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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

Analyse expérimentale du biais de négligence de la corrélation dans un contexte de sondage pré-électoral

Lea Jombi, Nathan Roger 01 February 2021 (has links)
L’objectif de ce mémoire est de mieux comprendre un des biais cognitifs susceptibles d’affecter le pouvoir prédictif des sondages : le biais de négligence de la corrélation. Intuitivement, le biais de négligence de la corrélation est une simplification du processus de décision chez les votants qui les amène à ignorer la corrélation entre leurs préférences électorales et les coûts de participation au vote. Afin d’analyser ce biais, nous avons conduit une expérience consistant en une série de questions-réponses sous la forme de sondages. Les participants se réfèrent à un ensemble d’informations sur les gains et les coûts rattachés à leurs choix de vote. Les résultats expérimentaux montrent que le biais de négligence envers la corrélation affecte significativement les réponses des participants aux questions de sondage. De plus, certaines caractéristiques socioéconomiques des participants semblent augmenter la probabilité de souffrir du biais. Enfin, l’analyse des données recueillies lors de l’expérience montre que la mesure proposée du biais n’était pas calculable pour certaines observations car les participants avaient effectué des choix certains.
2

THE EFFECTS OF GAMING ON WORKING MEMORY, INATTENTION, READING AND MATH – A LONGITUDINAL STUDY

Sjöwall, Douglas January 2010 (has links)
<p>Previous research has shown both positive and negative effects of gaming on academic and cognitive performance. The purpose of this study was to assess the effect of gaming on development of working memory (WM), inattention, reading and math ability using a longitudinal design. A randomly chosen sample of 335 (168 girls) 6–25 year olds performed tests of visuo-spatial and verbal WM, reading and math ability twice, with a two year interval. Gaming and inattention were assed with questionnaires. Time spent gaming did not affect development of any of the variables. However, game category did correlate with development of visuo-spatial WM, with action-gamers having a more favourable development. There was, however, no positive interaction with more time spent gaming for action-gamers. These results suggest that gaming should not be regarded as a damaging leisure activity. There could instead be some positive effects of gaming, but future research should try to identify the aspects of gaming contributing to this effect.</p>
3

Gaming and its association with working memory and inattention

Sjöwall, Douglas January 2009 (has links)
<p>Gaming has become one of the most common activities for children and adolescents, and it is therefore of interest to investigate effects of gaming on cognition and behavior. The present study investigates if gaming is related to working memory capacity (WMC) or inattentive symptoms. We distinguished between three categories: action games, strategy games and non-gamers. The present study hypothesized that games involving higher cognitive functions, such as strategy games, could have an enhancing effect on working memory. A total of 211 children (age 5-16) participated. Gaming and inattentive behaviour was measured through parental assessment. WMC was measured with one verbal and one visuospatial task. No relation between gaming and inattentional symptoms was found. Strategy gamers performed better on the visuospatial and the verbal WM-tasks, but more time spent playing strategy games was not associated with significantly higher WMC, which indicates that this finding could be due to self-selection rather than being an causal effect of playing.</p>
4

Gaming and its association with working memory and inattention

Sjövall, Douglas January 2009 (has links)
<p>Gaming has become one of the most common activities for children and adolescents, and it is therefore of interest to investigate effects of gaming on cognition and behavior. The present study investigates if gaming is related to working memory capacity (WMC) or inattentive symptoms. We distinguished between three categories: action games, strategy games and non-gamers. The present study hypothesized that games involving higher cognitive functions, such as strategy games, could have an enhancing effect on working memory. A total of 211 children (age 5-16) participated. Gaming and inattentive behaviour was measured through parental assessment. WMC was measured with one verbal and one visuospatial task. No relation between gaming and inattentional symptoms was found. Strategy gamers performed better on the visuospatial and the verbal WM-tasks, but more time spent playing strategy games was not associated with significantly higher WMC, which indicates that this finding could be due to self-selection rather than being an causal effect of playing.</p>
5

THE EFFECTS OF GAMING ON WORKING MEMORY, INATTENTION, READING AND MATH – A LONGITUDINAL STUDY

Sjöwall, Douglas January 2010 (has links)
Previous research has shown both positive and negative effects of gaming on academic and cognitive performance. The purpose of this study was to assess the effect of gaming on development of working memory (WM), inattention, reading and math ability using a longitudinal design. A randomly chosen sample of 335 (168 girls) 6–25 year olds performed tests of visuo-spatial and verbal WM, reading and math ability twice, with a two year interval. Gaming and inattention were assed with questionnaires. Time spent gaming did not affect development of any of the variables. However, game category did correlate with development of visuo-spatial WM, with action-gamers having a more favourable development. There was, however, no positive interaction with more time spent gaming for action-gamers. These results suggest that gaming should not be regarded as a damaging leisure activity. There could instead be some positive effects of gaming, but future research should try to identify the aspects of gaming contributing to this effect.
6

Gaming and its association with working memory and inattention

Sjövall, Douglas January 2008 (has links)
Gaming has become one of the most common activities for children and adolescents, and it is therefore of interest to investigate effects of gaming on cognition and behavior. The present study investigates if gaming is related to working memory capacity (WMC) or inattentive symptoms. We distinguished between three categories: action games, strategy games and non-gamers. The present study hypothesized that games involving higher cognitive functions, such as strategy games, could have an enhancing effect on working memory. A total of 211 children (age 5-16) participated. Gaming and inattentive behaviour was measured through parental assessment. WMC was measured with one verbal and one visuospatial task. No relation between gaming and inattentional symptoms was found. Strategy gamers performed better on the visuospatial and the verbal WM-tasks, but more time spent playing strategy games was not associated with significantly higher WMC, which indicates that this finding could be due to self-selection rather than being an causal effect of playing.
7

Bilingualism, Executive Function, and Attention Deficit/hyperactivity Disorder

Beck, Carina Ann 01 December 2014 (has links)
In an era where the diagnosis of attention deficit/hyperactivity disorder (ADHD) is as high as 7% in school-aged children, the search for causes and preventions has never been more important. Current research indicates a positive relationship between bilingualism, particularly native bilingualism, and executive function in normally developing individuals. This study served to examine the potential relationship between bilingual education in a public school setting and the presence of ADHD symptoms in that school's students. This was a comparative analysis of students in a South Florida School District's two-way immersion program with the national average in terms of frequency of ADHD symptoms using the NICHQ Vanderbilt Assessment Scale and the Swanson, Nolan, and Pelham (SNAP). The results did not show any significant differences between groups in terms of language history, gender, race, or family structure.
8

The Impact of Local/Short Haul Operations on Driver Fatigue

Hanowski, Richard J. 27 July 2000 (has links)
Massie, Blower, and Campbell (1997) indicate that trucks that operate less than 50 miles from the vehicle's home base comprise 58% of the trucking industry. However, despite being the largest segment, research involving local/short haul (L/SH) operations has been scant. In fact, little is known about the general safety issues in L/SH operations. As a precursor to the present research, Hanowski, Wierwille, Gellatly, Early, and Dingus (1998) conducted a series of focus groups in which L/SH drivers provided their perspective on safety issues, including fatigue, in their industry. As a follow-up to the Hanowski et al. work, the effort presented here consisted of an on-road field study where L/SH trucks were instrumented with data collection equipment. Two L/SH trucking companies and 42 L/SH drivers participated in this research. To the author's knowledge, this is the first in-situ data collection effort of its kind with L/SH drivers. The analyses focused on determining if fatigue is an issue in L/SH operations. Of primary interest were critical incidents (near-crashes) where drivers were judged to be at fault. The results of the analyses indicated that fatigue was present immediately prior to driver involvement in at-fault critical incidents. Though it is difficult to determine why fatigue was present, the results seem to indicate that much of the fatigue that the drivers' experienced was brought with them to the job, rather than being caused by the job. There are four basic outputs of the Phase II research: (1) a description of the L/SH drivers who participated, (2) a description of critical incidents, (3) a determination if fatigue is an issue in L/SH trucking, and (4) the validation of the fatigue factors cited in Hanowski et al. (1998) using a proposed fatigue model. These four outputs culminate in a set of pragmatic guidelines to address fatigue and other safety issues in L/SH operations. Five guidelines are proposed that are directed at: (1) driver education with regard to on-the-job drowsiness/inattention, (2) driver education with regard to sleep hygiene, (3) driver training, particularly for novice L/SH truck drivers, (4) driver screening, and (5) public monitoring of L/SH driver performance. / Ph. D.
9

Déficit d'attention et tabagisme : mise à l'épreuve d'un modèle médiationnel hypothétique impliquant la réussite scolaire et l'affiliation à des pairs déviants

Archambault, Kim January 2007 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal.
10

Robustness and information processing constraints in economic models

Lewis, Kurt Frederick 01 January 2007 (has links)
In this dissertation, I examine the impact of uncertainty and information processing restrictions on standard economic models. Chapter 1 examines a reevaluation of the excess volatility puzzle in asset prices by assessing the impact of a shift in the agent's focus from minimizing average loss to minimizing maximum loss. Chapters 2 and 3 extend and clarify the newly developing arena of economic models in which the agent's capacity for information processing is systematically limited, as in the recent rational inattention literature. Chapter 1, which represents joint work with Charles Whiteman, studies the consequences changing the present value formula for stock prices. In place of the squared-error-loss minimizing expected present value of future dividends, we use a predictor optimal for the min-max preference relationship appropriate in cases of ambiguity. With ``robust" predictions, the well-known variance bound is reversed in that prices are predicted to be far more volatile than what is observed. We also investigate an intermediate ``partially robust'' case in which the degree of ambiguity is limited, and discover that such an intermediate model cannot be rejected in favor of an unrestricted time series model. Chapter 2 demonstrates the properties and solutions for the more general two-period rational inattention model. We show that the problem is convex, can be solved in seconds, and highlights several important features of information-processing-capacity-constrained models. Additionally, we show the importance of deriving, rather than assuming, the form of the final solution in rational inattention models. Chapter 3 extends the work of Chapter 2 to a finite-horizon dynamic setting by creating a structure in which distributional state and control variables interact under information-processing constraints. Limited information processing capacity is used optimally, and agents have the opportunity to trade processing capacity for higher expected future income. The framework is applied to the canonical life-cycle model of consumption and saving, and an analysis of the impact of preference parameters on optimal attention allocation is conducted. The model produces a distinct hump-shaped profile in expected consumption.

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