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41.
Analogy was studied in real-world engineering design, using the in vivo method. Analogizing was found to occur frequently, entailing a roughly equal amount of within- and between-domain analogies. In partial support for theories of unconscious plagiarism (Brown & Murphy, 1989; Marsh, Landau, & Hicks, 1996) and Ward's (1994) path-of-least-resistance model, it was found that the reference to exemplars (in the form of prototypes) significantly reduced the number of between-domain analogies between source and target, as compared with using sketches or no external representational systems. Analogy served three functions in relation to novel design concepts: identifying problems, solving problems, and explaining concepts. Problem identifying analogies were mainly within domain, explanatory analogies were mainly between domain, and problem-solving analogies were a mixture of within- and between-domain analogies.  相似文献   
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Fifty-five insomniacs, 60 years or above, participated in a behavioral treatment program, comparing two interventions (sleep hygiene+stimulus control vs sleep hygiene+relaxation tape). Half of the subjects were randomized to a waiting-list condition prior to treatment. No significant changes were observed during the waiting-list period. During the treatment period however, the subjects improved on several sleep parameters, and treatment gains were maintained at a 6-month follow-up. The effects of treatment were greater for nocturnal measures (e.g. sleep onset latency and total sleep time) as compared to daytime measures (e.g. life satisfaction, daytime alertness) and not-targeted behavior (medication use). There were no differences in treatment effects for the two interventions.  相似文献   
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This article focuses on gender differences in early heterosexual behaviour among Norwegian adolescents. The material comprised a random sample of 3000 Norwegian adolescents aged 17–19 years. The response rate was 63%. Data were collected by means of anonymous self-administered questionnaires. Sixty-nine per cent of the girls and 59% of the boys had had sexual intercourse. The majority of the adolescents, and a larger percentage of girls than of boys, had their first intercourse within a relationship of mutual commitment. The boys' first coital partners were 0.2 years younger than the boys themselves and the girls' partners were 2.8 years older than were the girls. Boys had had more coital partners than girls but girls had had intercourse more often than boys. Coital frequency was affected more by how long the adolescents had known the partner than by gender as such. In conclusion, boys and girls aged between 17 and 19 years form part of couples at two different stages of development. For this reason, boys and girls accumulate different sexual experiences in the early stage of their sexual careers.  相似文献   
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蒋波 《管子学刊》2011,(3):30-33
我国古代的隐逸发生很早,至迟在商周之际就有不少可信的例子,到春秋时期成为一种普遍社会现象。对于隐逸,管、晏进行了具体分析,给予隐士客观评价,并主张国家积极征召隐士。管、晏的隐逸观与他们自身经历有关,也是其“举贤授能”人才思想的一部分。管、晏招隐士的主张,对于当时诸侯笼络人才、赢取民心、稳定社会具有积极作用。  相似文献   
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The focus of this article is the use of experience made within the literature of the “new” economical discipline of experience economy. By combining a methodological individualism with a causal and dehumanising picture of the process of experience, this discipline conceives economic interactions as acts of autonomy. These acts, it is claimed, are part of economical instrumental reason restructuring itself by using experiences as tools in convincing consumers that they are free to pursue their respective paths of lives. Described through the use of positioning theory, however, this turns out to be a result of an effort of equipping consumers with a new economic norm of forced positioning disguised as deliberate self-positioning.  相似文献   
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为考查观察者公正敏感性对不公正信息加工(注意、解释)的影响,该研究开展了两个实验研究。在实验一中,让被试观看不公正影片剪辑或中性剪辑后,要求他们完成视觉探测任务,判断探测刺激是在不公正词汇还是中性词汇的左边或右边;在实验二中,让被试对一个模糊的暗含不公正意义的影片剪辑中的主角进行公正性评价。结果表明,当被试不公正概念被激活后,观察者公正敏感性高的被试比观察者公正敏感性低的被试对不公正信息的注意加工更集中和更自动,同时他们对模糊的信息解释为更不公正。  相似文献   
50.
Virtual reality (VR) offers new possibilities for learning, specifically for training individuals to perform physical movements such as physical therapy and exercise. The current article examines two aspects of VR that uniquely contribute to media interactivity: the ability to capture and review physical behavior and the ability to see one's avatar rendered in real time from third person points of view. In two studies, we utilized a state-of-the-art, image-based tele-immersive system, capable of tracking and rendering many degrees of freedom of human motion in real time. In Experiment 1, participants learned better in VR than in a video learning condition according to self-report measures, and the cause of the advantage was seeing one's avatar stereoscopically in the third person. In Experiment 2, we added a virtual mirror in the learning environment to further leverage the ability to see oneself from novel angles in real time. Participants learned better in VR than in video according to objective performance measures. Implications for learning via interactive digital media are discussed.  相似文献   
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