1000 resultados para VIDEO


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The Video Suggestibility Scale for Children (VSSC) was developed by Scullin and colleagues (Scullin & Ceci, 2000; Scullin & Hembrooke, 1998) as a tool for discriminating between children who have different levels of suggestibility. The scale requires children to view a 5-minute video about a birthday party, and to subsequently participate in an interview consisting of 18 yes/no questions. The VSSC consists of two main subscales; Yield (a measure of children's willingness to respond affirmatively to misleading questions about the video) and Shift (a measure of the children's tendency to change their responses after negative feedback from the interviewer). Preliminary research by Scullin and colleagues suggested that the scale possesses satisfactory internal consistency and that children's scores on the VSSC can predict their performance in another suggestibility paradigm. This thesis presents two studies, which further examine the validity and usefulness of the VSSC in an Australian sample of 3- to-5-year-old children. In Study One, children's performance on the VSSC (N = 77) was compared to their performance using other measures of suggestibility. These measures included children's willingness to assent to a false event as well as the number of false interviewer suggestions and new false details that the children provided in their accounts about an independent true-biased and an independent false (non-experienced) event. An independent samples t-test revealed that those children who assented to the false activity generated higher scores on the Yield measure. This pattern was also observed for the Shift subscale although it was not significant. Hierarchical regression analyses revealed that Yield was a significant predictor of the number of false details reported about the false activity, but not the true-biased activity. There was no significant relationship between the Shift Vlll subscale and any of the dependent variables. Overall this study provided partial support for the construct validity of the VSSC. However, it indicated that children's performance on this scale may not be generalisable across different contexts and interview paradigms, and that the Yield subscale is more generalisable than the Shift subscale. Study Two examined whether various group and individual factors that have previously been shown to relate suggestibility (i.e., age, IQ, memory, socio-economic status, gender, temperament) could predict suggestibility as measured by the VSSC. Two hundred and twenty children were recruited from kindergartens, and were divided into two broad socio-economic categories (based predominantly on income). Hierarchical regression analyses revealed that age, intelligence and memory inversely predicted children's Yield suggestibility. Further, children of low socio-economic backgrounds were more suggestible than children of high socio-economic background, and boys were more suggestible than girls on the Yield measure. Although shyness and other internalised and externalised characteristics were explored, no reliable significant relationships were found with Yield. With regard to the Shift subscale, no reliable relationships were found for any of the independent variables except for SES. Overall, results of Study 2 indicated that the VSSC is a potentially useful measure for discriminating between children's suggestibility on the basis on their individual characteristics, although benefits were observed mainly in relation to the Yield subscale. With reference to the findings of these two studies, the potential contribution of the VSSC for research and applied forensic contexts was discussed.

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The aim of this study was to explore the effects of repeat viewing on comprehension of explicitly and implicitly presented information in an animated movie. Seventy-three pre-school children watched an animated film and were tested for comprehension after either their single or fifth viewing. Only children’s comprehension of explicitly presented information was facilitated by repeat viewing. However, post hoc analyses revealed that children’s explicit and implicit comprehension of a central character Thunderbolt significantly increased across viewing conditions, whereas, repeat viewing only facilitated children’s explicit comprehension of the central character Patch. The theoretical and practical implications of these findings are discussed.

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The experiment reported here was concerned with the effect of repeat- viewing and adult co-viewing on the comprehension of an animated feature length movie. Four- to six-year-old children watched a movie on video either once or five times, and either with their mother present or on their own. The findings revealed that, after controlling for language skills and interest in the type of video watched, children who watched five times had higher comprehension scores than children who watched only once. Furthermore, children who watched the video repeatedly were also better at character identification and at identifying the good and bad qualities of one of the main characters in the movie. The presence of a mother, who was explicitly asked to co- view the movie with her child, did not facilitate comprehension. The findings are discussed in terms of the educational benefits of repeat viewing. Theoretical implications are also noted.

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The experiments reported here were concerned with the development of delayed self-recognition. Children were videotaped playing a game and were marked covertly with a sticker on their forehead while doing so. The findings, of both a cross-sectional sample and a prospective longitudinal one, revealed that 3- but not 2.5-year-old children reached to remove this sticker reliably during video playback only after they had been trained to use the video to guide their search for an object that was not directly visible to the unaided eye. It appears that by 3 years of age children understand that their briefly delayed self video-representation is related to their present self. In contrast, while 2.5-year-olds can use delayed vid of information to locate objects in space that cannot be seen by the unaided eye, they cannot use this type of information to locate an object that pertains to a part of self that is not directly visible, such as a sticker on one’s hair. The findings are discussed in terms of the emergence of an extended
sense of self.

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This research investigated the impact of playing violent videogames. Aggressive or anxious responses were most likely: when the player perceived the violence in the games to be extreme, when the player experienced a heightened sense of becoming 'absorbed' into the game, and during a relatively brief exposure to the game. The portfolio explores the use of manualised interventions in psychology research and practice. Four illustrative case studies regarding the efficacy and effectiveness of adapting manualised interventions for clients with chronic health conditions are presented.

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In the imaginary and reflexive space of video storytelling, one story generates another. As an autobiographical video memoir, Lorne story is fashioned as a hybrid form of postcard and director's video notebook: it examines the stories we tell ourselves, and the stories we tell others - in the presence of video.

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This research investigated responses of grandchildren of Holocaust survivors ("third generation") to Holocaust video-testimony. The analysis revealed that video-testimony can transmit memories of survival experiences to viewers, enabling them to "work through" their positions as witnesses and make active decisions relating to remembrance.

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This paper reports on insights into students’ understanding of the concept of rate of change, provided by examining the gestures made, by 25 Year 10 students, in videorecorded interviews. Detailed analysis, of both the sound and images, illuminates the meaning of rate-related gestures. Findings indicate that students often use the symbols and metaphors of gesture to complement, supplement, or even contradict verbal descriptions. Many students demonstrated, by the combination of their words and gestures, a sound qualitative understanding of constant rate, with a few attempting to quantify rate. The interpretation of gestures may provide teachers with a better understanding of the progress in their students’ thinking.

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This study examined the effects of game situation information, manipulated in terms of time and score, on decisions made in a video-based perceptual test in basketball. The participants were undergraduate university students (n=159) who viewed 21 offensive basketball plays, under two test conditions (low decision criticality; high decision criticality). To manipulate the conditions, prior to each clip, the
participants were presented with a description of the remaining time and score differential. High decision criticality situations were characterised by a remaining time of 60 seconds or less and score differentials of 2 points or less. Low decision criticality situations were characterised by remaining time of 5 minutes or more and score differentials of 5 points or more. The participants indicated their decision (pass, shoot, dribble) after the visual display had been occluded for each clip. The results indicated that decision profiles differed under the low and high decision criticality conditions. More pass decisions were made under high decision criticality situations and more shoot decisions under low decision criticality situations. These variations differed according to the type of main sport played but not for the basketball competition level. It was concluded that game situation information does influence decision making and should be considered in video-based testing and training.

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My mother experienced the final part of the Second World War displaced and separated from her family and particularily her husband. (His name was on Oscar Schindler's List; her name was, and then wasn't). This dislocation from her husband was one trauma within a larger set of daily traumas. In 1997, as part of the Shoah Foundation Visual History series, my mother narrated her individualized video testimony, once again, separated from her family. This paper examines the methodologies of this video testimony in relation to two connected questions: was my mother re-traumatized by the process of providing her testemony, and by narrating and recording her video testimony, did she, unwittingly, 'transmit' her traumas, and those of her generation to my generation?

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The overall aim of the experiment reported here was to establish whether self-recognition in live video can be facilitated when live video training is provided to children aged 2-2.5 years. While the majority of children failed the test of live self-recognition prior to video training, more than half exhibited live self-recognition post video training. Children who failed the live video self-recognition tasks passed the test of mirror self-recognition. The findings are discussed in light of a video deficit and the potential role of pre-test training in facilitating self-recognition in live video by young children.

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Objectives: Methods for converting inactive video gaming to active video gaming have gained popularity in recent years. This study compared the physiological cost of a new peripheral device that used steps to power video gaming in an interactive manner against sedentary video gaming and self-paced ambulatory activity of university students (aged 19-29 years).
Methods: Nineteen adults (9 male, 10 female) performed six 10-minute activities, namely self-paced leisurely walking, self-paced brisk walking, self-paced jogging, two forms of sedentary video gaming, and step-powered video gaming. Activities were performed in a random order. Physiological cost during the activities was measured using Actiheart.
Results: Energy expenditure during step-powered video gaming (388.8 kcal.h-1) was comparable to the energy expended during brisk walking (373.8 kcal.h-1), and elicited a higher energy cost than sedentary video gaming (124.1 kcal.h-1) but a lower energy cost than jogging (694.5 kcal.h-1).
Conclusion: Overall, step-powered video gaming could be used as an entertaining and appealing tool to increase physical activity, though it should not be used as a complete substitute for traditional exercise, such as jogging.