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81.
Four experiments investigated the conditions contributing to sensorimotor alignment effects (i.e., the advantage for spatial judgments from imagined perspectives aligned with the body). Through virtual reality technology, participants learned object locations around a room (learning room) and made spatial judgments from imagined perspectives aligned or misaligned with their actual facing direction. Sensorimotor alignment effects were found when testing occurred in the learning room but not after walking 3 m into a neighboring (novel) room. Sensorimotor alignment effects returned after returning to the learning room or after providing participants with egocentric imagery instructions in the novel room. Additionally, visual and spatial similarities between the test and learning environments were independently sufficient to cause sensorimotor alignment effects. Memory alignment effects, independent from sensorimotor alignment effects, occurred in all testing conditions. Results are interpreted in the context of two-system spatial memory theories positing separate representations to account for sensorimotor and memory alignment effects.  相似文献   
82.
Kelly JW  Loomis JM  Beall AC 《Perception》2004,33(4):443-454
Judgments of exocentric direction are quite common, especially when judging where others are looking or pointing. To investigate these judgments in large-scale space, observers were shown two targets in a large open field and were asked to judge the exocentric direction specified by the targets. The targets ranged in egocentric distance from 5 to 20 m with target-to-target angular separations of 45 degrees, 90 degrees, and 135 degrees. Observers judged exocentric direction using two methods: (i) by judging which point on a distant fence appeared collinear with the two targets, and (ii) by orienting their body in a direction parallel with the perceived line segment. In the collinearity task, observers had to imagine the line connecting the targets and then extrapolate this imagined line out to the fence. Observers indicated the perceived point of collinearity on a handheld 360 degrees panoramic cylinder representing their vista. The two judgment methods gave similar results except for a constant bias associated with the body-pointing response. Aside from this bias, the results of these two methods agree with other existing research indicating an effect of relative egocentric distance to the targets on judgment error--line segments are perceived as being rotated in depth. Additionally, verbal estimates of egocentric and exocentric distance suggest that perceived distance is not the cause for the systematic errors in judging exocentric direction.  相似文献   
83.
Previous research has shown that inertial cues resulting from passive transport through a large environment do not necessarily facilitate acquiring knowledge about its layout. Here we examine whether the additional body-based cues that result from active movement facilitate the acquisition of spatial knowledge. Three groups of participants learned locations along an 840-m route. One group walked the route during learning, allowing access to body-based cues (i.e., vestibular, proprioceptive, and efferent information). Another group learned by sitting in the laboratory, watching videos made from the first group. A third group watched a specially made video that minimized potentially confusing head-on-trunk rotations of the viewpoint. All groups were tested on their knowledge of directions in the environment as well as on its configural properties. Having access to body-based information reduced pointing error by a small but significant amount. Regardless of the sensory information available during learning, participants exhibited strikingly common biases.  相似文献   
84.
Blind and blindfolded sighted observers were presented with auditory stimuli specifying target locations. The stimulus was either sound from a loudspeaker or spatial language (e.g., "2 o'clock, 16 ft"). On each trial, an observer attempted to walk to the target location along a direct or indirect path. The ability to mentally keep track of the target location without concurrent perceptual information about it (spatial updating) was assessed in terms of the separation between the stopping points for the 2 paths. Updating performance was very nearly the same for the 2 modalities, indicating that once an internal representation of a location has been determined, subsequent updating performance is nearly independent of the modality used to specify the representation.  相似文献   
85.
Posterior parietal cortex lesions have been associated with both hemispatial neglect and spatialupdating deficits. Currently, the relation between these processes remains poorly understood. We tested the ability of parietal patients with neglect to update remembered target locations during passive whole-body rotations. The rotations and manual pointing responses were executed with and without vision. During the rotation, the remembered location stayed on the same side of the body midline or crossed the midline. Parietal patients generally underestimated rotations, as compared with control groups, but updated targets equally well on either side of the body midline, regardless of the amount of updating required. Once parietal patients have localized a target, they can use self-motion information to update its location, even if it passes into the region they typically neglect. This lack of contralesional updating effects contrasts with impairments in eye position updating found in previous work with parietal patients.  相似文献   
86.
This study explored the efficacy of psychological skills and mindfulness training intervention on the psychological wellbeing of undergraduate music students. Participants were undergraduate music students (n = 36) from the Department of Music at a South African university, 21 of whom were elected to take the psychological skills and mindfulness training intervention. Data on their self-reported psychological wellbeing, psychological skills, mindfulness and performance anxiety levels were collected pre-and post-intervention. The analysis applied non-parametric procedures to determine changes in students’ psychological wellbeing after the seven-week intervention programme. Findings suggest improvements in psychological wellbeing, psychological skills, mindfulness and performance anxiety with training. Psychological skills and mindfulness training may have benefits to the psychological wellbeing of music students.  相似文献   
87.
ABSTRACT Eight studies assessed the motive for sensory pleasure (MSP) involving a general disposition to enjoy and pursue pleasant nature‐related experiences and avoid unpleasant nature‐related experiences. The stated enjoyment of pleasant sights, smells, sounds, and tactile sensations formed a unitary construct that was distinct from sensation seeking, novelty preference, and need for cognition. MSP was found to be related to (a) enjoyment of pleasant nature scenes and music of high but not low clarity; (b) enjoyment of writings that portrayed highly detailed nature scenes; (c) enjoyment of pleasantly themed paintings and dislike of unpleasant paintings, as distinct from findings with Openness to Experience; (d) choice of pleasant nature scenes over exciting or intellectually stimulating scenes; (e) view duration and memory of artistically rendered quilts; (f) interest in detailed information about nature scenes; and (g) frequency of sensory‐type suggestions for improvement of a museum exhibit.  相似文献   
88.
89.
Immersive collaborative virtual environments (CVEs) are simulations in which geographically separated individuals interact in a shared, three‐dimensional, digital space using immersive virtual environment technology. Unlike videoconference technology, which transmits direct video streams, immersive CVEs accurately track movements of interactants and render them nearly simultaneously (i.e., in real time) onto avatars, three‐dimensional digital representations of the interactants. Nonverbal behaviors of interactants can be rendered veridically or transformed strategically (i.e., rendered nonveridically). This research examined augmented gaze, a transformation in which a given interactant's actual head movements are transformed by an algorithm that renders his or her gaze directly at multiple interactants simultaneously, such that each of the others perceives that the transformed interactant is gazing only at him or her. In the current study, a presenter read a persuasive passage to two listeners under various transformed gaze conditions, including augmented gaze. Results showed that women agreed with a persuasive message more during augmented gaze than other gaze conditions. Men recalled more verbal information from the passage than women. Implications for theories of social interaction and computer‐mediated communication are discussed.  相似文献   
90.
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