首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   220篇
  免费   12篇
  2023年   7篇
  2022年   5篇
  2021年   3篇
  2020年   10篇
  2019年   11篇
  2018年   13篇
  2017年   10篇
  2016年   11篇
  2015年   8篇
  2014年   11篇
  2013年   31篇
  2012年   16篇
  2011年   10篇
  2010年   7篇
  2009年   4篇
  2008年   6篇
  2007年   12篇
  2006年   11篇
  2005年   8篇
  2004年   12篇
  2003年   1篇
  2002年   6篇
  2001年   4篇
  2000年   3篇
  1999年   1篇
  1997年   3篇
  1996年   2篇
  1991年   1篇
  1990年   1篇
  1989年   1篇
  1987年   1篇
  1980年   1篇
  1975年   1篇
排序方式: 共有232条查询结果,搜索用时 31 毫秒
161.
In this research, the effectiveness of neurofeedback, along with virtual reality (VR), in reducing the level of inattention and impulsiveness was investigated. Twenty-eight male participants, aged 14-18, with social problems, took part in this study. They were separated into three groups: a control group, a VR group, and a non-VR group. The VR and non-VR groups underwent eight sessions of neurofeedback training over 2 weeks, while the control group just waited during the same period. The VR group used a head-mounted display (HMD) and a head tracker, which let them look around the virtual world. Conversely, the non-VR group used only a computer monitor with a fixed viewpoint. All participants performed a continuous performance task (CPT) before and after the complete training session. The results showed that both the VR and non-VR groups achieved better scores in the CPT after the training session, while the control group showed no significant difference. Compared with the other groups, the VR group presented a tendency to get better results, suggesting that immersive VR is applicable to neurofeedback for the rehabilitation of inattention and impulsiveness.  相似文献   
162.
When up-down stimuli are mapped to left-right responses, an up-right/down-left mapping advantage is found that is modified by response eccentricity and hand posture. These effects can be attributed to correspondence of asymmetric stimulus and response codes formed relative to multiple reference frames. We examined the influence of stimulus-set location on these orthogonal stimulus-response compatibility (SRC) effects. In Experiment 1, the stimulus set appeared in the upper or lower display positions. A spatial code for stimulus-set location was formed, producing Simon-type response eccentricity and hand posture effects, but this code had no influence on the coding of the relevant stimuli. In Experiment 2, the stimulus set appeared in the left, center, or right positions relative to the response location, which also varied, to dissociate the effects of response location, relative to the stimulus display and body midline. The former factor influenced the orthogonal SRC effect for both unimanual switch movements and bimanual keypresses, and the latter factor influenced the effect for only unimanual switch movements. Stimulus-set location causes orthogonal Simon-type effects when varied along the stimulus dimension and provides a referent for response coding when varied along the response dimension.  相似文献   
163.
The literature suggests that children with autism spectrum disorder (ASD) educated in inclusive settings generally do not interact with typically developing classmates during social activities. This study assessed whether an intervention package consisting of interest‐based structured play activities involving adult instruction, modeling, and response to child questions would result in an increase in social interaction with typically developing peers. A multiple baseline design across four participants with an embedded reversal was used to demonstrate the effects of the intervention on social interaction during structured play sessions. Initiations, responses, and interactive play increased for all participants. Generalization to novel peers was observed, and treatment gains were maintained during 6‐week follow‐up sessions. Recommendations for practitioners working with children with ASD in inclusive settings and potential areas of future research are discussed.  相似文献   
164.
Many studies of cognition and perception use a visual mask to explore the dynamics of information processing of a target. Especially important in these applications is the time between the target and mask stimuli. A plot of some measure of target visibility against stimulus onset asynchrony is called a masking function, which can sometimes be monotonic increasing but other times is U-shaped. Theories of backward masking have long hypothesized that temporal integration of the target and mask influences properties of masking but have not connected the influence of integration with the shape of the masking function. With two experiments that vary the spatial properties of the target and mask, the authors provide evidence that temporal integration of the stimuli plays a critical role in determining the shape of the masking function. The resulting data both challenge current theories of backward masking and indicate what changes to the theories are needed to account for the new data. The authors further discuss the implication of the findings for uses of backward masking to explore other aspects of cognition.  相似文献   
165.
166.
A briefly presented visual target stimulus can be difficult to identify if shown in the context of a mask stimulus. There are several quantitative models that have been used to explain many different masking effects. Here, we look at modeling what has been called object substitution. We analyze four models and show that three of the models work with a common principle, whereas the fourth behaves quite differently. The three similar models have previously been used to explain many other aspects of visual masking, whereas the fourth model was designed exclusively to deal with object substitution masking effects. We identify an experimental test on the basis of which to choose between the models. The experimental results support the behavior of the fourth model.  相似文献   
167.
When classifying numbers as odd or even with left-right keypresses, performance is better with the mapping even-right/odd-left than with the opposite mapping. This linguistic markedness association of response codes (MARC) effect has been attributed to compatibility between the linguistic markedness of stimulus and response codes. In 2 experiments participants made keypresses to the Arabic numerals or number words 3, 4, 8, and 9 using the odd-even parity rule or a multiple-of-3 rule, which yield the same keypress response for each stimulus. For both stimulus modes, the MARC effect was obtained with the odd-even rule, but tended to reverse with the multiple-of-3 rule. The reversal was complete for the right response, but task rule had little influence on the left response. The results are consistent with the view that the MARC effect and its reversal are caused by correspondence of the stimulus code designated as positive by the task rule with the positive-polarity right response code.  相似文献   
168.
Beyond the prior investigations that took scale‐level approaches to determining discriminant validity in proactivity constructs, the current study contributes a much‐needed interrogation of the items used to measure the behaviors in this domain. The substantive validity (SV) assessments (Study 1) showed that many of the items were judged to be inconsistent with the definition of the construct they assess or, alternatively, more consistent with the definition of a different construct in the domain. Further, exploratory factor analysis revealed the difficulty in empirically separating the four behaviors, while BiM results also advocated against the unique variance of them after accounting for a general factor (Study 2). Altogether, our results show that the items are partly to blame for the empirical redundancy issue.  相似文献   
169.
170.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号