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Virtual Reality Cue Reactivity (VRCR) is a computer-enhanced methodology used to assess behavioral and physiological reactivity to drug and alcohol sensory cues. Studies indicate that cue reactivity—a response to the presentation of various visual, auditory, olfactory, and tactile cues—increases physiological excitement in addicts. [ 1 ]
Unsurprisingly, logographic cues tend to be processed in the right brain hemisphere, the side more actively engaged with visuospatial input. Due to advances in technology and the media where logographic cues such as brand logos abound, the ability and tendency to draw meaning from pictures has become more widespread and intuitive.
Cue cards were originally used to aid aging actors. One early use was by John Barrymore in the late 1930s. Cue cards did not become widespread until 1949 when Barney McNulty, [3] a CBS page and former military pilot, was asked to write ailing actor Ed Wynn's script lines on large sheets of paper to help him remember his script. McNulty ...
A restraint lanyard is a safety lanyard used by construction workers, such as a lineman. A retrieval lanyard is a nylon webbing lanyard used to raise and lower workers into confined spaces, such as storage tanks. An activation lanyard is a lanyard used to fire an artillery piece or arm the fuze on a bomb leaving an aircraft. [5]
A name tag or name badge is a badge or sticker worn on the outermost clothing as a means of displaying the wearer's name for others to view. It was first invented in 1955, by restaurant owner Bram Combrink. Name tags may be temporary, such as a sticker with the iconic image being the "Hello!
The time interval in between the onset of the cue and the onset of the target is defined as the stimulus onset asynchrony (SOA). Previous studies using this spatial cueing task found that in addition to cue validity, behavioural reactions were also affected by SOA. The effect of the SOA varies depending on whether a central or peripheral cue is ...
Aldous Huxley is regarded as one of the most prominent explorers of visual communication and sight-related theories. [12] Becoming near-blind in his teen years as the result of an illness influenced his approach, and his work includes important novels on the dehumanizing aspects of scientific progress, most famously Brave New World and The Art of Seeing.
A cue is some organization of the data present in the signal which allows for meaningful extrapolation. For example, sensory cues include visual cues, auditory cues, haptic cues, olfactory cues and environmental cues. Sensory cues are a fundamental part of theories of perception, especially theories of appearance (how things look).
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