... | | |8/6/13-9/3/13 | | |Louis Battistone M.A., LMFT, RAS | | |909-239-2496 | Copyright © 2013, 2012, 2011, 2010, 2006 by University of Phoenix. All rights reserved. Course Description General Psychology is a survey course which introduces the student to the major topics in scientific psychology as applied to human behavior. Applications of these principles will be made to the human experience. Policies Faculty and students/learners will be held responsible for understanding and adhering to all policies contained within the following two documents: • University policies: You must be logged into the student website to view this document. • Instructor policies: This document is posted in the Course Materials forum. University...
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... In Partial Fulfillment of the Requirements for the Degree Bachelor of Science, Physics ! ! by ! ! ! Jacob A. Ekegren ! April 2014 ! ! Advised by Dr. Matthew Moelter ! © 2014 Jacob A. Ekegren ! ! Table of Contents ! Pg. # Introduction and Setup 3 Theory Applied 4 Experimental Procedure 5 Results and Analysis 5 Conclusion! 10 References 11 ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! 2 Introduction and Setup For over a year now, I have been interested in the sport of boxing. This fascination led me to explore what occurs to a human head upon impact from a boxer’s punch. It is known that a knockout occurs when blood circulation to the brain is compressed. This compression results from the sudden acceleration and deceleration of the head[1]. Therefore, the primary focus of this experiment explores the relative effort necessary to cause significant movement to a head about a neck. Figure 1 - Picture of modeled head and spine secured to a table ! To achieve this, a simplistic mechanical model of a human head, a socket, and a spine was built. A volleyball was used to simulate a head. A garage door spring with a diameter of 4.0 ± .05cm was used as a spine. Lastly, a small wooden block acted as a socket between the head and the spine. A small support board held the spring in place for the experiment and allowed it to be moved up or down to simulate different neck...
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...Emotions caused by Video Priming on Altruism among randomly selected Far Eastern University students Kristine Bernadette Batusbatusan John Rovic Guides Christine Joie Macauba Maria Carmela Orfanel Far Eastern University Abstract This study focuses on the effects of emotions caused by video priming on altruism. The experimenters want to know if there is a significant effect between emotions and altruism. Some related articles were gathered and one study by Over H. and Carpenter M. (2009-10) showed that priming by photographs evoking affiliations actually increase altruism for toddlers. The experimenters want to prove the same for emotions but this time, taking into account funny and annoying videos to prime necessary emotions. Subjects were randomly selected and divided into two experimental groups. A group watched a funny video individually and the other group watched an annoying video individually. The experimenter then accidentally dropped a cup filled with marbles after the subject finished watching and observed whether the subject will help or not. A Helping Attitude Scale test was given afterwards. Results were obtained and suggested that emotions caused by video priming has nosignificant effect on the level of altruism of an individual. Explanations for this was gathered and it came out that the subjects, regardless of the videos, did what they felt to do whether to help the experimenter or not. The emotions they felt after watching the video did not in any way...
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...Importance of Eduactional Games According to AJ Martin (July 13, 2013) in his case study entitled “Video Games as a Part of Life” he stated that, “Some parents see video games as a brain-damaging waste of time, but recent studies show the opposite, video games help people, no wonder why they use it for rehab, training and just plain fun. It’s no secret that the Philippines is addicted to video games, in fact if you’re in a city in the Philippines, you can find an internet cafe within walking distance, and if you enter that internet cafe, there are bound to be teenagers there playing DotA or Counter-Strike or some other game. This isn’t a bad thing because it develops friendship, teamwork and the ability to socialize. According to Jason B. Almonte (June 22, 2011) in his case study entitled “Implementation of a digital game-based learning environment for elementary Education” he stated that, “Video games have gained high popularity nowadays that researchers have taken an interest in its use as an educational medium. Based on previous studies on educational game development, the project has developed video games for mobile handheld devices that cover Grade 6 Philippine Educational System Science curriculum topics. It aims to serve as a supplement to the student to further augment what they have learned inside the classroom and be able to use it in practical applications. It aims to offer aid for topics that are difficult to learn by students or difficult to teach for educators...
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...Vision 4 Core Values 4 Objectives 4 MANAGEMENT TEAM 5 COMPANY STRUCTURE, OWNERSHIP & INTELLECTUAL PROPERTY 5 Structure 5 Ownership 6 Personnel Plan 6 Patents 7 INDUSTRY ANALYSIS 7 Competitive Edge 7 Porters Five Force Analysis 8 MARKET ANALYSIS 9 Target Market 9 Market trends and needs 9 Main Competition 9 MARKETING PLAN 9 Product Description 9 Pricing strategies 10 Promotion: 11 Place: 11 Milestones 12 WEB PLAN SUMMARY 12 Website Marketing Strategy 13 Development Requirements and Design 13 OPERATIONS PLAN 13 Operating Hours 13 Daily Operations 13 Distribution Channels 13 FINANCIAL PLANS 14 Pro Forma Profit and Loss 14 Pro Forma Balance Sheet 15 Pro Forma Cash Flow 16 APPENDIX 17 Startup Summary 17 Startup Funding 18 Break Even Analysis 19 Business Ratios 20 EXECUTIVE SUMMARY SpyTech Limited is a Private Limited Company that wants to ensure the safety of all the citizens. Security is a crucial aspect for everyone. Various companies offer this security service, but it still does not stop a large percentage of crime actually taking place. We are still a long way from actually preventing the crime before it happens. SpyTech Ltd provides a software that will be using behavioral analytics instead of normal video analytics. It will raise alerts on the unusual things happening around. The system will be intelligent therefore axing the need for tiresome programming. We noticed a gap in the market whereby...
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... Based on his analysis of previous research on drunk driving (at .08 blood alcohol level), Strayer concluded that use of a hand-held cell phone while driving is equal to the crash risk of drunk driving and that texting is double the risk of drunk driving and eight times more likely than for those who do not use a cell phone while driving. Such research is particularly significant in its comparison to drunk driving which is often considered to be a socially unacceptable, selfish and criminal act. Such research will establish the argument that cell phone use while driving is actually among the most dangerous distraction, even exceeding drunk...
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...television and video games. As individuals in society display more aggressive behaviours in everyday life, researchers have endeavoured to identify the extent of how much violence portrayed in the media affects an individual’s thought, feelings and behaviours. While there is still debate as to whether there is a casual link between media and aggression, or that engaging with it maybe be cathartic, it has become evident that exposure to violence portrayed in the media can have short-term and long-term effects. This literature report will concentrate on reports and research focused on the influence of different types of media on aggression and the levels that these can be interpreted psychologically. Influences of Different Media on Aggression Exposure to violent media and the effect that this can have on an individual has been a topic that has interested researchers and society alike for decades. The likelihood of aggressive behaviour, thoughts and emotions is increased with short-term exposure to violent video games and films. (MVC 2012:337; Anderson 2004:2). Reasons provided for this increase by the Media Violence Commission (2012:337-8) and Myers (2013:378) is neural processes known as priming and mimicry. Priming is a concept in which images can activate thoughts and behaviours. With this theory in mind, when a person is exposed to violent scenes in the media and video games this can trigger aggressive behaviours, feelings and thoughts. For example, after playing a video game...
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...Psychology Theories Much of what we know about human thought and behavior has emerged thanks to various psychology theories. For example, behavioral theories demonstrated how conditioning can be used to learn new information and behaviors. Psychology students typically spend a great deal of time studying these different theories. Some theories have fallen out of favor, while others remain widely accepted, but all have contributed tremendously to our understanding of human thought and behavior. By learning more about these theories, you can gain a deeper and richer understanding of psychology's past, present and future. Behavioral Theories Behavioral psychology, also known as behaviorism, is a theory of learning based upon the idea that all behaviors are acquired through conditioning. Advocated by famous psychologists such as John B. Watson and B.F. Skinner, behavioral theories dominated psychology during the early half of the twentieth century. Today, behavioral techniques are still widely used in therapeutic settings to help clients learn new skills and behaviors. * What is Behaviorism? * Classical Conditioning * How Pavlov Discovered Classical Conditioning * Principles of Classical Conditioning * Operant Conditioning * Schedules of Reinforcement * What is Behavior Analysis? * Stages of Change * Conditioned Taste Aversions Cognitive Theories Cognitive theories of psychology are focused on internal states, such as motivation, problem...
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...In recent decades there has been a growing concern among researchers, parents, and the public in general that violent interactive media may incite violence in teens and young adults. Particularly, it has been suggested that violent video games may condition a person to commit atrocities. It's not unreasonable to suspect a correlation between the exposure to violent media and the eventual enactment of violent crime; however, much consideration of variables such as mental illness, physical and mental abuse, and any other variables that would cause an individual to have a predisposition to violence must be done if any position or perspective is to be gained on the issue. A case that has been the center of much controversy regarding video games...
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...Literature Review on Autism Wilfredo Garcia Table of Contents Abstract 3 Autism 4 Videogames and young people with Developmental disorders 10 Funding of Applied Behavior Analysis 11 Executive function in individuals with sub threshold Autism traits 12 Conclusion 14 References 15 Abstract The increasing number of individuals with Learning Disabilities (LD) and psychiatric disorders presents a key challenge to their assessment and treatment in mental health services. Children and young people with LD are more likely to experience mental health than the general population (Allington-Smith, 2006). There is a close relationship between autism spectrum disorder and learning disability. Epidemiological studies suggest that autism is more frequent in people with LD, nearly 40% of people with LD also have autism on the other hand, and nearly 70% of people with autism also have LD (La Mafa, 2004). The strong association between autism and LD (Bradley, 2004) also associates an increased risk of mental health problems. It is suggested that adults with LD and autism spectrum disorder (ASD) may experience symptoms of anxiety at a greater level than the general population; however, this requires more conclusive evidence in relation to the prevalence of anxiety disorders in adults with LD and autism. ...
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...Children, Wired: For Better and for Worse Daphne Bavelier,1,* C. Shawn Green,2 and Matthew W.G. Dye3 of Brain and Cognitive Sciences, University of Rochester, Rochester, NY 14627, USA of Psychology, Center for Cognitive Sciences, University of Minnesota, Minneapolis, MN 55455, USA 3Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana-Champaign, Urbana, IL 61801, USA *Correspondence: daphne@bcs.rochester.edu DOI 10.1016/j.neuron.2010.08.035 2Department 1Department Children encounter technology constantly at home and in school. Television, DVDs, video games, the Internet, and smart phones all play a formative role in children’s development. The term ‘‘technology’’ subsumes a large variety of somewhat independent items, and it is no surprise that current research indicates causes for both optimism and concern depending upon the content of the technology, the context in which the technology immerses the user, and the user’s developmental stage. Furthermore, because the field is still in its infancy, results can be surprising: video games designed to be reasonably mindless result in widespread enhancements of various abilities, acting, we will argue, as exemplary learning tools. Counterintuitive outcomes like these, besides being practically relevant, challenge and eventually lead to refinement of theories concerning fundamental principles of brain plasticity and learning. Introduction It is Monday morning at 7:58 a.m. when John enters the building...
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...dependent upon multimedia daily. Media comes in many forms such as television, internet, video games and music videos. It effects children in many ways and has been known to cause depression, aggression, isolation and nutrition deficiency. Advertisements influence how our children preserve themselves and make them susceptible to alcohol, smoking and sex. The negative aspects of multimedia have left our children without the proper tools to live life without electronics. This leaves our youth not having the skills to communicate face to face without Discomfort, anxiety. Depression, aggression, and the feeling of isolation. Television Television has the potential to be beneficial or harmful to children. The benefits to watching TV is that there are educational shows such as Animal Planet, documentaries and some educational cartoons. For these purposes the TV can aid in the development of our children but where do the parents draw the line? TV is not being watched for beneficial purposes and turn into a negative aspect in our children’s lives. It has been shown that people have little brain activity while they are watching TV. According to The Journal of Cognitive Liberties “For a brain to comprehend and communicate complex meaning, it must be in a state of “chaotic disequilibrium.” This means that there must be a dynamic flow of communication between all of the regions of the brain, which facilitates the comprehension of higher levels of order (breaking conceptual thresholds)...
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...7: States of Consciousness CHAPTER PREVIEW Consciousness is our awareness of ourselves and our environment. Conscious information processing enables us to exercise control and to communicate our mental states to others. Beneath the surface, unconscious processing occurs simultaneously on many parallel tracks. Our daily schedule of waking and sleeping is governed by a biological clock known as circadian rhythm. Our sleep also follows a repeating cycle. Awakening people during REM sleep yields predictable “dreamlike” reports that are mostly of ordinary events. Freud’s view that dreams can be traced back to erotic wishes is giving way to newer theories, for example, that dreams help us process information and fix it in memory or that dreams erupt from neural activity. Studies of hypnosis indicate that, although hypnotic procedures may facilitate recall, the hypnotist’s beliefs frequently work their way into subjects’ recollections. Hypnosis can be at least temporarily therapeutic and has the potential of bringing significant pain relief. Hypnosis may be an extension both of normal principles of social influence and of everyday splits in consciousness. Psychoactive drugs also alter consciousness. Depressants act by depressing neural functioning. Although their effects are pleasurable, they impair memory and self-awareness and may have other physical consequences. Stimulants act at the synapses by influencing the brain’s neurotransmitters. Their effects depend on...
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...Causal Analysis Essay Brigette Sears Engl 101 XBox 360 and other electronics and social media are raising our children. Todays children spend so much time playing video games, surfing the net and ‘playing’ on social media, they lack many of the normal developmental aspects that are needed for appropriate entry into society. On the contrary, children that are spending more time on video games are becoming anti-social in the best case, and in the worst case, violent. I believe that it is important to actively raise children with parental love and Gods moral compass. Children today spend a large amount of time on the internet, social media, and game playing. This is a distinct difference from what has happened a generation ago. “Young people now devote an average of seven hours and 38 minutes to daily media use, or about 53 hours a week -- more than a full-time job -- according to Kaiser Family Foundation”. (Rubin) In previous generations, without internet, children would go out and play with one another. Riding bikes, playing hide and seek or just being outside was the norm when the previous generation was young. Bonnie Miller Rubin states in her LA Times article that children are spending more time inside. They are playing video games and not going outside at all. It is a major problem with the kids of all ages. It is usually video games with younger children. She also says that the problem persists with older children as well. Older kids are using their...
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...Brain Sci. 2012, 2, 347-374; doi:10.3390/brainsci2030347 OPEN ACCESS brain sciences ISSN 2076-3425 www.mdpi.com/journal/brainsci/ Review Internet and Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies Daria J. Kuss * and Mark D. Griffiths International Gaming Research Unit, Nottingham Trent University, Nottingham NG1 4BU, UK; E-Mail: mark.griffiths@ntu.ac.uk * Author to whom correspondence should be addressed; E-Mail: daria.kuss@ntu.ac.uk; Tel.: +44-789-111-94-90. Received: 28 June 2012; in revised form: 24 August 2012 / Accepted: 28 August 2012 / Published: 5 September 2012 Abstract: In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction. Internet addiction has been considered as a serious threat to mental health and the excessive use of the Internet has been linked to a variety of negative psychosocial consequences. The aim of this review is to identify all empirical studies to date that used neuroimaging techniques to shed light upon the emerging mental health problem of Internet and gaming addiction from a neuroscientific perspective. Neuroimaging studies offer an advantage over traditional survey and behavioral research because with this method, it is possible to distinguish particular brain areas that are involved in the development and maintenance of addiction. A systematic literature search was conducted, identifying 18 studies. These studies...
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