NotesWhat is notes.io?

Notes brand slogan

Notes - notes.io

Entrapment associated with broken device right after angioplasty in a AV access by using a protected stent.
Copyright © 2020 Bettoni, Riva, Cantiani, Molteni, Macchi Cassia and Bulf.Social interactions have long been a source of lay beliefs about the ways in which psychological constructs operate. Some of the most enduring psychological constructs to become common lay beliefs originated from research focused on social-emotional processes. "Emotional intelligence" and "social intelligence" are now mainstream notions, stemming from their appealing nature and depiction in popular media. However, empirical attempts at quantifying the quality of social interactions have not been nearly as successful as measures of individual differences such as social skills, theory of mind, or social/emotional intelligence. The subjective, lay ratings of the quality of interactions by naïve observers are nonetheless consistent both within and between observers. The goal of this paper is to describe recent empirical work surrounding lay beliefs about social interaction quality and ways in which those beliefs can be quantified. We will then argue that these lay impressions formed about the quality of an interaction, perhaps via affect induction, are consistent with an expertise framework. Affect induction, beginning in infancy and occurring over time, creates instances in memory that accumulate and are ultimately measurable as social-emotional expertise (SEE). The ways in which our lay beliefs about social interaction quality fit the definition of expertise, or the automatic, holistic processing of relevant stimuli, will be discussed. We will then describe the promise of future work in this area, with a focus on a) continued delineation of the thoughts, behaviors, and timing of behaviors that lead to high-quality social interactions; and b) the viability of expertise as the conceptual model for individual differences in social-emotional ability. Copyright © 2020 Wild and Bachorowski.The Positive Play Scale (PPS) was designed to track the effectiveness of responsible gambling (RG) policy, with a focus on positive changes in beliefs and behaviors instead of the absence of problem gambling symptoms. The current study aimed to (1) validate the Positive Play Scale Adapted for Chinese gamblers (PPS-AC) using a probability Chinese community sample in Macao, (2) explore the relationships between the PPS-AC and symptoms of gambling disorder (GD), and (3) evaluate the associations of gambling attitudes with the PPS-AC. Through a two-step random sampling procedure, we interviewed 1,002 locally dwelling Macao Chinese adults (44.3% males; M age = 44.28 years, SD age = 17.35 years) by phone, in which 237 were past-year gamblers (49.8% males; M age = 40.76 years, SD age = 15.78 years). Results showed that a two-dimension structure fitted the data well for both the positive play behaviors scale and the positive play beliefs scale of the PPS-AC among past-year gamblers. In addition to findings of satisfactory internal consistency, the convergent validity of the PPS-AC was supported by its significant association with RG self-efficacy. All four PPS-AC constructs were negatively correlated with GD symptoms, whereas two behavior constructs of the PPS-AC significantly explained the variance of GD symptoms with negative valences. All gambling attitude dimensions were associated with at least one PPS-AC construct. The current study was the first to adapt the PPS on a probability Chinese community sample and extended its applicability. The findings support the PPS-AC as a reliable and valid tool for assessing positive play, which was negatively associated with symptoms of disordered gambling. Further, the significant associations between gambling attitudes and the PPS-AC provide insights for RG policies. Copyright © 2020 Tong, Chen and Wu.Recently, the issue of how to involve actual service users in the service designs for Smart cities has grown in importance, as this is a key factor in determining the serviceability and sustainability of developed services. ECC5004 Reckless participation of users can make the service design process inefficient and cause a cost increase. So, in this study, we propose the needs map which can be applied to various stages of service development and help service designers to make efficient and reasonable decisions without being too time-consuming. The proposed needs map is a schematization of theoretical concepts for Smart city planning in accordance with the framework of service-technology-infrastructure-management (STIM). Through the needs map, various urban problems, statistical data, and users' needs in a smart city are classified and analyzed concept by concept, and these focused analysis results suggest a proper direction to researchers in the service development plan. To demonstrate experimentally the feasibility of the needs map, we applied it in practice to a service design for the Smart city experience zone located in Daejeon, South Korea. Copyright © 2020 An, Kim and Kim.Visual working memory (VWM) has been extensively studied in the context of memory capacity. However, less research has been devoted to the metacognitive processes involved in VWM. Most metacognitive studies of VWM studies tested simple, impoverished stimuli, whereas outside of the laboratory setting, we typically interact with meaningful, complex objects. Thus, the present study aimed to explore the extent to which people are able to monitor VWM of real-world objects that are more ecologically valid and further afford less inter-trial interference. Specifically, in three experiments, participants viewed a set of either four or six memory items, consisting of images of unique real-world objects that were not repeated throughout the experiment. Following the memory array, participants were asked to indicate where the probe item appeared (Experiment 1) whether it appeared at all (Experiment 2) or whether it appeared and what was its temporal order (Experiment 3). VWM monitoring was assessed by subjective confidence judgments regarding participants' objective performance. Similar to common metacognitive findings in other domains, we found that subjective judgments overestimated performance and underestimated errors, even for real-world, complex items held in VWM. These biases seem not to be task-specific as they were found in temporal, spatial, and identity VWM tasks. Yet, the results further showed that meaningful, real-world objects were better remembered than distorted items, and this memory advantage also translated to metacognitive measures. Copyright © 2020 Sahar, Sidi and Makovski.
Website: https://www.selleckchem.com/products/ecc5004-azd5004.html
     
 
what is notes.io
 

Notes is a web-based application for online taking notes. You can take your notes and share with others people. If you like taking long notes, notes.io is designed for you. To date, over 8,000,000,000+ notes created and continuing...

With notes.io;

  • * You can take a note from anywhere and any device with internet connection.
  • * You can share the notes in social platforms (YouTube, Facebook, Twitter, instagram etc.).
  • * You can quickly share your contents without website, blog and e-mail.
  • * You don't need to create any Account to share a note. As you wish you can use quick, easy and best shortened notes with sms, websites, e-mail, or messaging services (WhatsApp, iMessage, Telegram, Signal).
  • * Notes.io has fabulous infrastructure design for a short link and allows you to share the note as an easy and understandable link.

Fast: Notes.io is built for speed and performance. You can take a notes quickly and browse your archive.

Easy: Notes.io doesn’t require installation. Just write and share note!

Short: Notes.io’s url just 8 character. You’ll get shorten link of your note when you want to share. (Ex: notes.io/q )

Free: Notes.io works for 14 years and has been free since the day it was started.


You immediately create your first note and start sharing with the ones you wish. If you want to contact us, you can use the following communication channels;


Email: [email protected]

Twitter: http://twitter.com/notesio

Instagram: http://instagram.com/notes.io

Facebook: http://facebook.com/notesio



Regards;
Notes.io Team

     
 
Shortened Note Link
 
 
Looding Image
 
     
 
Long File
 
 

For written notes was greater than 18KB Unable to shorten.

To be smaller than 18KB, please organize your notes, or sign in.