OAR@UM Collection:
/library/oar/handle/123456789/26119
2025-12-28T14:58:46Z福利在线免费 literacy before and after information communication technology
/library/oar/handle/123456789/30465
Title: 福利在线免费 literacy before and after information communication technology
Abstract: IL has become an integral part of our lives. It is the basis of Lifelong Learning and
professional development. It gives us the skills necessary to integrate better in
today鈥檚 鈥湼@谙呙夥 Society鈥 (IS). The basic library and 福利在线免费 Technology (IT)
skills are how to recognise the need of information; determine ways of addressing
this information; create and plan on how to approach the locations to look for
information; discover and acquire information; come up with and assess information;
set up structure to the information, put to use and pass on the information; and how
to combine resources and develop information in the most efficacious way.
IL is not just the IT training specific to the IT industry or to the skills necessary for
performing IT jobs, but it also includes courses related to the application, design,
development, implementation, support and management of computer-based
information systems and not just how to send e-mail, use word processors and
operating systems. The unfolding of a collection of understanding and skills vital in
the IS are research, interpretation, assessment, dissemination and implementation
for appropriate judgement making.
There are many different definitions of IL but the three main ones I will adhere to are
according to the American Library Association (ALA); IL is defined as a set of
abilities requiring individuals to 鈥渞ecognize when information is needed and have the
ability to locate, evaluate and use effectively the needed information.
Description: DIP.L.I.S.2017-01-01T00:00:00ZLocation memory in visual search : the multi-item localization (MILO) task : a tool for investigation
/library/oar/handle/123456789/30067
Title: Location memory in visual search : the multi-item localization (MILO) task : a tool for investigation
Abstract: In the current study, the Multi-Item Localization Task (MILO; Thornton & Horowitz, 2004)
was used as a tool to explore location memory in visual search. Previous studies provide
evidence that whilst visually searching for a specific target, participants are able to ignore
locations that have already been visited, making their ongoing search more efficient
(Thornton & Horowitz, 2004). This is referred to as location tagging and the current study
sought to explore if this ability could be disrupted. The overall goal was to increase
knowledge regarding the resources needed for location tagging to take place. Specifically, we
manipulated concurrent spatial working memory workload while performing the MILO task
to examine if location tagging could be disrupted. In Experiment 1, participants (N = 12) had
to select eight numerical targets that appeared on an iPad screen by touching each item in
sequence. There were three conditions. On Vanish trials, items disappeared when they were
touched, removing them from the search array. On Remains trials, items did not vanish,
leaving them available to interfere with subsequent search. Previous studies found identical
response time patterns for these two conditions, the signature of location tagging. Here, we
also introduced Chess trials where memory workload was heavily increased as participants
were asked to simultaneously remember a chess layout whilst completing the Remains MILO
task. Results for the Vanish & Remains conditions replicated previous studies, indicating the
presence of location tagging. However, the workload added in the Chess trials was not
enough to disrupt location tagging. In Experiment 2 participants (N = 12) completed the same
three conditions, but had to select six targets made up of chess pieces in the game鈥檚
precedence order. This was a novel sequence, that would also be expected to interfere with
memory during the Chess trials. Again, there was no evidence that location tagging was
disrupted. However, when comparing the results of Experiments 1 and 2, it appeared that overall search-behaviour was affected by using the chess items for the MILO task as patterns
relating to future planning were noticeably different. In terms of our main goals, however, we
can conclude that participants were still able to remember where they have been before when
searching for the current target, even when the memory workload was increased, suggesting
that location tagging may be an automatic process that either does not make demands on
central resources or at least uses resources that are different from those needed during explicit
location memory.
Description: M.SC.COGNITIVE SCIENCE2017-01-01T00:00:00ZCognitive distraction while multitasking in an aircraft simulator
/library/oar/handle/123456789/30066
Title: Cognitive distraction while multitasking in an aircraft simulator
Abstract: The purpose of this study was to investigate the effects of a conversation and interacting with
an electronic tablet on the performance of 14 pilots in a PC based flight simulator.
Performance was assessed using flight parameters and control strategies. The additional
conversation and dual conversation and tablet tasks had an effect on how well participants
could maintain a target airspeed. Additionally, phase of flight was an important
consideration, with pilots being less prone to distraction on final approach when assessed on
maintaining a target airspeed and vertical speed. Final approach also resulted in a different
flight control strategy when compared to other phases of flight. This suggests an attentional
shift while landing resulting in better performance despite the cognitive load of the
distractions remaining constant throughout the experiment.
Description: M.SC.COGNITIVE SCIENCE2017-01-01T00:00:00ZThe effect of cognitive fatigue on decision making in sports
/library/oar/handle/123456789/30065
Title: The effect of cognitive fatigue on decision making in sports
Abstract: The study aimed to investigate the effects of cognitive fatigue in sports decisions. Nonathletes
were exposed to a five minutes congruent Stroop task and incongruent Stroop
task to establish a baseline and assess the effects of exercise in this task. Basketball
athletes cycled on a bicycle ergometer till reaching target heart rate (THR) and
performed two sets of five minute Stroop task (one set of congruent trails only and one
of incongruent trails only). Each Stroop task set was followed by a basketball video
judgement task. Both athletes and non-athletes were significantly slower in reacting to
incongruent Stroop trials compared to congruent trials. Furthermore, athletes made
more errors when presented with the incongruent Stroop version. Physical activity
affected reaction time difference between athletes and non-athletes: participants
performing both activities, cycling and Stroop task, were significantly slower on the
Stroop task than those only performing the Stroop task. The basketball group was
significantly slower when responding to the video judgement task when exposed to the
incongruent trails beforehand compared to decisions made after the congruent trials.
Moreover, athletes seem to suffer further onset fatigue as their reaction time in decision
to the last videos deteriorated compared to the initial videos. Results suggest that
cognitive fatigue caused by incongruent trials of the Stroop task led to athletes鈥 slower
responses when making basketball related decisions. Mental fatigue affects attention
and the ability to use important information to perform efficiently. Furthermore, results
suggest that cognitive processing suffers a decline when tested during exercise due to
resources, competition and attention allocation. Understanding how mental fatigue
affects sports performance and other physical and cognitive demanding activities is key
to minimize such impairments.
Description: M.SC.COGNITIVE SCIENCE2017-01-01T00:00:00Z