Literatura académica sobre el tema "Cognitives cards"

Crea una cita precisa en los estilos APA, MLA, Chicago, Harvard y otros

Elija tipo de fuente:

Consulte las listas temáticas de artículos, libros, tesis, actas de conferencias y otras fuentes académicas sobre el tema "Cognitives cards".

Junto a cada fuente en la lista de referencias hay un botón "Agregar a la bibliografía". Pulsa este botón, y generaremos automáticamente la referencia bibliográfica para la obra elegida en el estilo de cita que necesites: APA, MLA, Harvard, Vancouver, Chicago, etc.

También puede descargar el texto completo de la publicación académica en formato pdf y leer en línea su resumen siempre que esté disponible en los metadatos.

Artículos de revistas sobre el tema "Cognitives cards"

1

Predebon, John. "Memory Size Estimates of Playing Cards: The Effect of Manipulative Familiarity". Perceptual and Motor Skills 73, n.º 3 (diciembre de 1991): 739–41. http://dx.doi.org/10.2466/pms.1991.73.3.739.

Texto completo
Resumen
200 subjects estimated from memory the actual size of a playing card, rated their manipulative familiarity with cards, and estimated the elapsed-time period since they last handled cards. Size estimates were significantly greater than the card's actual size by about 14%; however, neither manipulative familiarity nor the elapsed-time period was significantly associated with estimates of size or with absolute errors of the size estimates. These findings are consistent with the claim that the reported variability in estimates of the distance of familiar objects, such as a playing card, viewed under otherwise reduced-cue conditions is unlikely to reflect extra-experimental individual differences in manipulative experience with cards.
Los estilos APA, Harvard, Vancouver, ISO, etc.
2

Mahurin, Roderick K. y Francis J. Pirozzolo. "Application of Hick's Law of Response Speed in Alzheimer and Parkinson Diseases". Perceptual and Motor Skills 77, n.º 1 (agosto de 1993): 107–13. http://dx.doi.org/10.2466/pms.1993.77.1.107.

Texto completo
Resumen
Reaction time in normal subjects is known to increase in a log-linear fashion relative to the number of alternative choices. However, this relationship (formalized as “Hick's law”) has received limited investigation in populations with neurological cognitive impairment. The present study used timed sorting of standard playing cards to test Hick's law for 20 young control subjects, and 20 each of age-matched elderly subjects with Alzheimer disease, Parkinson disease, and no cognitive abnormalities. Although Parkinson patients were slowest in the simple tasks of dealing out the cards and sorting by color, Alzheimer patients showed the greatest slowing for the more cognitively complex conditions of sorting by suit and rank of the cards. The performance of all four groups followed Hick's law in displaying a significant linear relationship between response time and log2 of the number of choices. These findings suggest that, although limitations of information-processing speed in Alzheimer and Parkinson disease affected choice response time, there may be sparing of fundamental cognitive organization in these disorders.
Los estilos APA, Harvard, Vancouver, ISO, etc.
3

Mao, Chen, Zhi-Hao Li, Yue-Bin Lv, Xiang Gao, Virginia Byers Kraus, Jin-Hui Zhou, Xian-Bo Wu et al. "Specific Leisure Activities and Cognitive Functions Among the Oldest-Old: The Chinese Longitudinal Healthy Longevity Survey". Journals of Gerontology: Series A 75, n.º 4 (4 de abril de 2019): 739–46. http://dx.doi.org/10.1093/gerona/glz086.

Texto completo
Resumen
Abstract Background: Little is known about the role of specific leisure activities in affecting cognitive functions. We aim to examine the associations of specific leisure activities with the risk of cognitive impairment among oldest-old people in China. Methods: This community-based prospective cohort study included 10,741 cognitively normal Chinese individuals aged 80 years or older (median age 88 years) from the Chinese Longitudinal Healthy Longevity Survey. Cognitive function was assessed using the Mini-Mental State Examination (MMSE). Cox proportional hazards models were utilized to estimate the effects of specific leisure activities on cognitive impairment outcome. Results: During a median follow-up time of 3.4 years (41,760 person-years), 2,894 participants developed cognitive impairment. Compared to those who “never” engaged in watching TV or listening to radio, reading books or newspapers, and playing cards or mah-jong, those who engaged in such activities “almost every day” reduced their risk of cognitive impairment, the fully-adjusted hazard ratios were 0.56 (0.51–0.61), 0.64 (0.53–0.78), and 0.70 (0.56–0.86), respectively. The association between the risk of cognitive impairment and watching TV and listening to the radio, playing cards or mah-jong, and reading books or newspapers were stronger among those who had two or more years of education. Moreover, the association between risk of cognitive impairment and watching TV and listening to radio was stronger in men than in women. Conclusions: In conclusion, a greater frequency of TV watching or radio listening, reading books or newspapers, and playing cards or mah-jong may decrease the risk of cognitive impairment among the oldest-old.
Los estilos APA, Harvard, Vancouver, ISO, etc.
4

Ortiz Jiménez, Xóchitl Angélica, Mariana Akena Fernández, Brenda Lizath Saldaña Muñoz, Yahel Enith Rincón Campos, Juan Fernando Góngora Rivera y Juan Carlos Arango Lasprilla. "Evaluación Neuropsicológica de Conmoción Cerebral: estudio de caso de un jugador de fútbol americano". Cuadernos de Psicología del Deporte 20, n.º 1 (22 de octubre de 2019): 236–51. http://dx.doi.org/10.6018/cpd.358181.

Texto completo
Resumen
La conmoción cerebral (CC) es la principal causa de lesión cerebral en deportistas de contacto siendo el fútbol americano (FA) uno de los más populares. La CC produce una amplia gama de síntomas físicos, cognitivos y emocionales que hasta el 36.1% de los jugadores desconocen. Los cambios cognitivos ocurren en la atención, memoria, flexibilidad mental, fluidez verbal, planeación, memoria de trabajo, inhibición y velocidad de procesamiento. El objetivo fue evaluar el rendimiento cognitivo de un jugador defensivo de FA categoría mayor, de 23 años de edad y 15 años de escolaridad, antes y después de presentar una CC. Se aplicaron los siguientes instrumentos: Cuestionario de Datos Generales, test de MoCA, Dígitos y Cubos en regresión, Detección Visual, Fluidez Verbal Semántica, test de Stroop, Torre de Hanoi y Wisconsin. Se estableció su perfil cognitivo basal en pretemporada y se reevaluó durante la temporada una semana posterior a una CC. En la evaluación pretemporada el jugador presentó un perfil cognitivo dentro de los rangos esperados para su edad y escolaridad. En la fase aguda de la CC, el jugador disminuyó su rendimiento en tareas de velocidad de procesamiento (pre: 26 seg; post:120 seg), atención sostenida (pre:7 puntos; post:6 puntos), inhibición (pre: 84 aciertos; post: 82 aciertos) y planeación (pre: 15 movimientos; post: 20 movimientos). La EN ha demostrado ser una herramienta sensible y confiable para la detección de los síntomas cognitivos en fase aguda y posterior a la CC. Palabras claves: neuropsicología, fútbol, cognición Cerebral Concussion (CC) is the main cause of brain injury in contact athletes, with American football (AF) being one of the most popular. The CC produces a wide range of physical, cognitive and emotional symptoms that most of the players (36,1%) do not know. Cognitive changes are observed in attention and memory processes, mental flexibility, verbal fluency, planning, working memory, inhibition and speed of processing. The Neuropsychological Assessment (NA) is fundamental for the detection and management of CC in the acute phase and its sequelae. The objective was to evaluate the cognitive performance of a defensive player of american football, major category, of 23 years of age and 15 years of schooling, before and after presenting a CC. Instruments were: General Data Questionnaire, MoCA test, Digits and Cubes in regression, Visual Detection, Semantic Verbal Fluency, Stroop test, Tower of Hanoi and Wisconsin Sorting Cards. Baseline cognitive profile was established and reevaluated during the season one week after a CC. In the pre-season evaluation the player presented a cognitive profile within the ranges expected. In the acute phase of CC, the player decreased his performance in processing speed tasks (pre: 26 sec, post: 120 sec), sustained attention (pre: 7 points, post: 6 points), inhibition (pre: 84) hits, post: 82 hits) and planning (pre: 15 movements, post: 20 movements). The NA has proven to be a sensitive and reliable tool for the detection of cognitive symptoms in the acute and post-CC phase. Key words: neuropsychology, football, cognition. A concussão (CC) é a principal causa de lesão cerebral em atletas de contato, sendo o futebol americano (AF) um dos mais populares. O CC produz uma ampla gama de sintomas físicos, cognitivos e emocionais que até 36,1% dos jogadores não conhecem. Mudanças cognitivas ocorrem na atenção, memória, flexibilidade mental, fluência verbal, planejamento, memória de trabalho, inibição e velocidade de processamento. Objetivou-se avaliar o desempenho cognitivo de um jogador defensivo da categoria sênior de AF, 23 anos de idade e 15 anos de escolaridade, antes e depois de apresentar um CC. Foram aplicados os seguintes instrumentos: Questionário de dados gerais, teste MoCA, Dígitos e regressão cubos, detecção visual, Fluência Verbal Semântica, teste Stroop, Torre de Hanói e Wisconsin. Seu perfil cognitivo basal foi estabelecido na pré-temporada e reavaliado durante a estação uma semana após o CC. Na avaliação neuropsicológica pré-temporada o jogador apresentou um perfil cognitivo dentro das faixas esperadas para sua idade e escolaridade. Na fase aguda da CC, o jogador diminuição do desempenho em tarefas velocidade de processamento (pré: 26 seg; coloca-120 seg), atenção sustentada (pré: 7 pontos; pós 6 pontos), a inibição (pré: 84 hits, post: 82 hits) e planejamento (pré: 15 movimentos, post: 20 movimentos). Na avaliação neuropsicológica provou ser uma ferramenta sensível e confiável para a detecção de sintomas cognitivos em fase aguda e subsequente CC. Palavras-chave: neuropsicologia, futebol, cognição.
Los estilos APA, Harvard, Vancouver, ISO, etc.
5

Rukmini, Rukmini. "Bermain Kartu Flash Dan Kemampuan Kognitif Anak Usia 4-6 Tahun Di Wilayah Manukan Loka Tandes Surabaya". Adi Husada Nursing Journal 6, n.º 2 (24 de enero de 2021): 122. http://dx.doi.org/10.37036/ahnj.v6i2.181.

Texto completo
Resumen
Cognitive abilities of children aged 4-6 years are still at the remembering optimization stage, but it is still found that these abilities are not well developed. The potential of children aged 4-6 years is still in the golden age, which is suitable for maximizing stimulation, one of which is the ability to remember through various media, including flash cards. The purpose of this study was to analyze the corelation of the playing flash cards and cognitive skills at children aged 4-6 years old in the Manukan Loka Tandes Surabaya. The design of this study was Correlational method and cross sectional approach with simple random sampling technique. The research subjects used children aged 4-6 years of 32 respondents. Data were collected using a questionnaire sheet, assessing flash card playing and cognitive skills. Statistical tests using the SPSS spearman rank test showed that there was a significant corelation between playing flash cards and the cognitive skills in children aged 4-6 years in the Manukan Loka Tandes Surabaya (p = 0.000 (α = 0.05) and r = 1,000). Good children's cognitive skills are directly proportional to playing good flash cards. The recommendations of flash cards are still relevant for stimulating children's cognitive skills, but the role of mothers or companions is still needed when children learn to use flash cards
Los estilos APA, Harvard, Vancouver, ISO, etc.
6

Tulashvili, Iurii y Nataliia Oleksiv. "Learning technology with using of cognitive graphics cards". Edukacja – Technika – Informatyka 18, n.º 4 (2016): 266–71. http://dx.doi.org/10.15584/eti.2016.4.34.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
7

Olson, Jay A., Alym A. Amlani y Ronald A. Rensink. "Perceptual and Cognitive Characteristics of Common Playing Cards". Perception 41, n.º 3 (enero de 2012): 268–86. http://dx.doi.org/10.1068/p7175.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
8

Woods, Brandon, Benjamin Lang, Carolyn Blayney, Lila O'Mahony, Amanda Vander Tuig, Tom Rea, David Carlbom, Michael Sayre y Mary King. "Medic One Pediatric (MOPed) cards: standardising paramedic paediatric resuscitation". BMJ Open Quality 8, n.º 3 (agosto de 2019): e000534. http://dx.doi.org/10.1136/bmjoq-2018-000534.

Texto completo
Resumen
ObjectivePaediatric resuscitation is highly stressful, technically challenging and infrequently performed by paramedics. Length-based equipment selection, weight-based medication dosing and less familiar paediatric clinical scenarios create high cognitive load. Our project aimed to decrease cognitive load and increase paramedic comfort by providing standardised paediatric resuscitation cards across an entire Emergency Medical Services (EMS) system.MethodsAfter 2 years of collaboration between EMS and regional paediatric subspecialists, we created and implemented a novel set of length-based, colour-coded cards: Medic One Pediatric (MOPed) cards. MOPed cards standardise the approach to paediatric scenarios, such as rapid sequence intubation (RSI), seizure management and cardiac arrest. We standardised drug concentrations across all five EMS agencies to allow for volume-based dosing, removing medication calculations, simplifying the process of medication administration and potentially decreasing both calculation error and time to intervention. We consolidated medications on MOPed cards to the 12 most commonly used in Paediatric Advanced Life Support scenarios. We surveyed 240 EMS personnel before and after implementation to determine use and effect on paramedic comfort.ResultsAfter 12 months of implementation, 97% of respondents reported using the new cards as their primary reference, and 94% reported improved speed and accuracy of medication administration. Specifically, RSI medication administration received the greatest improvement in comfort (p=0.001). Additionally, paramedics increased the use of MOPed cards when selecting endotracheal tubes: 45% of the respondents had done so by 6 months, and 60% had done so after 12 months of implementation (p=0.01).ConclusionsMOPed cards were well adopted across a large EMS system, with improvement in paramedic comfort in managing some paediatric resuscitation scenarios.
Los estilos APA, Harvard, Vancouver, ISO, etc.
9

Zagranovskaya, A. V. "System Analysis on the Basis of Imprecise Cognitive Cards". Vestnik of the Plekhanov Russian University of Economics, n.º 4 (29 de julio de 2018): 152–60. http://dx.doi.org/10.21686/2413-2829-2018-4-152-160.

Texto completo
Resumen
The current conditions in business can be characterized as uncertain and complicated and it limits possibilities of using quantitative methods for analysis and forecast of the economic situation. The article summarizes theoretical material dealing with cognitive modeling. It is proposed to analyze complicated systems on the basis of tools shown in the article, which could provide an opportunity to get an integral view of the situation at the expense of quantitative-qualitative and space-time description of the situation in conditions of certainty, risk and uncertainty. Imprecise causal algebra, which forms the basis of the method, makes it possible to identify direct and indirect links between elements of the system, to analyze the system behavior, to find utmost standing allowing us to forecast the situation development in the long-term period. It is also feasible to calculate the principle characteristics of the system, such as density, complexity, the degree of hierarchy. The author gives a system analysis of the enterprise functioning on the basis of imprecise cognitive card, which models the current conditions of business in today’s Russian economy, including factors of internal and external environment of the organization. The opportunity to include in the model plenty of variables, even with imprecise values, direct and indirect link with different degree of precision, to combine accurate and expert knowledge, simplicity and speed of combining uncoordinated knowledge, build cognitive cards and obtain needed results, as well as possibility of scenario forecasting and planning make imprecise cognitive cards an essential tool of preliminary analysis of complicated systems.
Los estilos APA, Harvard, Vancouver, ISO, etc.
10

Maare, Åsa Harvard. "Playing cards: spatial arrangements for observational learning". Psychology of Language and Communication 22, n.º 1 (1 de enero de 2018): 187–97. http://dx.doi.org/10.2478/plc-2018-0008.

Texto completo
Resumen
Abstract This paper looks at how players of a card game create spatial arrangements of playing cards, and the cognitive and communicative effects of such arrangements. The data is an episode of two 8-year old children and a teacher playing the combinatorial card game Set, in the setting of the leisure-time center. The paper explores and explains how the visual resources of the game are used for externalizing information in terms of distributed cognition and epistemic actions. The paper also examines how other participants attend to the visual arrangements and self-directed talk of the active player. The argument is that externalizing information may be a strategy for reducing cognitive load for the individual problem-solver, but it is also a communicative behaviour affecting other participants and causing them to engage with the problem and the problem-solver. Seeing and hearing players who have succeeded in finding a set provide observers with rich learning opportunities, and increases their motivation to play the game. From the point of view of learning design, the consequence of this is that bystanders merit to be considered as the potential learners of a pedagogical game as much as the players themselves
Los estilos APA, Harvard, Vancouver, ISO, etc.
Más fuentes

Tesis sobre el tema "Cognitives cards"

1

Guirou, Camille. "Faciliter le débat sur les croyances dans les organisations : l'utilisation des cartes cognitives dans la décision publique locale". Thesis, Aix-Marseille, 2017. http://www.theses.fr/2017AIXM0583.

Texto completo
Resumen
Nous relatons comment nous avons bousculé les habitudes décisionnelles de 3 organisations en leur proposant d’intégrer une procédure souvent peu ou pas formalisée : le débat. Les organisations focalisent la majorité de leurs ressources sur la construction ou l’utilisation d’outils rationnels (Cabantous et Gond 2010, 2012; Cabantous, Gond, et Johnson-Cramer 2010; Subramony 2006), qui hiérarchisent un certain nombre d’options, mais qui sont insuffisants en termes de diversification des arguments disponibles (Hollard et Vion 2006).La théorie du sensemaking (Weick 1995, 1979, 2012, 1988; Weick, Sutcliffe, et Obstfeld 2005), notre cadre analytique, insiste au contraire sur l’importance de mettre en débat les croyances des acteurs dans le processus organisant (organizing).Nous avons mobilisé l’outil « cartes cognitives » (Allard-Poesi 1996; Cossette 1994, 2004; Eden 1992; Eden, Ackermann, et Cropper 1992; Axelrod 1976; Verstraete 1997a, 1998) dans 3 collectivités territoriales pour créer du débat. Or, l’utilisation des outils n’est pas neutre, et les théories sous-jacentes à ceux-ci sont performées par leur usage (Cabantous et Gond 2010, 2012; Cabantous, Gond, et Johnson-Cramer 2010).À quelles conditions pouvons-nous performer la théorie du sensemaking grâce aux cartes cognitives ? La réponse apportée par notre étude à cette question est que les procédures organisationnelles freinent la performation de la théorie du sensemaking dans les organisations, mais que l’utilisation des cartes cognitives des croyances peut provoquer chez les acteurs un écart cognitif favorable à l’adoption d’un modèle de décision énactionnel, améliorant ainsi la prise en compte des informations
In this study, we narrate how we shaked decisionnal habits in three organizations by proposing them to integrate a new procedure, often not formalized, into the decision process : debate. Organizations indeed focus most of their resources on the building or the use of rational tools (Cabantous et Gond 2010, 2012; Cabantous, Gond, et Johnson-Cramer 2010; Subramony 2006), wich rank a certain number of options but are not sufficient to diversify the available arguments (Hollard et Vion 2006).The theory of sensemaking (Weick 1995, 1979, 2012, 1988; Weick, Sutcliffe, et Obstfeld 2005) insists on the contrary on the importance to debate about beliefs into organizing.In order to implement organizationnal debate, we used cognitive mapping (Allard-Poesi 1996; Cossette 1994, 2004; Eden 1992; Eden, Ackermann, et Cropper 1992; Axelrod 1976; Verstraete 1997a, 1998) in three municipalities. The use of tools is not neutral, and theories are performed through them (Cabantous et Gond 2010, 2012; Cabantous, Gond, et Johnson-Cramer 2010).At which conditions is it possible to perform the theory of sensemaking thanks to cognitive cards ? The answer we brought through our study is that organizational procedures slow down performation of the sensemaking theory, but that the use of cognitive cards may create a cognitive gap propitious for the adoption of an enactionnal model of decision, which improves the consideration of diverse informations. In consequence, our studies allowed us to discuss the sensemaking theory, which neglects the constraining aspect of procedures above cognitive processes such as performation and decision
Los estilos APA, Harvard, Vancouver, ISO, etc.
2

Razananirina, Bruno Richard. "Effets de l’incertitude sur l’ouverture des firmes familiales. Une analyse à travers la perception des différentes dimensions de l’incertitude par les dirigeants". Thesis, Lyon 3, 2011. http://www.theses.fr/2011LYO30111.

Texto completo
Resumen
La présente thèse rentre dans le cadre de la gouvernance des entreprises familiales malgaches. Il s’agit d’identifier, dans le cadre malgache, les relations entre l’incertitude et le degré d’ouverture des entreprises familiales. Nous avons procédé à l’analyse des cartes cognitives idiosyncratiques de cinq dirigeants-propriétaires d’entreprises familiales.Les résultats révèlent que la prise en compte des différentes dimensions de l’incertitude en tant qu’attribut des transactions, apporte une meilleure compréhension du degré d’ouverture de ces firmes en tant que mode de gouvernance. Par ailleurs, des variables exogènes qui relèvent de l’Institution influencent le choix des modes de gouvernance. De plus, le profil de l’entrepreneur ainsi que les caractéristiques de l’entreprise ont montré leurs capacités explicatives dans la détermination des limites de la firme.En somme, le travail a débouché sur un modèle intégré de la gouvernance sur une base cognitive. Ce modèle prend en compte la perception des attributs des transactions, les institutions mises en place pour encadrer ces transactions, tout ceci dans un contexte bien déterminé
This thesis is part of the global issue of malagasy family business’ governance. Our goal is to identify, in the malagasy context, the relationship between uncertainty and the degree of openness of those companies. We proceed through the analysis of the idiosyncratic cognitive cards of five owner-directors of family owned companies.The results show that by taking into account the different dimensions of uncertainty as an attribute of the transactions, bring a better understanding of the degree of openness as a choice of governance. Moreover, exogenous variable, part of Institution, influence the governance model. In addition of that, the entrepreneurs’ profile or the characteristics of the companies have shown their explaining abilities while determining the firms’ limits.In summ, we arrive to an integrated model of governance in a cognitive basis. This model consider the attributes of transaction, the institution and the particular context of the study
Los estilos APA, Harvard, Vancouver, ISO, etc.
3

Manoussaki, Kallia. "Cognitive mechanisms underlying perseveration on the Wisconsin Card Sorting Test". Thesis, University of Strathclyde, 2002. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21200.

Texto completo
Resumen
Four studies were undertaken with the aim of investigating primarily task conditions associated with perseveration on the Wisconsin Card Sorting Test (WCST). In addition, the last study examined the possibility that perseveration may be associated with a reduced emotional reaction to feedback received during the WCST. The prevalent idea regarding perseveration has been that it is a result of an inability to disengage from a behaviour that is "overlearned" or that has become habitual (Milner, 1963). Following this premise, it was initially hypothesised that perseveration on a particular response would increase as reinforcement of this particular response increases. In the first study, the standard WCST as well as two variations differing in number of correct consecutive trials per category (CCT) (WCST5 and WCST15) were administered to twenty individuals with brain injury and an equal number of healthy participants. The purpose of the study was to examine a possible dif ference in perseveration when individuals were offered more (15) or less CCTs (5) for each sorting category on the WCST. Contrary to predictions, the healthy group showed significantly fewer perseverative errors and total errors on WCST15 when compared both to WCSTI0 and to WCST5 although no significant difference was found between WCST10 compared to WCST5. The brain injured group showed significantly more perseveration on CST15 compared to WCSTIO but not compared to WCST5. Also CSTIO and WCST5 were not significantly different in terms of perseveration. However, after the exclusion of individuals who did not complete any categories, the results resembled those of the healthy group. Overall the results indicated that perseveration is not likely to be a result of an inability to inhibit well-learned responses. The second study was an attempt to confirm the findings of the first study whilst eliminating the possibility of a practice effect. Twenty individuals with closed head injury were administered either WCST5 or WCST15. Perseveration was not found to be significantly different between the two groups tested. It was suggested that the results were inconclusive owing to the exceptionally high perseveration scores of the participants. The study highlighted a serious methodological issue, namely that the effect of number of CCT cannot be accurately assessed on individuals with exceptionally high perseveration scores. The third study included sixteen individuals with traumatic brain injury and four individuals with Korsakoff's disease who were tested on either WCST5 or WCST15. Apart from the number of CCT, both versions differed from the original in that ambiguous cards were removed and participants were allowed to determine the sequence of sorting categories. The aim of this study was to confirm earlier data, investigate the effect of ambiguity and alter the task to ensure that at least one sorting category being completed. Data analysis revealed that, as expected, the group that was tested on the WCST15 produced significantly less erseverative errors when compared to the group that was tested on the WCST5. The final study aimed firstly at confirming preceding findings but more importantly at further investigating a possible link between perseveration and an inefficient use of cues. Damasio's idea of the somatic marker (1991) was adapted in an attempt to examine whether perseveration is linked with a decreased emotional reaction to feedback on the WCST. High perseverators (individuals with 20% and above perseveration) were expected to show a lower Skin Conductance Response (SCR) indicating a reduced emotional response to feedback received by the examiner. In addition SCR after negative feedback was expected to be higher than SCR after positive feedback owing to the corrective nature of the negative cue. Twenty-six participants without neurological history were administered either WCST5 or WCST15. As in the third study, the sequence of sorting categories was undetermined and ambiguous cards were removed. The study supported earlier findings showing that perseveration is significantly lower on WCST15 compared to WCST5. No significant differences in SCR were found between high and low perseverators or between negative and positive feedback. In addition, SCR was not proven to be significantly lower for negative feedback compared to positive feedback. Consequently, the idea that perseveration is associated with a decreased emotional reaction to feedback, was not supported. Overall, with the exception of the second study, the findings contradicted the prevalent idea that forming a strong "response set" would increase perseveration. In fact, they indicated that performance on the WCST is facilitated by a stronger response set, and perseveration decreases. This view is inconsistent with the way perseveration is viewed in the current literature but is consistent with early conceptualisations of perseveration (Grant and Berg, 1948, Gormezanno and Grant, 1958 or Pribram, 1961) that suggest that perseveration may be linked to ambiguity or unreliability of feedback. However, the findings of the fourth study did not provide evidence for a decreased emotional reaction to cues among perseverators during the WCST. Further investigation would be helpful in deciphering the relationship between perseveration and the use of external feedback.
Los estilos APA, Harvard, Vancouver, ISO, etc.
4

Wagner, Gabriela Peretti. "Disfunções executivas no envelhecimento cognitivo : investigações com os instrumentos Tarefa do Jogo e Teste Wisconsin de Classificação de Cartas". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2006. http://hdl.handle.net/10183/11247.

Texto completo
Resumen
Esta dissertação consiste em dois estudos que têm por objetivo investigar a existência de disfunções executivas no envelhecimento. Estudos recentes sugerem a existência de disfunções executivas no Declínio Cognitivo Leve (DCL). O objetivo do Estudo 1 foi verificar a presença de disfunções executivas em pacientes com DCL. Os instrumentos utilizados foram o Teste Wisconsin de Classificação de Cartas (WCST) e a Iowa Gambling Test (IGT). Foram estudados dez pacientes com e 27 sem DCL. Os dados foram analisados através do teste t de Student para amostras independentes e da análise de variância (ANOVA) para medidas repetidas. Os resultados não evidenciaram diferença significativa entre os grupos nos índices de resposta do WCST e no número de cartas retiradas de cada baralho no IGT. O estudo da evolução do desempenho no IGT revelou diferença qualitativa entre os grupos. Idosos sem DCL aprendem ao longo da tarefa, enquanto idosos com DCL não o fazem, sugerindo uma interferência dos sistemas de memória na tomada de decisão. O Iowa Gambling Test tem sido um instrumento utilizado na avaliação da tomada de decisão. O objetivo do Estudo 2 foi investigar se alterações nos procedimentos de aplicação do instrumento interferem no desempenho durante a execução do teste. Foi realizado um estudo transversal comparando dois grupos de idosos saudáveis em duas variações do instrumento. O grupo I contou com 27 participantes, que executaram a tarefa sem pista de reforço visual. O grupo II foi composto por 17 participantes, submetidos à tarefa com pista. Os dados foram analisados através dos testes t de Student para amostras independentes e ANOVA para medidas repetidas. Houve diferença estatisticamente significativa entre os dois grupos na execução do teste em relação à aversão ao risco (F=2,466; p=0,05; df=2). Os resultados indicam que uma pista de reforço visual possibilita maior alocação de recursos atencionais e de memória de trabalho, permitindo que os idosos tomem decisões menos arriscadas.
This dissertation is formed by two works that aim to investigate executive dysfunction on ageing. Recent studies suggest the existence of executive dysfunctions in Mild Cognitive Impairment (MCI). The aim of the first study was to verify the presence of executive dysfunctions in patients with MCI. The instruments used were the Wisconsin Card Sorting Test (WCST) and the Iowa Gambling Test (IGT). Ten patients with and 27 without MCI were assessed. The data were analyzed through Student t test for independent samples and analysis of variance (ANOVA) for repeated measures. The results did not show significant difference between groups in the answer rates of WCST and in the number of cards withdrawn from each pack of cards in the IGT. The study of the performance evolution in the IGT revealed a qualitative difference between the groups. Elderly without MCI learn along the task, while elderly with MCI did not, suggesting an interference of memory systems in decision making. The Iowa Gambling Test has been an instrument used in the assessment of decision making. The aim of the second study was to investigate if changes in the application procedures of the instrument interfere in the performance through the test execution. A cross sectional study was carried out comparing two groups of healthy elderly in two variations of the instrument. The group I included 27 participants, which executed the task without clue of visual reinforcement. The group II was composed by 17 participants, submitted to the task with clue. The data were analyzed through the Student t test for independent samples and ANOVA for repeated measures. It was found statistically significant difference between the two groups in the execution of the test in relation to risk aversion (F=2,466; p=0,05; df=2). The results indicate that a clue of visual reinforcement permits greater allocation of attention resources and of working memory, allowing elderly to make least risky decisions.
Los estilos APA, Harvard, Vancouver, ISO, etc.
5

Scholz, Robert. "Behavior Cards - ett programmeringsverktyg för barn". Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-66.

Texto completo
Resumen

This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games. These goals can be accomplished by using different types of representations – such as icons, symbols and text – combined with an interaction technique based on direct manipulation of objects. Two versions of Behavior Cards have been developed and tested together with 11-year-old children. The results show that behaviors were useful for programming relatively advanced visual programs in a quick and effective manner, and that the children were able to learn and use the concept for creating simple programs. Further studies are needed to examine if children also can analyze and solve more complex programming problems.


Arbetet som den här uppsatsen beskriver omfattar utveckling och testning av ett programmeringsverktyg för barn. Syftet med verktyget är att barn ska kunna skapa visuella simulationer och spel genom att programmera aktörer som agerar och interagerar med varandra i en värld. Programmeringsverktygets namn är Behavior Cards, vilket kommer av att aktörernas agerande programmeras genom att tilldela dem kort som representerar olika typer av beteenden. Beteenden är till viss del förprogrammerade och kan innehålla generella händelser för hur aktörer ska agera i olika situationer, i motsats till att definiera varje tänkbar situation som kan uppkomma. Tanken är att programmerandet ska vara enklare än med traditionella, textbaserade, programmeringsspråk, men samtidigt kraftfullt inom den specifika domänen. Detta kan åstadkommas genom att använda olika typer av representationer – såsom ikoner, symboler och text – i kombination med en interaktionsteknik baserad på direktmanipulation av objekt. Två prototyper av programmeringsverktyget har utvecklats och testats på barn i 11-årsåldern. Resultaten visar att beteenden är tillämpbart för att programmera relativt avancerade visuella program på ett snabbt och effektivt sätt, och att barnen kunde lära sig och använda konceptet för att skapa enkla program. Det krävs dock fördjupade studier för att ta reda på om barn kan analysera samt lösa mer komplexa programmeringsproblem.

Los estilos APA, Harvard, Vancouver, ISO, etc.
6

Franco-Watkins, Ana M. "Surface and Structural Similarity in Analogical Reasoning: Transfer from a Card Game to the Monty Hall Problem". W&M ScholarWorks, 1999. https://scholarworks.wm.edu/etd/1539626236.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
7

Lovette, Brenda Cole Helm-Estabrooks Nancy. "The LIV Card Sort an investigation of use relative to cognitive and linguistic variables /". Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,1692.

Texto completo
Resumen
Thesis (M.S.)--University of North Carolina at Chapel Hill, 2008.
Title from electronic title page (viewed Sep. 16, 2008). "... in partial fulfillment of the requirements for the degree of Master of Science in the School of Medicine, the Department of Allied Health, the program of Speech-Language Pathology." Discipline: Allied Health Sciences; Speech-Language Pathology; Department/School: Medicine.
Los estilos APA, Harvard, Vancouver, ISO, etc.
8

Janes, Jessica L. "Successive Relearning Improves Performance on a High-Stakes Exam in a Difficult Biopsychology Course". Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1555593773001858.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
9

Lee, Yuk-yin y 李鈺妍. "Attitudes of people in Hong Kong to cars and the environment: an application of cognitive dissonancetheory". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B31261127.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
10

Wardin, Lydia. "Classification accuracy of the Wisconsin Card Sorting Test (WCST) in detecting noncredible cognitive performance in neuropsychological outpatients". Thesis, Adler School of Professional Psychology, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3664150.

Texto completo
Resumen

The current study sought to examine the classification accuracy of the Wisconsin Card Sorting Test (WCST) as an embedded performance symptom validity test (PVT) among three different samples. The sample of interest included 110 participants with mild traumatic brain injury (mTBI). For comparison, the study included 69 participants with moderate to severe traumatic brain injury (TBI) (STBI) and 155 non-neurological patients with mixed depression/anxiety psychiatric diagnoses (PSYCH). Furthermore, a logistically derived combination of Number Correct, Perseverative Responses, and Trials to First Category was created as an additional predictor variable named WCSTCOMB. Results indicated significant group differences between the credible performance (PASS) and non-credible performance (FAIL) groups for the PSYCH sample in the following variables: Number of Trials, Total Errors, Perseverative Errors, Perseverative Responses, Number of Categories Completed, and WCSTCOMB. Significant group differences in the STBI sample were found in the following variables: Number of Trials, Total Errors, Perseverative Errors, Perseverative Responses, Number of Categories Completed, and WCSTCOMB. The study found no significant differences in the WCST variables between the PASS and FAIL groups in the mTBI sample. Receiver operating characteristic (ROC) analysis found that Perseverative Responses and WCSTCOMB had acceptable classification accuracy of at least .70 in the PSYCH group. In the STBI group, ROC analysis found that the following WCST variables had at least acceptable classification accuracy of at least .70 for the following: Number of Trials, Total Errors, Perseverative Errors, Perseverative Responses, Number of Categories Completed, and WCSTCOMB. Sensitivity, specificity, positive predictive power, negative predictive power, and recommended raw cutoff scores were provided for WCST variables with acceptable classification accuracy. Acceptable classification accuracy was not found among any WCST variables in the mTBI sample. Results do not provide support for the WCST as an embedded PVT among those with mTBI. However, results did provide support for the WCST as embedded PVTs with populations with moderate to severe TBI and depressed/anxious outpatients.

Los estilos APA, Harvard, Vancouver, ISO, etc.
Más fuentes

Libros sobre el tema "Cognitives cards"

1

Adler, Richard. Economic Foundations for Creative Ageing Policy, Volume II: Putting Theory into Practice. New York: Palgrave Macmillan, 2017.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
2

Cognition: Theory and Applications (with Printed Access Card Study Guide). 7a ed. Wadsworth Publishing, 2006.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
3

Robinson-Riegler, Gregory L. y Bridget Robinson-Riegler. Revel for Cognitive Psychology: Applying The Science of the Mind -- Access Card. Pearson, 2016.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
4

Retrieval by reformulation in two library catalogs: Toward a cognitive model of searching behavior. Ann Arbor, Mich: University Microfilms International, 1987.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
5

Goldstein, E. Bruce. Bundle : Cognitive Psychology: Connecting Mind, Research, and Everyday Experience, 5th + MindTap Psychology, 1 term Printed Access Card. Cengage Learning, 2018.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
6

Goldstein, E. Bruce. Bundle : Cognitive Psychology: Connecting Mind, Research, and Everyday Experience, 5th + MindTap Psychology, 1 term Printed Access Card. Cengage Learning, 2018.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
7

Najdowski, Adel C., Jonathan Tarbox, Doreen Granpeesheh y Julie Kornack. Evidence-Based Treatment for Children with Autism: The Card Model. Elsevier Science & Technology, 2017.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
8

Najdowski, Adel C., Jonathan Tarbox, Doreen Granpeesheh y Julie Kornack. Evidence-Based Treatment for Children with Autism: The CARD Model. Elsevier Science & Technology Books, 2014.

Buscar texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
9

Muggleton, Stephen y Nicholas Chater, eds. Human-Like Machine Intelligence. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780198862536.001.0001.

Texto completo
Resumen
In recent years there has been increasing excitement concerning the potential of Artificial Intelligence to transform human society. This book addresses the leading edge of research in this area. The research described aims to address present incompatibilities of Human and Machine reasoning and learning approaches. According to the influential US funding agency DARPA (originator of the Internet and Self-Driving Cars) this new area represents the Third Wave of Artificial Intelligence (3AI, 2020s–2030s), and is being actively investigated in the US, Europe and China. The EPSRC’s UK network on Human-Like Computing (HLC) was one of the first internationally to initiate and support research specifically in this area. Starting activities in 2018, the network represents around sixty leading UK groups Artificial Intelligence and Cognitive Scientists involved in the development of the inter-disciplinary area of HLC. The research of network groups aims to address key unsolved problems at the interface between Psychology and Computer Science. The chapters of this book have been authored by a mixture of these UK and other international specialists based on recent workshops and discussions at the Machine Intelligence 20 and 21 workshops (2016,2019) and the Third Wave Artificial Intelligence workshop (2019). Some of the key questions addressed by the Human-Like Computing programme include how AI systems might 1) explain their decisions effectively, 2) interact with human beings in natural language, 3) learn from small numbers of examples and 4) learn with minimal supervision. Solving such fundamental problems involves new foundational research in both the Psychology of perception and interaction as well as the development of novel algorithmic approaches in Artificial Intelligence.
Los estilos APA, Harvard, Vancouver, ISO, etc.

Capítulos de libros sobre el tema "Cognitives cards"

1

Moons, Ingrid y Patrick De Pelsmacker. "The Effect of Evoked Feelings and Cognitions, Parent Brand Fit, Experiences and Brand Personality on the Adoption Intention of Branded Electric Cars for Early and Late Adopter Segments". En Advances in Advertising Research (Vol. VI), 395–406. Wiesbaden: Springer Fachmedien Wiesbaden, 2015. http://dx.doi.org/10.1007/978-3-658-10558-7_30.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
2

Fickle, Tara. "West of the Magic Circle". En The Race Card, 113–37. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479868551.003.0005.

Texto completo
Resumen
This chapter radically revises our understanding of game studies’ conceptual foundations by revealing the Orientalist assumptions embedded in Johan Huizinga’s Homo Ludens (1938) and Roger Caillois’s Man, Play, and Games (1958). These founding fathers’ discussions of play as a liberating “magic circle” have been endlessly cited, excerpted, and romanticized, most recently by popular and academic rhetoric extolling video games as the cure for a “broken” and alienating twenty-first-century reality. Unsurprisingly, contemporary scholars have regarded the patronizing and exotifying references to Japan and China which crop up nearly from the very first pages of these tomes as embarrassing but irrelevant signs of the times. Recontextualizing these early chapters within the longer and rarely read remainders of both monographs, however, reveals that those initial ludic schemas were in fact the raison d’être for an elaborate ethnocentric sociology that rationalized the cognitive and cultural inferiority of nonwhites by ranking them according to the “primitivity” of their play. Showing how these theorists legitimized their taxonomies by naturalizing fantasies of a ritualized, stagnant East and an innovative, rational West, this chapter demonstrates that Orientalist discourse was not tangential but essential to the seemingly global theories of play that form the basis of modern game studies.
Los estilos APA, Harvard, Vancouver, ISO, etc.
3

Waters, Sarah. "Fast Cars and Vital Exhaustion". En Suicide Voices, 171–214. Liverpool University Press, 2020. http://dx.doi.org/10.3828/liverpool/9781789622232.003.0006.

Texto completo
Resumen
Chapter five examines a series of suicides at car manufacturer Renault, situating them in the transition from an industrial model to a knowledge economy, in which value is expropriated from the resources of the mind. Suicides did not take place in the emblematic spaces of the factory, where cars were once mass produced, but in a state-of-the art research centre, where cognitive workers conceptualised and designed cutting-edge cars of the future. In the knowledge economy, the mind is treated as an endlessly productive resource that reproduces itself continuously and is unencumbered by the physical limitations of the body. I argue that suicides were the end point of a form of vital exhaustion that transcends the corporeal defences of the physical body and depletes the mental and emotional resources of the self. Suicides do not reflect a deterioration in formal or material conditions of work, but rather a transformation in forms of constraint, as the individual worker internalises modes of discipline and becomes his or her own boss. Suicides affected workers who experienced a phase of chronic overwork in which the quest to achieve productivity targets pushed them to work continuously and obsessively.
Los estilos APA, Harvard, Vancouver, ISO, etc.
4

Burnett, G. E. "On-the-Move and in Your Car". En Human-Computer Interaction and Innovation in Handheld, Mobile and Wearable Technologies, 60–79. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-499-8.ch004.

Texto completo
Resumen
The introduction of computing and communications technologies within cars raises a range of novel human-computer interaction (HCI) issues. In particular, it is critical to understand how user-interfaces within cars can best be designed to account for the severe physical, perceptual and cognitive constraints placed on users by the driving context. This article introduces the driving situation and explains the range of computing systems being introduced within cars and their associated user-interfaces. The overall human-focused factors that designers must consider for this technology are raised. Furthermore, the range of methods (e.g. use of simulators, instrumented vehicles) available to designers of in-car user-interfaces are compared and contrasted. Specific guidance for one key system, vehicle navigation, is provided in a case study discussion. To conclude, overall trends in the development of in-car user-interfaces are discussed and the research challenges are raised.
Los estilos APA, Harvard, Vancouver, ISO, etc.
5

Burnett, Gary. "Designing and Evaluating In-Car User-Interfaces". En Handbook of Research on User Interface Design and Evaluation for Mobile Technology, 218–36. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-871-0.ch014.

Texto completo
Resumen
The introduction of computing and communications technologies within cars raises a range of novel human-computer interaction (HCI) issues. In particular, it is critical to understand how user-interfaces within cars can best be designed to account for the severe physical, perceptual and cognitive constraints placed on users by the driving context. This chapter introduces the driving situation and explains the range of computing systems being introduced within cars and their associated user-interfaces. The overall human-focused factors that designers must consider for this technology are raised. Furthermore, the range of methods (e.g., use of simulators, instrumented vehicles) available to designers of in-car user-interfaces are compared and contrasted. Specific guidance for one key system, vehicle navigation, is provided in a case study discussion. To conclude, overall trends in the development of in-car userinterfaces are discussed and the research challenges are raised.
Los estilos APA, Harvard, Vancouver, ISO, etc.
6

Burnett, Gary. "Designing and Evaluating In-Car User-Interfaces". En Human Computer Interaction, 532–51. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch037.

Texto completo
Resumen
The introduction of computing and communications technologies within cars raises a range of novel human-computer interaction (HCI) issues. In particular, it is critical to understand how userinterfaces within cars can best be designed to account for the severe physical, perceptual and cognitive constraints placed on users by the driving context. This chapter introduces the driving situation and explains the range of computing systems being introduced within cars and their associated user-interfaces. The overall humanfocused factors that designers must consider for this technology are raised. Furthermore, the range of methods (e.g., use of simulators, instrumented vehicles) available to designers of in-car user-interfaces are compared and contrasted. Specific guidance for one key system, vehicle navigation, is provided in a case study discussion. To conclude, overall trends in the development of in-car user-interfaces are discussed and the research challenges are raised.
Los estilos APA, Harvard, Vancouver, ISO, etc.
7

Jain, Arti, Archana Purwar y Divakar Yadav. "Credit Card Fraud Detection Using K-Means and Fuzzy C-Means". En Handbook of Research on Innovations and Applications of AI, IoT, and Cognitive Technologies, 216–40. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6870-5.ch016.

Texto completo
Resumen
Machine learning (ML) proven to be an emerging technology from small-scale to large-scale industries. One of the important industries is banking, where ML is being adapted all over the world by employing online banking. The online banking is using ML techniques in detecting fraudulent transactions like credit card fraud detection, etc. Hence, in this chapter, a Credit card Fraud Detection (CFD) system is devised using Luhn's algorithm and k-means clustering. Moreover, CFD system is also developed using Fuzzy C-Means (FCM) clustering instead of k-means clustering. Performance of CFD using both clustering techniques is compared using precision, recall and f-measure. The FCM gives better results in comparison to k-means clustering. Further, other evaluation metrics such as fraud catching rate, false alarm rate, balanced classification rate, and Mathews correlation coefficient are also calculated to show how well the CFD system works in the presence of skewed data.
Los estilos APA, Harvard, Vancouver, ISO, etc.
8

Karahoca, Dilek, Adem Karahoca, Ilker Yengin y Huseyin Uzunboylu. "Computer Assisted Active Learning System Development for The History of Civilization E-learning Courses by Using Free Open Source Software Platforms". En Free and Open Source Software for E-Learning, 203–21. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-61520-917-0.ch013.

Texto completo
Resumen
This chapter explains the developmental reasons and design to implementation cycles of the Computer Assisted Active Learning System (CALS) for History of Civilization (HOC) courses at Engineering Faculty of Bahcesehir University. Implementation purpose of CALS is to develop set of tools in a systematic way to enhance students’ critical thinking abilities for HOC courses. Dynamic meta-cognitive maps, movies, flash cards and quiz tools were developed. In order to reduce implementation costs of CALS, open Free and Open Source Software (FOSS) standards and platforms were utilized in the development and implementation cycles. This study also investigates the importance of the e-learning platform usage in HOC courses in Engineering Faculty of Bahcesehir University to improve the level of students. Results indicate that the concept based meta-cognitive tool improves learning instead of students just memorizing the class material. Also, engineering students improved their positive attitude towards who wants to learn the history of civilization by using CALS. This study shows that software helps to change human behavior in the learning cycle. This chapter highlights the implications of successful development of FOSS for the CALS.
Los estilos APA, Harvard, Vancouver, ISO, etc.
9

Stanovich, Keith E., Richard F. West y Maggie E. Toplak. "Scientific Reasoning". En The Rationality Quotient. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034845.003.0006.

Texto completo
Resumen
In this chapter, the Scientific Reasoning subtest is described. The reason for each of the task-types chosen for this subtest is discussed. The skills tapped by this subtest include: covariation detection; falsification tendencies in the four-card selection task; understanding the logic of converging evidence; the ability to avoid drawing causal inferences from correlation evidence; the tendency to accurately assess the likelihood ratio by processing P(D/~H); and the tendency to use control-group reasoning. A large study of this subtest is described and correlations with cognitive ability and thinking dispositions are presented, as well as correlations with some other subtests of the CART.
Los estilos APA, Harvard, Vancouver, ISO, etc.
10

Lee, Chien-Sing, Pei-Yee Tan y Hong-Wei Wong. "Design and Development of Fun Lean Augmented and Virtual Reality Prototypes for Hand and Upper Limb Rehabilitation". En Knowledge Innovation Through Intelligent Software Methodologies, Tools and Techniques. IOS Press, 2020. http://dx.doi.org/10.3233/faia200569.

Texto completo
Resumen
Lack of motivation to carry out rehabilitation exercise from a hand injury or stroke is one of the most challenging aspects faced by Occupational Therapy (OT) and Certified Occupational Therapy Assistants (COTA). Some patients refuse to exercise due to behavioral, psychological, or cognitive reasons. We hypothesize that recovery to their former activity level and strength can be quickened if we develop Augmented Reality (AR)/Virtual Reality (VR) games which add fun into rehabilitative hand exercises. A physical card game for hand rehabilitation, which contains puzzle pieces and rehabilitative exercise instructions, is designed and developed to trigger the display of an Augmented Reality virtual reward upon completion of the puzzle. User testing results are promising. Users find it easy to use, supportive, efficient, exciting and interesting; suitable for either individual or collaborative play. Being object-oriented, it is also scalable, extensible and easily portable. An extended Leap-Motion-enhanced AR environment for limb rehabilitation is being developed. We hope that both will improve physical, mental and socio-cognitive health.
Los estilos APA, Harvard, Vancouver, ISO, etc.

Actas de conferencias sobre el tema "Cognitives cards"

1

Ponciano, Lesandro. "HCI Support Card: Creating and Using a Support Card for Education in Human-Computer Interaction". En XVIII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/ihc.2019.8409.

Texto completo
Resumen
Support cards summarise a set of core information about a subject. The periodic table of chemical elements and the mathematical tables are well-known examples of support cards for didactic purposes. Technology professionals also use support cards for recalling information such as syntactic details of programming languages or harmonic colour palettes for designing user interfaces. While support cards have proved useful in many contexts, little is known about its didactic use in the Human-Computer Interaction (HCI) field. To fill this gap, this study proposes and evaluates a process for creating and using an HCI support card. The process considers the interdisciplinary nature of the field, covering the syllabus, curriculum, textbooks, and students’ perception about HCI topics. The evaluation is based on case studies of creating and using a card during a semester in two undergraduate courses: Software Engineering and Information Systems. Results show that a support card can help students in following the lessons, remembering and integrating the different topics studied in the classroom. The card guides the students in building their cognitive maps, mind maps, and concept maps to study human-computer interaction. It fosters students’ curiosity and permanent engagement with the HCI topics. The card usefulness goes beyond the HCI classroom, being also used by students in their professional activities and other academic disciplines, fostering an interdisciplinary application of HCI topics.
Los estilos APA, Harvard, Vancouver, ISO, etc.
2

"Abstract cards". En 2009 Second International Workshop on Cognitive Radio and Advanced Spectrum Management. IEEE, 2009. http://dx.doi.org/10.1109/cogart.2009.5167211.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
3

Marfia, G., M. Roccetti, A. Amoroso, M. Gerla, G. Pau y J. H. Lim. "Cognitive cars". En the 4th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2093256.2093285.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
4

Jablokow, Kathryn, Wesley Teerlink, Seda Yilmaz, Shanna Daly, Eli Silk y Christian Wehr. "Ideation Variety in Mechanical Design: Examining the Effects of Cognitive Style and Design Heuristics". En ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46334.

Texto completo
Resumen
This paper examines ideation variety as a measure of the extent to which a design solution space has been explored. We investigated one cognitive factor (cognitive style) and one cognitive intervention (Design Heuristics cards) and their relationships with students’ ideation variety, both actual and perceived. Cognitive style was measured using the Kirton Adaption-Innovation inventory (KAI), while variety scores were computed using the metrics of Nelson et al. [18] and Shah et al. [20]; an adapted form of these metrics was also explored. A group of 132 sophomore mechanical engineering students generated ideas for two design problems (one with and one without Design Heuristics cards). They sketched and described their conceptual solutions in words and assessed the variety of their solutions after ideation. Linear statistical techniques were applied to explore the relationships among the variety scores, students’ self-assessments of variety, cognitive style, quantity of ideas, and the presence of the Design Heuristics intervention. Our results show statistically significant correlations between students’ perceived variety and their variety performance, and between cognitive style and both variety performance and student perceptions.
Los estilos APA, Harvard, Vancouver, ISO, etc.
5

Koppol, Pallavi, Henny Admoni y Reid Simmons. "Interaction Considerations in Learning from Humans". En Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/40.

Texto completo
Resumen
The ability to learn from large quantities of complex data has led to the development of intelligent agents such as self-driving cars and assistive devices. This data often comes from people via interactions such as labeling, providing rewards and punishments, and giving demonstrations or critiques. However, people's ability to provide high-quality data can be affected by human factors of an interaction, such as induced cognitive load and perceived usability. We show that these human factors differ significantly between interaction types. We first formalize interactions as a Markov Decision Process, and construct a taxonomy of these interactions to identify four archetypes: Showing, Categorizing, Sorting, and Evaluating. We then run a user study across two task domains. Our findings show that Evaluating interactions are more cognitively loading and less usable than the others, and Categorizing and Showing interactions are the least cognitively loading and most usable.
Los estilos APA, Harvard, Vancouver, ISO, etc.
6

Brombacher, Hans, Rosa van Koningsbruggen y Panos Markopoulos. "How Students with different levels of Design Experience use PLEX Cards within the Brainstorming Process". En ECCE 2021: European Conference on Cognitive Ergonomics 2021. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3452853.3452854.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
7

Maier, Torsten, Vincent Donghia, Chaoran Chen, Jessica Menold y Christopher McComb. "Assessing the Impact of Cognitive Assistants on Mental Workload in Simple Tasks". En ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97543.

Texto completo
Resumen
Abstract Cognitive assistants, such as Apple’s Siri or Amazon’s Alexa, are increasingly becoming routine elements of our daily lives, yet the effects of such devices on the humans using them has been largely unstudied. While much research has proposed new intelligent systems for specific contexts, few studies have characterized the dynamics between cognitive assistants and humans. In an effort to address this gap, this research study investigates the effect of cognitive assistants on mental workload. Participants perform the Wisconsin Card Sorting Task while working with a fake cognitive assistant (Mary) and concurrently completing a secondary speed and accuracy test. Performance with the cognitive assistant was found to be higher but with no significant difference in mental workload. Participants working with the cognitive assistant were found to be less frustrated than those completing the task without it.
Los estilos APA, Harvard, Vancouver, ISO, etc.
8

Langlois, Sabine, Thomas NGuyen That y Pierre Mermillod. "Virtual Head-up Displays for Augmented Reality in Cars". En ECCE '16: European Conference on Cognitive Ergonomics. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2970930.2970946.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
9

Steinke, Alexander, Florian Lange y Bruno Kopp. "A Multi-Level Reinforcement-Learning Model of Wisconsin Card Sorting Test Performance". En 2019 Conference on Cognitive Computational Neuroscience. Brentwood, Tennessee, USA: Cognitive Computational Neuroscience, 2019. http://dx.doi.org/10.32470/ccn.2019.1030-0.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
10

Pasichnyk, Volodymyr, Mariia Nazaruk, Nataliia Kunanets, Nataliia Veretennikova y Ruslan Nebesnyi. "Information Analysis of Procedures for Choosing a Future Specialty Using Cognitive Cards". En 2018 IEEE 13th International Scientific and Technical Conference on Computer Sciences and Information Technologies (CSIT). IEEE, 2018. http://dx.doi.org/10.1109/stc-csit.2018.8526626.

Texto completo
Los estilos APA, Harvard, Vancouver, ISO, etc.
Ofrecemos descuentos en todos los planes premium para autores cuyas obras están incluidas en selecciones literarias temáticas. ¡Contáctenos para obtener un código promocional único!

Pasar a la bibliografía