顯,但隨著年齡的成長及腦發展愈臻成熟,這項影響效果愈趨式微,致使計時的表現愈正確。 關鍵詞:時間複製、年齡與發展、雙重作業、注意力、小學生、純量計時 / The purpose of this study was to investigate the effects of the attention and age on time estimation based on the prospective timing paradigm. Four timing tasks, with different degrees of attentional requirement, were utilized to test timing of reproducing the target intervals in three groups of different ages including the lower-grade (M= 7.5 years), higher-grade (M= 11.2 years) elementary school students and adult (M= 20.1 years). The subjects in this work were asked to estimate a stimulus duration lasting for 7 or 14 s, during which they are required to either do or do not perform a concurrent non-temporal task. Thus, the experimental design for the present study was mixed with between-subject factors (age and task) and a within-subject factor (target interval). The results showed (1) the lower-grade children performed less accurate than the higher-grade children; (2) all subjects had worse timing performance in the dual-task condition than the single-task or control condition, which effect was most evident in the lower-grade children; (3) all subjects reproduced shorter interval as compared to the target interval, which effect was most apparently observed from the dual-task for the lower-grade children; (4) the lower-grade children had less reliability in timing; and (5) the effect of age on the single-task and control condition is not significant. Together, these data indicate that concurrent non-temporal task cause temporal reproduction shorter, especially under high attention demand in lower-grade children. In addition to the influence by the task complexity, the accuracy of timing estimation depends on the age. Keywords: time reproduction、age and development、dual task、attention、elementary school student、Scalar expectancy theory(SET)
13

以線索提示作業探討面為基注意力 / On the exploration of surface-based attention with cuing task

張鈺潔, Chang, Yu Chieh Unknown Date (has links)
面為基階段在視覺處理歷程中扮演重要角色,面表徵是高於視網膜影像的視覺表徵,本研究目的在於探討以「面表徵」為選擇基礎之注意力運作。參考過去研究者所採用的面材料,本研究改為同時呈現二個交叉斜面並進行線索提示作業,以同面優勢效果作為面為基注意力運作之指標。 本研究分成四項實驗,每項實驗皆由兩個子實驗構成,此二個子實驗分別使用「外因性線索提示作業」與「內因性線索提示作業」探討面為基注意力的運作。實驗一利用上述「面」的設計及兩種提示作業,得同面優勢效果,反映面為基注意力的運作參與其中。實驗二目的在於排除注意力根據「可能目標的斜度」進行選擇之混淆,因此將面改為擁有相同斜度且互相平行的二個斜面。注意力若根據可能目標的斜度進行選擇,則無法得同面優勢效果。結果顯示在實驗二的兩種提示作業中,仍得同面優勢效果。實驗三目的在於排除可能目標因空間排列而形成簡單的知覺組織,繼而影響注意力分配之可能性。結果顯示在外因性線索提示作業下,仍得同面優勢效果;在內因性線索提示作業下,SOA需延長至500毫秒,才展現同面優勢效果。實驗四則進一步確認在不同SOA下,面為基注意力的運作情況,結果發現:在外因性線索提示作業下,SOA為500毫秒展現同面優勢效果;內因性線索提示作業下, SOA為1000毫秒下展現同面優勢效果。 綜合而言,在外因性線索提示作業與內因性線索提示作業下皆得到同面優勢效果。當可能目標難以群聚後,在長SOA時距下,依然展現同面優勢效果。因此本研究的結果,對於面為基注意力提供了直接的支持證據。 / Surface-based stage plays an important role in visual information process. Surface representation means the representation that goes beyond 2-D image representation. The purpose of this study is on the exploration of attentional selection which is based on surface representation. Referring to the surface material used before, this study adopted two interlacing slant surfaces structured by random-dot stereogram to test the effect of “same-surface advantage”. There are four experiments and each experiment includes two sub-experiments which are exogenous cuing task and endogenous cuing task, respectively. In Experiment 1, the same-surface advantage was revealed. In Experiment 2, the confounding of “slant” was ruled out and the same-surface advantage was still kept. In Experiment 3, we reduced the possibility that candidate targets group together to form simple perceptual organization and then influence the allocation of attention. After rearrange the spatial positions of candidate targets, attention cannot select the simple perceptual organization easily. In exogenous cuing task, same-surface advantage was still revealed. In endogenous cuing task, SOA should be prolonged to 500ms, and it shows same-surface advantage. Furthermore, in Experiment 4, we manipulate three kinds of SOA and confirm the operation of surface-based attention. We found that in exogenous cuing task, SOA should be prolonged to 500ms, and it shows same-surface advantage.In endogenous cuing task, SOA should be prolonged to 1000ms, and it shows same-surface advantage. In conclusion, it shows same-surface advantage in exogenous cuing task and endogenous cuing task. When candidate cannot group together to be selected easily, SOA should be prolonged to longer, and it still shows same-surface advantage. The results provide the direct support evidences of surface-based attention.
14

以壓力反應特性、注意力偏誤、與睡眠監控行為探討不同 失眠病程發展之相關因素 / The Contributing Roles of Stress Reactivity, Attentional Bias, and Monitoring Behaviors in the Course of the Development of Insomnia

詹雅雯, Jan, Ya Wen Unknown Date (has links)
研究目的 失眠的過度激發是目前最廣為接受的失眠病因之一。無論在生理、認知、行為三不同層面上,多可觀察到失眠者有身心過度激發的狀態。根據失眠三因子模式,不同失眠病程階段,影響過度激發的背後成因有所差異。在慢性失眠部分,過 去累積了相當多的實證研究證實其過度激發的現象,但尚未進入慢性病程前之過度激發相關機轉,仍有待研究進一步探討。本研究嘗試以橫斷式的研究方法,並依據過去失眠病因發展推導,選擇從壓力反應特性 (包含壓力操弄後的壓力反應強度和 消退速度)、注意力偏誤 (包含警覺性注意力和注意力移除困難)、與睡前的睡眠監控行為三個面向切入,探討不同病程階段個體過度激發的背後機轉,並進一步檢驗上述之差異是否可用以預測在壓力操弄情境下,不同病程個體睡前的激發反應變化,藉此檢驗失眠病程發展之病因假說,並希望未來可據此發展有效之失眠防治與介入策略。 研究方法 本研究共計招募受試者 58 人,年齡介於 24-48 歲,包含符合 ICSD-3 慢性失眠者 18 人,以及以壓力下失眠反應量表( Ford Insomnia Response to Stress Test; FIRST)區分出急性失眠高危險組 19 人與低危險組 21 人。每位受試者皆需到睡眠實驗室進行兩階段的實驗,第一階段包含晤談評估、問卷填答、壓力反應的生理測量(以指溫與膚電為指標)、與包含威脅與睡眠刺激之點偵測注意力作業,之後需配戴腕錶與記錄睡眠日誌配合充足且規律作息一週後,再到睡眠實驗室進行第二階段的評量,包含睡前 2 小時、1 小時、關燈前生理指標 (指溫、膚電) 與腦波的測量和主觀身心激發狀態 (Pre-Sleep Arousal Scale, 簡稱 PSAS) 評量,於睡前填寫睡眠相關監測指標 (Sleep Associated Monitoring Index,簡稱 SAMI),並完成一晚的 PSG 測量以排除其他睡眠相關疾患。 研究結果 首先,以單因子變異數分析比較不同組別間在壓力反應與回復和二因子變異數分析注意力警覺/移除困難指標的差異。在壓力生理反應表現上,慢性失眠組與高危險組在接受壓力操弄後的激發消退時間較低危險組來得長。在注意力層面,高危險組對壓力(威脅圖片) 刺激有顯著的警覺與移除困難注意力偏誤,慢性失眠組則是對睡眠刺激有顯著的移除困難注意力偏誤。在行為層面,慢性失眠組與高危險組睡前的注意力監控行為 (包含監測自身身體感覺訊息是否與入睡狀態不一致、鬧鐘 時間、環境) 均顯著較低危險組來得多。再者,以皮爾森相關探討注意力偏誤與睡前激發反應之關聯性,結果顯示高危險組的注意力偏誤現象與睡前高頻腦波與主觀生理激發的降幅呈現顯著負相關; 而慢性失眠組的注意力偏誤指標卻與膚電、主觀認知激發的降幅呈顯著正相關。 結論 本研究結果支持不同失眠病程背後的過度激發影響機制有所差異,生理層面較慢的激發消退能力與對壓力源的認知偏誤的前置因子,可能為急性失眠者易受日常壓力源誘發睡眠困擾之原因;而影響慢性失眠族群的持續因子主要在於其將睡眠視 為壓力源的認知歷程與行為轉變。此外,研究更進一步發現兩組分別對於壓力與睡眠的注意力轉移困難,使其在覺察壓力後易持續表現出過度激發現象。本研究結果除支持失眠過度激發理論之外,更釐清不同階段失眠的認知歷程的機制,並彰顯不 同失眠病程介入策略應有所差異,和急性失眠高危險族群及早介入預防之重要性。 / Introduction Hyperarousal has been recognized to be a major etiological factor of chronic insomnia. Cumulated research evidences have demonstrated that chronic insomnia patients are hyperaroused in somatic, cognitive, and behavioral aspects. According to Spielman’s 3P Model of Insomnia, there were different factors are involved at different points during the course of insomnia. However, there are seldom study to investigate the difference mechanism of hyperarousal in the course of the development of insomnia. The present study used cross-sectional design to compare the difference of good sleeper (low sleep vulnerability, LV), acute insomnia (high sleep vulnerability, HV), and chronic insomnia (CI) in stress reaction (eg. reactivity and recovery), attentional bias (eg. vigilance and disengagement), and sleep associated monitoring behaviors to investigate the underlying mechanism of hyperarousal. Furthermore, the study examined the correlation between attentional bias indices and subsequent pre-sleep arousal to investigate the impact of attentional bias on sleep in different groups. Method The present study recruited fifty-eight subjects, aged between 24-48. They included eighteen chronic insomniacs (CI) diagnosed ICSD-3, nineteen healthy individuals scoring high (HV) and twenty-one healthy individuals scoring low (LV) on the Ford Insomnia Response to Stress Test (FIRST). All subjects visited sleep lab twice. During the first visit, the subjects filled in a package of questionnaires, and went through psychophysiological recording (including) of stress reaction, and a visual dot-probe task. They then were required to keep a sleep log and wear actigraphy at home for one-week to make sure they followed a regular sleep schedule. During the second visit, subjects went through a pre-sleep physiological recording (including peripheral temperature, skin conductance, and EEG) and filled in two questionnaires (Pre Sleep Arousal Scale [PSAS] and Sleep Associated Monitoring Index[SAMI]) at three time points and had a PSG recording to screen for sleep disorders. Result One-way ANOVAs were conducted to compare the differences of stress reaction/recovery among three groups. Two-way ANOVAs were used to compare the differences in attentional bias (vigilance/ disengagement) of threatening and sleep-related stimulus among three groups. In stress related physiological activity, CI and HV showed slower recovery rate than LV. Considering attentional bias, HV had significant vigilance and disengagement bias to threatening pictures, and CI had significant disengagement bias to sleep-related pictures. CI and HV also showed more prevalent sleep-associated monitoring behaviors than LV. Furthermore, Spearman’s correlation was used to examine the association between attentional bias and pre-sleep arousal. The result shows the attentional bias of HV had negative correlation with reduction of high frequency EEG and somatic sub-score on the PSAS. In contrast to our prediction, CI showed positive correlation between decrease of skin conductance and the cognitive sub-score on the PSAS. Conclusion The study showed that stress recovery ability and stress-related attentional bias were the major differences between individuals with low and high sleep vulnerability, indicating that increased information processing to threats and stress-related stimulus as well as decreased recovery ability of autonomic arousal in reacting to stress may predisposed an individual to stress-related sleep disturbances. On the other hand, the attention shift from threat toward sleep can differentiate chronic insomnia from those individual with frequent acute insomnia. Moreover, the difficulty in disengagement from sleep-related stimulus, rather the vigilance, might explain the cause of hyperarousal that perpetuate insomnia. The results support the transition of arousal from general treat to sleep-related stimulus in the development of chronic insomnia. The study not only further the understanding of the etiological mechanism of insomnia, but also imply that different strategies should be applied in the treatment of acute and chronic insomnia. It also highlights the importance of preventive intervention for individuals with high sleep vulnerability
15

以ex-Gaussian分配探討注意力不足過動症(Attention Deficit/ Hyperactivity Disorder, ADHD)不同亞型患者在能量調節歷程的差異 / Exploration of the differences in effort regulation among ADHD subtypes - based on ex-gaussian distribution

黃守廉, Hwang, Shoou Lian Unknown Date (has links)
前言:由於注意力不足過動症(Attention Deficit/ Hyperactivity Disorder, ADHD)患者在不同的認知作業具有一致的反應模式-他們的反應時間慢且變異量大,已有學者們認為這與他們在能量調節缺損有關。 研究目的:一、以ex-Gaussian的估計參數(μ、σ、τ)分析ADHD患者在柯能氏持續表現作業(Conners’ Continuous Performance Test, CCPT) 的反應時間,探討與釐清不同能量調節歷程(事件速度與作業時間長度)可能的影響。二、藉由行為量表以及CCPT的錯誤反應與參數的關係,推論μ、σ、τ可能的心理涵義。三、以能量調節歷程(ISI與Block)與ex-Gaussian的估計參數(μ、σ、τ)的關係,探討不同ADHD亞型患者在能量調節的可能問題。四、由於時間知覺作業與注意力資源分配有密切關連性,因此本研究也想探討不同ADHD亞型患者時間知覺作業(時間再製單一與雙重作業)的表現與能量調節的關係。五、從不同發展階段討論ADHD亞型患者與對照組在ex-Gaussian參數的差異是否會隨著年齡發展而有所改變。 方法:本研究受試包括261位ADHD混合型(ADHD-Combined Type)患者(221位男生,84.7%),151位ADHD注意力不足型(ADHD-Inattentive Type)患者(128位男生,84.8%) 以及161位對照組受試(124位男生,77.0%)。測量工具包括: 1)中文版K-SADS-E 臨床診斷會談,2) 中文版短式柯能氏家長版/教師版量表,3) 中文版注意力不足過動症 (SNAP-IV)父母/教師量表,4) 柯能氏持續表現作業,5) 時間再製雙重作業,6) 魏氏兒童智力量表中文版第三版。 結果:1) 相較於對照組受試,ADHD患者有較快的μ以及較大的σ與τ,並且τ的效果量最大,與過去的研究相符。2) ISI/Block增加,皆會使得ADHD患者在τ的增加量顯著大於對照組受試;但ISI放慢會使得個體的μ變慢,Block增加卻只會影響ADHD患者的μ加快;ADHD患者與對照組在σ的差異只在ISI的變化,在Block中的σ沒有顯著組別差異。3) 從行為量表與參數的關係,τ與ADHD患者的核心症狀普遍具有關連性;在CCPT的錯誤反應與參數的關係發現μ與誤判錯誤,τ與漏判錯誤的關係最為密切。4) 在ADHD亞型的比較,ADHD-C患者在μ顯著快於ADHD-IA患者,但是兩組在τ沒有顯著的差異。5) ADHD亞型在時間再製作業同樣受到時距與作業複雜度的影響,當時距愈長(17秒)與對照組有顯著差異。再者,τ是解釋時間估計變異量中最重要的參數。6) 在兒童與青少年期的比較,ADHD患者與對照組在τ的差異沒有改變。不過在青少年期ADHD亞型在μ皆顯著比對照組快,但是在σ沒有差異。 討論:本研究不但釐清ADHD患者的反應時間特性,也支持認知能量模式對於ADHD患者病理的描述。再者,研究也發現ADHD不同亞型具有類似的能量調節缺損的歷程,他們在時間知覺作業的結果也支持注意力資源與能量調節具有理論的複核效度,在不同發展時期的比較也再次顯示τ是ADHD患者與對照組受試的主要差異。本研究認為ex-Gaussian參數是估計認知能量模式中的能量庫的適當測量方式,並可藉由認知能量的病理模式建構介入與治療的方向。 / Background: Literature documents that the reaction time (RT) assessed by a variety of neuropsychological tasks is typically both slower and more variable in individuals with attention-deficit hyperactivity disorder (ADHD) than the controls. Some studies further lent evidence to support a relationship between the RT patterns and the difficulty of effort regulation in ADHD. Objectives: 1) To explore the moderating effects from effort regulation (the inter-stimulus intervals (ISI) and Block) on three parameters (μ, σ, τ) of ex-Gaussian distribution of the reaction time of the Conner’s Continuous Performance Test (CCPT) among individuals with ADHD as compared with the controls; 2) To examine the association between the ex-Gaussian parameters and ADHD symptoms and the response errors in the CCPT to infer the psychological meanings of ex-Gaussian parameters (μ, σ, and τ); 3) To understand effort regulation for the ADHD-Combined Type (ADHD-C) and ADHD-Inattentive Type (ADHD-IA) by examining the relationship between effort regulation process (ISI and Block effects) and ex-Gaussian parameters (μ, σ, and τ); 4) To compare the performance in the time reproduction dual tasks and its relationship with ex-Gaussian parameters (μ, σ, and τ) among the ADHD-C, ADHD-IA, and controls; 5) To examine the developmental change of ex-Gaussian parameters (μ, σ, and τ) and to test the difference among the two age groups (adolescent vs. child) with three diagnostic groups (ADHD-C, ADHD-IA, and controls) on ex-Gaussian parameters. Methods: We assessed 261 participants with DSM-IV ADHD-C (221 Boys, 84.7%), 151 participants with ADHD-IA (128 Boys, 84.8%), and 161 typically developing controls (124 Boys, 77.0%). Their age ranged from 6 to 16 years old. All the participants and their parents were interviewed with the Chinese version of the Kiddie Epidemiologic Version of the Schedule for Affective Disorders and Schizophrenia to confirm the psychiatric diagnosis of ADHD and other psychiatric disorders. Participants also received the Chinese versions of the Conners’ Parent Rating Scale-revised: Short Form (CPRS-R: S), the Conners’ Teacher Rating Scale-revised: Short Form (CTRS-R: S), the Swanson, Nolan, and Pelham, version IV scale (SNAP-IV)-Parent/Teacher Forms, the Time Perception Single and Dual Tasks, the CCPT and Intelligence (WISC-Ⅲ). Results: Participants with ADHD had a smaller μ and larger σ and τ with the largest effect sizes from τ. As ISI/Block increased, the magnitude of greater τ in participants with ADHD than controls increased. As the ISI increased, μ became slower in both groups; as the Block increased, μ became smaller only noted in participants with ADHD. There were significant group differences (ADHD/control) in σ estimation across different ISIs rather than in different Block levels. Regarding the association between ADHD symptoms and ex-Gaussian parameters (μ, σ, and τ), only τ was related to ADHD symptoms. Moreover, μ was correlated with commission errors of the CCPT; τ was correlated with omission errors of the CCPT. ADHD subtypes analysis revealed that participants with ADHD-C had smaller μ than participants with ADHD-IA without significant difference in τ; there was no subtype difference in time reproduction but the differences between the ADHD and control groups were magnified with increased time intervals and task complexity. Moreover, the variance of the time reproduction performance can be explained well by τ. As to the developmental comparison (children vs. adolescents), larger τ in participants with ADHD than control participants did not vary between child and adolescent participants. On the other hand, there were development changes in μ and σ estimates. For example, adolescents with ADHD had smaller μ than the controls without group difference in σ. Discussion: This study contributes not only to our understanding about RT in ADHD, but also to provide evidence to support the Cognitive-Energetic Model for ADHD. The findings also demonstrated similar compensation in effort regulation between the ADHD-C and ADHD-IA. Moreover, the findings support the cross-validity between time perception and effort regulation. Among the three ex-Gaussian parameters, τ is the most significant index to differentiate ADHD from non-ADHD. Finally, this study provides strong evidence to support the ex-Gaussian parameter as an appropriate method to assess the energetic pool of the Cognitive-Energetic Model for ADHD. A theoretical model for intervention can be established by taking the pathological model of Cognitive-Energetic Model for ADHD as reference.
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互動感知體驗設計之健康照護提醒裝置 / Interactive sensory and emotional design - health care reminder

陳信慈, Chen, Shin Tsz Unknown Date (has links)
本研究旨在發展一套互動感知的機制,目的為期望能透過此互動方式,針對長期潛藏著危害健康甚深的「久坐族」,提供一個溫和柔性的「提醒」功能,符合不受「空間的限制」、「設定的限制」、「使用族群的限制」等,亦即凡是因為某些因素導致忽略或是忘記時間而「坐太久」的情形,此類的人便是被提醒的對象。 透過受測者的使用與建議進行分析評估,此互動機制透過分析與歸納,試圖找出區別於坊間常見的提醒模式,如一般人常用的鬧鐘、計時器等硬體,或專為電腦久坐族而設計的電腦健康動畫定時播放軟體等。這類相關的產品不外乎必須受制於人本身要去「記憶」且「手動」去調整、設定、下載、安裝等繁複的過程;另外是提醒的方法和內容瑣碎、不便或是不足,最大的共通限制為「使用時機與空間限制」。因此,本研究中的互動機制預期能提供「久坐族」另一種新鮮的選擇,一種力求「溫馨提醒」、「不受限時空」的互動模式。 為傳達前述的「健康信念」,本研究繼續探討如何將此「互動機制」實際應用於與人類生活當中,透過設計將此互動機制實際應用,結合現代科技與藝術使其更具吸引力與美感。現今已進入以價值為主的高感性經濟時代,體驗經濟能感動人心的關鍵在於將產品與服務提升至碰觸精神心靈的層次。因此運用體驗設計的概念,並嘗試融合與感官直接相關的燈光元素等為創作媒材與靈感來源,進行造型、視覺設計與氛圍的營造,作為接觸人們內心深處的橋樑。 綜合所述,本研究與作品針對「久坐族」預期將達成的五大目標: 1.「健康照護的提醒功能」:設計出感性的互動機制作為基本法則。 2.「獨特的使用者體驗」:將此互動機制結合情感設計增加吸引力。 3.「互動裝置應用(一)」:以結合情境光營造為例。 4.「互動裝置應用(二)」:以結合智慧型手機應用程式為例。 5.「推廣觀念」:藉由以上,推廣久坐族的健康信念。 / This study aimed to develop an interactive sensory mechanism, to hope that through this interaction, for long-term health hazards lurking deep in “sedentary tribe” to provide a soft reminder, without space constraints, setting limits, use of limit etc. All because some of the factors that led to ignore or forget the time “to sit for too long” case, such people is to be reminded. Through the subject's use and recommendations for analysis and evaluation, this interactive mechanism analysis and induction, trying to find a mode which is different from common reminders such as alarm clock, timer or the animation timer player software designed for computer sedentary tribe , and so on. Such related products must be controlled by ourself to remember and set by hands in this complicated process. The method of reminding is trivial、inconvenient, and its greatest limited is "use time and space constraints." Therefore, the interactive mechanism in this study is expected to provide sedentary tribe another new choice, seeking to be the soft and unlimited use of reminder. To convey the aforementioned “health beliefs”, the research continues to explore how this “interaction mechanism” actually applied to human life. The practical application of design, combined with modern technology and art to make it more attractive. Today has entered a value-based、high-touch economic times. Experience economy is the key to raise products and services to touch the spirit of the soul level. Therefore, this study use the concept of experience design, and tries to integrate with the sensory elements as the inspiration for the creative media source for modeling、visual design and creating an atmosphere access to people’s hearts. Above all, the research and work for the “sedentary tribe” is expected to achieve five major objectives:1) “Reminder for health care”:designing sensibility as the basic rules of interaction mechanisms; 2) “Unique user experience”:an interactive mechanism with this design to increase the emotional appeal; 3) “Interactive device applications 1”:an installation with light to create a situation; 4) “Interactive device applications 2”:an combination of smart mobile device applications; 5) ”Promoting the health concept”:by above, promoting the health beliefs.
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大學圖書館網站首頁讀者視覺注意力之眼動 分析研究 / Assessing User’s Visual Attention on University Library Web Page with Eye Tracking Technology

林惠卿, Lin, Hui Ching Unknown Date (has links)
隨著網際網路的普及,促使大學圖書館紛紛建立網站服務讀者。目前國內各大專院校圖書館網站的建置已達到百分之百,網頁成為行銷各校學術資源最直接快速的管道,而圖書館網頁也利用廣告吸引讀者對於活動訊息的注意。目前國內大學圖書館網站中,並非每個學校均設有廣告來傳播重要的訊息給讀者,即使擁有廣告也是呈現位置不一。在設計上,大學圖書館網站首頁廣告應與整體版面搭配,以引起讀者視覺關注,並達透過廣告成功行銷圖書館資源與活動的目的;而以圖書館行銷的角度考量,惟有促使圖書館網站首頁的廣告被有效注意與理解,才能達到成功行銷廣告內容的目的。 本研究採用真實驗研究法(true-experiment research method),結合網頁視覺設計相關理論對於讀者目光注意力的吸引原則,以及視覺元素之間如何影響讀者的視覺行為為基礎,設計出三種內容相同但廣告放置於不同位置之圖書館網站首頁,比較讀者視覺注意力行為的差異,並以國立中正大學大學部學生五十四名為研究對象,利用「眼球追蹤儀器」(eye tracker)收集受試者眼動指標資料,並進行廣告傳達內容之記憶效應檢測,以及實驗後輔以問卷調查與訪談,探討大學圖書館網站首頁的廣告位置對於讀者視覺注意力及記憶效應的影響。 研究結果發現,讀者在三種不同廣告圖片位置之眼動訊息、記憶效應、瀏覽順序、整體印象滿意度均具有顯著差異。研究結果歸納如下: 一、讀者在廣告置上版面具有較多的注視次數,但是在廣告置左版面則具有較多的視覺停駐。 二、讀者在三種不同廣告位置版面之廣告內容的記憶效應具有顯著差異,廣告圖片位置置左版面具有最佳之記憶效應。 三、讀者在廣告置左版面之廣告內容的記憶效應與眼動指標之「平均注視時間」具有顯著關聯性,其他兩種版面則均無顯著關聯。 四、讀者在三種不同廣告位置版面之其他讀者服務項目所定義興趣區的眼動指標具有顯著差異,廣告置左版面讀者服務項目具有較為平均之視覺分布。 五、讀者在三種不同廣告位置版面之瀏覽順序具有差異,廣告置左版面之廣告較能引起讀者的優先注視。 六、讀者在三種不同廣告位置版面之圖書館網站首頁的整體印象具有顯著差異,廣告置左版面獲得較高的評價;其中版面在「簡單的」、「不散亂的」、「可靠信任的」、「引人注目的」等項目上均顯著高於廣告置右與廣告置上版面。 綜合本研究之研究結果,建議圖書館應善用置左廣告位置提升圖書館行銷相關訊息之目的。此外,圖書館網站首頁應重視視覺元素編排對於版面整體印象的提升效應。圖書館網頁編排也應善用接近性與相似性原則,使得版面呈現具一致性。 / The popularity of the Internet has pushed university libraries establishing websites to serve readers. The establishment of domestic university library websites has currently reached 100%, web pages become the most direct and rapid channels to market the academic resources, and advertisement on the library web pages is utilized for attracting readers’ attention to activities. So far, not all domestic university library websites are established advertisement for propagating important information to readers; even though there is advertisement, the presentation positions are distinct. In terms of the design, advertisement on the index page of a university library website should match the entire layout so as to appeal readers’ visual saliency and successfully market the library resources and activities. In consideration of library marketing, merely advertisement on the index page of a library website being effectively noticed and comprehended could the successful marketing be achieved. With true-experiment research method, the visual design of web pages to attract readers’ attention in this study is integrated with the effects of visual elements on readers’ visual behaviors to design three identical advertising contents which are placed in different positions on the index page of the library website in order to compare the difference in readers’ visual attention. Furthermore, 54 undergraduate students in National Chung Cheng University are selected as the research participants. An Eye Tracker is utilized for collecting the participants’ eye-tracking indicators, and the memory effect of the advertisement is tested. Furthermore, the questionnaire survey and interviews are proceeded to discuss the effects of advertising position on the index page of a university library website on readers’ visual attention and memory effect. The research findings show that the readers present significant difference on the eye-tracking information, memory effect, browsing order, and overall satisfaction of the three advertisement positions. The research results are concluded as follows. 1.The readers appear more attention on top-layout advertisement, but stay the vision more on left-layout advertisement. 2.The readers reveal remarkable difference on memory effect of advertisement among three advertisement positions, where the optimal memory effect appears on the left-layout advertisement. 3.The readers show significant correlations between memory effect of left-layout advertisement and the eye-tracking indicator of Average Fixation Time, while the rest two layouts do not show notable correlations. 4.The readers show remarkable difference on the eye-tracking indicator of interests defined in other reader service items of three advertisement layouts; the reader service items on the left-layout advertisement appear more average visual distribution. 5.The readers reveal distinct browsing orders on the three advertisement positions; the left-layout advertisement could better appeal the readers’ prior attention. 6.The readers show significantly different impression on the index page of the library website with three advertising positions; the left-layout advertisement acquires higher appraisal, where the items of Simple, Not Disordered, Reliable, Attention Attractive reveal higher appraisal than right-layout and top-layout advertisement. Summing up the research results, the libraries are suggested to well apply left-layout advertisement to enhance the marketing information. What is more, the index page of a library website should focus on the layout of visual elements to promote the overall impression. The layout of library web pages should also well apply the principles of proximity and similarity to present the consistency.
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點讀筆支援紙本繪本閱讀對於兒童閱讀動機、情緒、注意力與理解成效之影響研究 / A study on digital pen-supported picture books for improving children’s reading motivations, emotions, attention and comprehension

陳冠雯, Chen, Kuan Wen Unknown Date (has links)
隨著科技的進步,兒童繪本不再侷限於傳統由印刷文字及靜態圖片組成的紙本繪本,而是逐漸發展為多種數位媒體整合之電子繪本,電子繪本具有優於傳統紙本繪本的互動性及多媒體元素,較能吸引兒童的閱讀興趣。但電子繪本也存在過多動畫可能使兒童沈迷於感官刺激,分散其閱讀注意力的疑慮。此外,電子繪本對兒童的視力可能造成傷害,紙本仍較適合長時間的閱讀,但紙本繪本在支援閱讀上的模式較為單調。因此,近年來可搭配紙本閱讀的數位點讀筆興起,並已發展出可同時融合聽、說、讀、寫的多元閱讀模式,具有融合紙本且具有多媒體與互動功能的優勢。本研究採用腦波注意力偵測技術及心跳變異情緒感知技術,基於預測策略,探討包括傳統紙本繪本、電子繪本及點讀筆輔助紙本繪本閱讀對於兒童閱讀動機、閱讀情緒、閱讀注意力與閱讀理解成效的影響。此外,也針對文字型和圖像型不同認知風格以及不同性別的兒童,探討採用上述三種不同閱讀模式進行閱讀時的閱讀動機、閱讀情緒、閱讀注意力與閱讀理解成效是否具有顯著差異。 研究結果發現:(1)運用點讀筆輔助閱讀紙本繪本搭配預測策略的兒童,在閱讀動機提升上顯著優於閱讀紙本繪本與閱讀電子繪本搭配預測策略的兒童;(2)運用點讀筆輔助閱讀紙本繪本搭配預測策略的兒童在閱讀注意力上顯著優於閱讀紙本繪本搭配預測策略的兒童,但與閱讀電子繪本搭配預測策略的兒童則無顯著差異;(3)閱讀電子繪本與運用點讀筆輔助紙本繪本搭配預測策略的閱讀模式在閱讀理解成效上均優於傳統紙本閱讀搭配預測策略,並且兩種閱讀模式具有相同的閱讀理解成效;(4)閱讀電子繪本搭配預測策略的兒童中在負面情緒上,女性顯著高於男性;(5)閱讀傳統紙本繪本搭配預測策略的兒童,在閱讀理解成效上女性顯著優於男性;(6)男性兒童採用點讀筆輔助紙本繪本搭配預測策略閱讀,在閱讀注意力上顯著優於傳統紙本繪本搭配預測策略閱讀;(7)男性兒童採用電子繪本閱讀與運用點讀筆輔助紙本繪本搭配預測策略閱讀,在閱讀理解成效上優於傳統紙本繪本搭配預測策略閱讀;(8)圖像型兒童採用傳統紙本繪本搭配預測策略閱讀,在負面情緒上顯著高於採用電子繪本閱讀與運用點讀筆輔助紙本繪本搭配預測策略閱讀;(9)文字型兒童採用電子繪本閱讀與點讀筆輔助紙本繪本搭配預測策略閱讀,在閱讀理解成效上顯著高於傳統紙本繪本搭配預測策略閱讀;(10)兒童以傳統紙本繪本閱讀、電子繪本閱讀與點讀筆輔助繪本閱讀三種模式進行閱讀學習,其閱讀動機、閱讀情緒、閱讀注意力與閱讀理解成效彼此之間不具有關聯性 最後,根據研究結果,本研究亦提出對父母、教師、相關推動兒童閱讀單位以及未來研究的建議,希望能對兒童的閱讀能力提升產生助益。 / With the progress of information technology, children picture books have no longer be restricted to traditional paper picture books composed of printed texts and static pictures; instead, various digital media integrated electronic picture books are gradually developed. Electronic picture books present the advantages of better interactivity and multimedia elements than traditional paper picture books and could better attract children’s reading interests. Nevertheless, electronic picture books also exist in excessive animation causing children indulging in sensory stimulation and diverting the reading attention. Moreover, electronic picture books could damage children’s visual acuity. Thus, paper picture books are considered more suitable for long-term reading. However, paper picture books show dull model on supporting reading. The combination of digital pens with paper-reading is therefore emerged in the past years and the plural reading model integrating listening, speaking, reading, and writing has been developed because integrating digital pen with paper reveals the advantages of multimedia and interactive functions. Based on prediction strategy, this study applies brain-wave attention detection system and heart rate variability emotion sensing technology to discussing the effects of traditional paper picture books, electronic picture books, and digital pen assisted paper picture books on children’s reading motivation, reading emotion, reading attention, and reading comprehension performance. Furthermore, the effects of on children with visualizer and verbalizer cognitive styles and different genders on reading motivation, reading emotion, reading attention, and reading comprehension performance when reading with the above reading models are also explored. The findings of the study are summarized as below. (1) Children applying digital pen supported paper picture books and prediction strategy present better reading motivation than the ones reading paper picture books and electronic picture books with prediction strategy. (2) Children utilizing digital pen supported paper picture books with prediction strategy reveal better reading attention than the ones reading paper picture books with prediction strategy, but do not appear significant difference from the others reading electronic picture books with prediction strategy. (3) Reading electronic picture books and digital pen supported paper picture books with prediction strategy shows better reading comprehension performance than traditional paper reading with prediction strategy, and such two reading models appear the same reading comprehension performance. (4) Female children reading electronic picture books with prediction strategy present higher negative emotion than males do. (5) Female children reading traditional paper picture books with prediction strategy reveal better reading comprehension performance than males do. (6) Male children applying digital pen supported paper picture books with prediction strategy show better reading attention than reading traditional paper picture books with prediction strategy. (7) Male children using electronic picture books and digital pen supported paper picture books with prediction strategy present better reading comprehension performance than reading traditional paper picture books with prediction strategy. (8) Visualizers utilizing traditional paper picture books with prediction strategy appear higher negative emotion than applying electronic picture books and digital pen supported paper picture books with prediction strategy. (9) Verbalizers using electronic picture books and digital pen supported paper picture book with prediction strategy show significantly higher reading comprehension performance than reading traditional paper picture books with prediction strategy. (10) The reading models of traditional paper picture books, electronic picture books, and digital pen supported picture books do not appear correlations on reading motivation, reading emotion, reading attention, and reading comprehension performance. Finally, the study also proposes several valuable suggestions for parents, teachers, children reading promotion units, and future researchers, tending to provide benefits in enhancing children reading abilities.
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美沙冬使用者抑制缺損初探 / Inhibitory deficits of methadone users

郭綺苑, Kuo,Chi Yuan Unknown Date (has links)
本研究的主要目的在於探討美沙冬的使用者是否具有抑制控制能力缺損、對海洛因相關刺激是否具有注意力偏誤,以及是否有彈性認知轉換能力上的問題。 研究使用的是Noel等人(2005,2007)發展出來的Go/No-Go作業,並使用海洛因圖片與中性圖片為作業刺激,分別測量受試者在作業中的反應正確率、反應遺漏數、反應犯錯數、平均反應時間、決定偏誤與區辨度,並且使用依賴嚴重度量表,以了解受試者對海洛因的依賴嚴重度與Go/No-Go作業各指標之間的相關。   美沙冬組樣本選取自八里療養院土城門診部之接受美沙冬治療者,共17人,經由網路招募之健康控制組十九人,受試者一共三十六人。共變數分析之結果顯示在Go/No-Go作業的正確率、遺漏數、區辨度和決定偏誤等指標上,發現組別與情境轉換之交互作用,顯示使用美沙冬之受試者具有彈性認知能力上的缺損,因此在有轉換的區段之中,無法快速地適應新的作答規則。此外,Go/No-Go作業結果未發現美沙冬使用者之抑制缺損與對海洛因相關圖片之注意力偏誤之現象。   依賴嚴重度與Go/No-Go作業的指標相關研究則發現,其依賴嚴重度越高,其在非轉換情境中對海洛圖片的犯錯數越低、決定偏誤越高,顯示美沙冬使用者似乎在沒有情境轉換的區段中,會將其注意力資源分配在海洛因圖片上,忽略非海洛因圖片,顯示其注意力較具選擇性。 / The goal of this study is to explore the inhibitory deficits、attentional bias towards heroin-related cues and cognition flexibility of current methadone users. The Go/No-go task used here was previously developed by Noel et al. (2005, 2007). Heroin-related pictures and neural pictures were presented as targets or non-targets. Accuracy rate、omission、commission、average reaction time、decision bias(C) and discrimination (d’) were being measured individually. The relation between the severity of heroin dependence and task performance was also investigated. The 17 subjects in methadone group were currently methadone maintenance treatment patients from Bali psychiatric center, and the 19 control group subjects without a drug using history were recruited by internet advertisement. The covariance analysis revealed interactions of group and shift/non-shift condition on accuracy rate、omission、decision bias(C) and discrimination (d’), indicating a cognitive flexibility deficits in methadone users. They had difficulty adapting to new rules in shifting conditions. No inhibitory deficits or attentional bias were found so far in this study. The relation between heroin dependence and Go/No-go task performance revealed that the more dependent the methadone subjects were, the less commission errors they made, the higher decision bias score they got towards heroin pictures in non-shifting conditions. It seemed that the methadone users were prone to allocate more attention resource to heroin-related pictures in non-shifting conditions, suggesting a more selective attention process.
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不同設計元素之遊戲式英文單字學習APP在學習成效、情緒及注意力之影響研究 / Effects of Design Factors of Game-based English Vocabulary Learning APP on Learning Performance, Emotion, and Attention

曹鼎, Cao, Ding Unknown Date (has links)
遊戲式學習已被證實能夠有效提升學習者的學習成效,而遊戲的愉悅度是否設計得越強烈,對學習成效越有幫助,是個值得探索的問題。此外,遊戲過程中,有哪些遊戲設計要素能夠影響學習成效,同時讓學習者在遊戲中亦能夠感到趣味性,進而達到學習目標,值得我們關切。再者,學習的專注力及情緒在學習型遊戲設計中,也是必須納入考量的面向。因此,本研究分別探討兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,對於學習者學習成效、專注力、放鬆度及單字記憶保留上的影響。 本研究以馬祖高中高三的36位學生為研究對象,根據英語字彙前測成績及性別將其隨機分派至兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,進行四週的英語字彙學習。結果顯示遊戲設計要素較低的組別的學習者,在英文單字學習成效、單字記憶保留上的成效均顯著優於遊戲設計要素較高組別學習者,同時放鬆度亦較高,而專注度不如遊戲設計要素較高的組別,且各依變項間彼此有顯著的正相關。此外,本研究亦進一步證實性別差異存在於不同遊戲設計要素的英語字彙學習APP中,在遊戲設計要素較低的英文單字學習APP中,發現女性學習者擁有顯著較優的英語字彙學習成效及記憶保留度。而本研究也發現「符合程度的挑戰性」為設計遊戲式英文單字學習APP時最需要重視的遊戲設計要素。 綜上所述,本研究證實相較於遊戲設計要素較高的高刺激性英文單字學習APP,遊戲設計要素較低的低刺激性英文單字遊戲APP對於學習成效、單字記憶保留上具有較正面的效應。此一結果顯示像英語字彙學習這樣的認知型學習,在遊戲設計上並不適合納入刺激性較高的遊戲設計要素。此外,對遊戲設計者來說,未來設計英文單字遊戲學習APP時,亦應將性別差異納入設計考量,同時儘可能在遊戲娛樂性及教育性中取得平衡。 / Game-based learning has been proved to effectively boost learners’ learning performance, while whether more enjoyment designed in the game brings better learning performance remains unknown. Besides, what game design factors will affect learning performance and simultaneously keep learners interested in the game is also worth investigating. Moreover, attention and emotion are two dimensions which should be taken into account when designing learning games. As a result, this study tries to assess the effects of using two different English vocabulary learning APPs with significantly different game design factors on learners’ performance, sustained attention, meditation, and vocabulary memory retention, respectively. A pilot study was conducted beforehand to examine whether the two considered English vocabulary game APPs differ significantly in game design factors including concentration, feedback, challenges match player skills, control, and immersion. In the formal study, thirty-six Grade 12 students from Matsu senior high school participated in this study. They were randomly divided into two experimental groups based on gender and pretest scores, separately using two English vocabulary game APPs with significantly different game design factors for English vocabulary learning. The study lasted for four weeks. Analytical results show that students using game with lower scores in game design factors generated significantly better vocabulary learning performance, memory retention and meditation level than those using game with higher scores in game design factors, while sustained attention level was lower. Also, they were significantly correlated to one another. Moreover, this study further confirms that gender differences existed among English vocabulary learning games with different game design factors. Girls were found to have significantly better English vocabulary learning performance and memory retention in the game APP with lower scores in game design factors. Furthermore, “challenge matches players’ skill” was found to be the most important game design factor when designing game-based English vocabulary learning APPs. In conclusion, this study confirms that English vocabulary game APPs with lower exciting elements have more positive learning effects on learning performance, memory retention than those with higher scores in game design factors. The result indicates that when designing games, higher exciting game design factors are not suitable for cognitive learning, such as English vocabulary learning. Finally, this study provides suggestions for future game-design developers to take gender differences into consideration when designing English vocabulary learning game APPs, and meanwhile tries to strike the balance between educational purpose and entertainment of the game APPs.

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