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Naoko Saito has made a good case for emphasising the 'tragic' dimension within Dewey's pragmatism. My response suggests ways in which Saito has not gone far enough. She does not adequately move beyond 'procedural pragmatism' to a 'programmatic pragmatism' which offers substantive articulations about the human good. In addition, her emphasis on 'Emersonian perfectionism' is misguided. Both the language of 'perfectionism' and the figure of Emerson are unsuitable for the project she intends. Speaking more concretely of a 'tragic–comic meliorism' allied to the novelist Hawthorne, it is suggested, provides a more fruitful path.  相似文献   
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The mere perception that news has given certain problems more coverage can lead the audience to assume that those problems are more important. Given that the news media, at times, obsesses over relatively trivial matters, and given that the audience is increasingly able to filter media exposure, it is worth asking what happens when audience members perceive that recent media coverage has not emphasized any very important problems. In such cases, audience members might assume that any problems facing the nation must not be particularly important. We explicate this attitude of political complacency, test whether perceived media agendas lacking important problems can influence it, and explore whether complacency helps explain political disengagement. We also explore whether these effects generalize beyond news, to new media gatekeepers such as Twitter. Two experiments tested effects of a perceived absence of important problems in recent news or Twitter content. In the case of news, but not Twitter, this increased complacency in both studies. Study 2 added a no-exposure control and found that effects on complacency were driven by the cueing of nonproblem stories, not by the absence of problem story cues. Both studies validated complacency as a predictor of political disengagement.  相似文献   
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Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
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The cadence that maximises power output developed at the crank by an individual cyclist is conventionally determined using a laboratory test. The purpose of this study was two-fold: (i) to show that such a cadence, which we call the optimal cadence, can be determined using power output, heart-rate, and cadence measured in the field and (ii) to describe methodology to do so. For an individual cyclist's sessions, power output is related to cadence and the elicited heart-rate using a non-linear regression model. Optimal cadences are found for two riders (83 and 70 revolutions per minute, respectively); these cadences are similar to the riders’ preferred cadences (82–92?rpm and 65–75?rpm). Power output reduces by approximately 6% for cadences 20?rpm above or below optimum. Our methodology can be used by a rider to determine an optimal cadence without laboratory testing intervention: the rider will need to collect power output, heart-rate, and cadence measurements from training and racing sessions over an extended period (>6 months); ride at a range of cadences within those sessions; and calculate his/her optimal cadence using the methodology described or a software tool that implements it.  相似文献   
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Roger Cousinet     
Louis Raillon 《Prospects》1993,23(1-2):221-233
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The definitions of developmental dyslexia andtemporal processing are discussed and severalconstruals of what a temporal processingdeficit might entail are illustrated. Then,using a framework developed by Farmer & Klein(1995), the proposal that a temporal processingdeficit (in vision, audition, or both) might bethe root cause of some proportion of cases ofdevelopmental dyslexia is introduced andvarious research strategies for testing thisproposal are identified. The symposium paperswhich address this general question using arange of these strategies are then criticallyreviewed. It is noted that whereas reading isa recent artifact not yet subject to any directselection pressure, its normal performancerequires the use of, and connections between,the highly evolved modules for visual patternrecognition and language. Within vision andlanguage redundant coding, which permitsperformance in the face of injuries anddegraded input, also makes it difficult todetect subtle deficits (whether temporal, ornot) unless precise tests are used. Yet suchdeficits may degrade performance on tasks (suchas reading) which require the non-copiousconnections between vision and language. Theefficacy of this pathway, I suggest, ismeasured by performance on the rapidautomatized naming (RAN) test.  相似文献   
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