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Rotman G  Brenner E  Smeets JB 《Perception》2002,31(10):1195-1203
Human subjects misjudge the position of a target that is flashed during a pursuit eye movement. Their judgments are biased in the direction in which the eyes are moving. We investigated whether this bias can be reduced by making the appearance of the flash more predictable. In the normal condition, subjects pursued a moving target that flashed somewhere along its trajectory. After the presentation, they indicated where they had seen the flash. The mislocalisations in this condition were compared to mislocalisations in conditions in which the subjects were given information about when or where the flash would come. This information consisted of giving two warning flashes spaced at equal intervals before the target flash, of giving two warning beeps spaced at equal intervals before the target flash, or of showing the same stimulus twice. Showing the same stimulus twice significantly reduced the mislocalisation. The other conditions did not. We interpret this as indicating that it is not predictability as such that influences the performance, but the fact that the target appears at a spatially cued position. This was supported by a second experiment, in which we examined whether subjects make smaller misjudgments when they have to determine the distance between a target flashed during pursuit and a reference seen previously, than when they have to determine the distance between the flashed target and a reference seen afterwards. This was indeed the case, presumably because the reference provided a spatial cue for the flash when it was presented first. We conclude that a spatial cue reduces the mislocalisation of targets that are flashed during pursuit eye movements. The cue does not have to be exactly at the same position as the flash.  相似文献   
83.
The latent Markov (LM) model is a popular method for identifying distinct unobserved states and transitions between these states over time in longitudinally observed responses. The bootstrap likelihood-ratio (BLR) test yields the most rigorous test for determining the number of latent states, yet little is known about power analysis for this test. Power could be computed as the proportion of the bootstrap p values (PBP) for which the null hypothesis is rejected. This requires performing the full bootstrap procedure for a large number of samples generated from the model under the alternative hypothesis, which is computationally infeasible in most situations. This article presents a computationally feasible shortcut method for power computation for the BLR test. The shortcut method involves the following simple steps: (1) obtaining the parameters of the model under the null hypothesis, (2) constructing the empirical distributions of the likelihood ratio under the null and alternative hypotheses via Monte Carlo simulations, and (3) using these empirical distributions to compute the power. We evaluate the performance of the shortcut method by comparing it to the PBP method and, moreover, show how the shortcut method can be used for sample-size determination.  相似文献   
84.
This study focuses on the visual problem‐solving process of clinical pathologists. Its aim is to find expertise‐related differences in the temporal arrangement of this process, with a special focus on the orientation phase. A theoretical model of the visual diagnostic process of medical specialists is extended with general problem‐solving theory. Participants were 13 experts, 12 intermediates, and 13 novices, who all diagnosed seven microscopic images. Their microscope movements and thinking aloud were recorded. To study temporal arrangement of the process, we applied a time‐grid to the data. The results reflected several aspects of general problem‐solving theory. Experts and intermediates showed a more extensive orientation phase and more refined schemata than novices. Intermediates also showed a control phase at the end of the diagnostic process. Novices showed a uniform process. These phases were reflected in microscope navigation and thinking aloud, which justifies the extension of the theoretical model.Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
85.
Individuals with adaptive expertise possess the skills to deal with novel problems. Whereas this concept has been around since the mid-1980s, no instrument exists that provides a good operationalization of the theoretical construct. This inhibits the further development of research on adaptive expertise and the evaluation of employees’ adaptive expertise levels. Adaptive expertise has been unanimously described as a composition of domain-specific and innovative skills. Some researchers argue that metacognitive skills are also crucial. This study aimed to establish whether an instrument measuring adaptive expertise is composed of these three dimensions. In addition, it was tested whether such an instrument is influenced by task variety and work experience, as previously reported in literature. A sample of 383 professionals and graduates were used to test the Adaptive Expertise Inventory. Through exploratory factor analysis (EFA), (E/CFA), and confirmatory factor analysis (CFA), the quality of the instrument was evaluated. Good model fit was achieved. The final instrument consisted of two dimensions—i.e., domain-specific and innovative skills—with five items each. Regression analysis showed that not work experience, but task variety is related to level of adaptive expertise. The Adaptive Expertise Inventory proved to be a valid instrument for measuring adaptive expertise.  相似文献   
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The content of games is an understudied area in social scientific research about video games. The purpose of the present study is to contribute to the understanding of the portrayal of gender and race in games. Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally White. Nowadays, quite a few video games have women in leading parts; Tomb Raider’s Lara Croft is the prototypical example. In our study we investigated the so-called ‘Lara phenomenon,’ that is, the appearance of a competent female character in a dominant position. We also studied the portrayal of men and the race of both male and female characters. We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualized emphasis on female features. Most game characters belonged to the dominant White race, the heroes exclusively so.  相似文献   
88.
First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.  相似文献   
89.
Getting along (i.e. to be liked) and getting ahead (i.e. to be popular) are two fundamental psychological motives that have important consequences for adolescents' well-being. Especially antisocial behavioural tendencies, which are less well covered by the Big Five than by the HEXACO model, have been shown to differentially predict likeability and popularity. In this study, possible differential relations between personality and likeability and popularity were investigated using the HEXACO Simplified Personality Inventory and sociometric measures of likeability and popularity among 552 (12 to 14 years old) adolescents. Results showed that agreeableness was the most important likeability predictor, whereas extraversion (positive), openness to experience, honesty-humility, and agreeableness (all three negative) were the most important popularity predictors. Facet-level analyses revealed that selected HEXACO facets (greed avoidance, fearfulness, social boldness, gentleness, prudence, perfectionism, aesthetic appreciation, and altruism) most strongly—and in opposite directions—differentiated in the prediction of likeability and popularity. Furthermore, none of the expected interactions but several masking and cancellation effects were observed. The results, which are also discussed in light of interpersonal circumplex, resource control strategies, hierarchical differentiation, and socioanalytic frameworks, suggest that—among early adolescents—differential personality predictors may make it difficult to both get along and get ahead. © 2020 The Authors. European Journal of Personality published by John Wiley & Sons Ltd on behalf of European Association of Personality Psychology  相似文献   
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