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A number of training interventions have been designed to improve executive functions and inhibitory control (IC) across the lifespan. Surprisingly, no study has investigated the structural neuroplasticity induced by IC training from childhood to late adolescence, a developmental period characterized by IC efficiency improvement and protracted maturation of prefrontal cortex (PFC) subregions involved in IC. The aim of the present study was to investigate the behavioral and structural changes induced by a 5‐week computerized and adaptive IC training in school‐aged children (10‐year‐olds) and in adolescents (16‐year‐olds). Sixty‐four children and 59 adolescents were randomly assigned to an IC (i.e. Color‐Word Stroop and Stop‐Signal tasks) or an active control (AC) (knowledge‐ and vocabulary‐based tasks) training group. In the pre‐ and posttraining sessions, participants performed the Color‐Word Stroop and Stop‐signal tasks, and an anatomical resonance imaging (MRI) was acquired for each of them. Children's IC efficiency improved from the pre‐ to the posttraining session in boys but not in girls. In adolescents, IC efficiency did not improve after IC training. Similar to the neuroplastic mechanisms observed during brain maturation, we observed IC training‐related changes in cortical thickness and cortical surface area in several PFC subregions (e.g. the pars opercularis, triangularis, and orbitalis of the inferior frontal gyri) that were age‐ and gender‐specific. Because no correction for multiple comparisons was applied, the results of our study provide only preliminary evidence of the complex structural neuroplastic mechanisms at the root of behavioral changes in IC efficiency from pre‐ to posttraining in school‐aged children and adolescents.  相似文献   
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The programming processes concerned with response duration were studied in a precueing and in a priming reaction time (RT) paradigm. Participants had to produce a motor response of a specified duration as soon as possible after a response signal (RS) preceded by a warning signal (WS), which could deliver information on 2 response parameters (duration and effector). In Experiment I (precueing; N = 12), 3 effectors (the right hand, the left hand, or the knees) and 3 durations (.7, 2.5, or 5.5 s) were contrasted. Two responses differing in their biomechanical features were required in 2 blocks of trials: Subjects had to accurately time the duration of either a sustained button press or an interval between 2 brief presses. The RT patterns revealed a short-long effect: Shorter RTs were produced before the short duration than before the longer, provided that the duration was not precued. This short-long effect occurred whatever type of response and effector were involved. Two conclusions were reached. First, response duration was included in the motor program elaborated before execution, whatever the biomechanical features of the response; and, second, the program for the short duration was activated on all trials and was used as a basis for programming longer durations when needed. These conclusions were tested in Experiment 2 (priming; N = 12), in which a small proportion of invalid trials concerning duration was provided. Thus, the duration required by the RS differed from that primed by the WS. Two durations (.7 or 2.5 s) and 2 effectors (the index or the middle finger) were involved. In the invalid trials, the responses of short and long durations did not yield any RT differences, thus confirming the particular status of the short duration. This suggests that deprogramming operations (which lengthen the RT) are needed after a RS to produce short response durations but not after a RS to produce long response durations in the invalid trials.  相似文献   
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To determine whether the duration of certain motor activities can be a prespecified dimension of the motor program, we studied the duration of a motor response and the hand to be used, in a precueing paradigm. The response to be produced (a press on a push-button) was either short or long and involved either the right or the left hand. In Experiment 1, 200 and 700 ms (Block 1) or 700 and 2,500 ms (Block 2) were respectively chosen as short and long durations. No RT difference between short and long appeared when response duration was certain. When response duration was uncertain, RTs were longer for long than for short responses. In addition, the RTs that preceded the 700-ms response were longer in Block 1 than in Block 2. These results suggest that response duration can be programmed up to 2,500 ms and that the relative duration of a response in a given range is more relevant for programming mechanisms than its absolute duration. In Experiment 2, uncertainty concerning the response was maintained constant in a similar precueing paradigm, in which only 700-and 2,500-ms response durations were considered. The RTs preceding a long duration were shorter when duration was certain than when neither side nor duration was certain. No RT difference appeared before the short response duration. This seems to confirm that duration can be programmed up to 2,500 ms and also suggests that the program elaborated for the short duration constitutes a common basis for short and long responses: When duration is uncertain, programming a long duration requires just an additional operation to complete the program corresponding to the short duration, which has already been selected by default.  相似文献   
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Over recent years, the eSport phenomenon has grown in players and audience. The broadcast of certain eSport events have become worldwide mass events. Conceiving eSport gaming as an actual sports practice is not yet common, but it is current issue that deserves careful attention. This article stands on the idea that eSport gaming could be considered a sport and it examines some reasons on that regard. First of all, the piece will elucidate what the practice of gaming involves and if there are reasons to consider the claim that it can be an actual sports practice. Secondly, it will address the distinctive features that eSport gaming as a sport may have. Thirdly, it wants to explore and explain an example of an eSport worldwide success which is the case of League of Legends. And finally, it will introduce and briefly discuss some sports issues this new sports practice would encounter in the near future and which might derive into policy matters.  相似文献   
47.
Unconnected conditionals, also called irrelevant conditionals, are sentences of form if A, C, whose antecedent and consequent bear no connection. According to the main theories of conditional reasoning, the truth or high probability of an antecedent and a consequent is sufficient to make true or highly probable the corresponding conditional. We tested this assumption and showed that it does not hold for unconnected conditionals. Furthermore, we investigated experimentally the factors which favour the endorsement of irrelevant conditional constructions and found that this rate increases when an analogy can be built between the antecedent and the consequent or when the conditional is asserted before its components.  相似文献   
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The purpose of this study was to examine how exercise level, exercise motives, and barriers changed from the baseline phase to the follow-up phase after a behavioural and cognitive intervention aimed at increasing exercise. Seventy-five members of our university community (43 subjects in the control group and 32 in the experimental group), all of whom received cognitive feedback, agreed to complete the baseline phase. Only the experimental group received behavioural feedback and a free-access gym ticket with personal training in order to facilitate their adherence to exercise. The results suggest that a combination of behavioural and psychological techniques is an efficient strategy for increasing exercise level. In addition, the results showed that extrinsic motivation predominates the early stages of change-of-exercise behaviour, and that intrinsic motivation is important for progression towards maintenance. Subjects who decreased their exercise level increased their extrinsic exercise motivation and subjects who increased their exercise level decreased the barriers related to intrinsic motivation. These findings indicate that, in order to facilitate exercise adherence, feedback about motives for undertaking exercise is needed, combined with advice about how to improve physical condition. This combination could help eliminate certain barriers that hinder engaging in an active and healthy life-style.  相似文献   
49.
We predicted that an expectancy judgment about acquiring a feared fat self and an expectancy judgment about acquiring a hoped-for thin self would mediate dispositional optimism on positive body image. We also predicted that the mediation pathway through the feared self would be significantly stronger than that through the hoped-for self. Participants were 208 female college students who reported their age, height and weight and completed measures of dispositional optimism, the likelihood of acquiring the feared fat and hoped-for thin selves, and positive body image. Statistical analyses revealed that only the perceived likelihood of acquiring the feared fat self mediated dispositional optimism on positive body image. Implications for future research are discussed.  相似文献   
50.
Terrestrial gravity restricts human locomotion to surfaces in which turns involve rotationsaround the body axis. Because observers are usually upright, one might expect the effects of gravity to induce differences in the processing of vertical versus horizontal turns. Subjects observed visual scenes of bending tunnels, either statically or dynamically, as if they were moving passively through the visual scene and were then asked to reproduce the turn deviation of the tunnel with a trackball. In order to disentangle inertia-related (earth-centered) from vision-related (body-centered) factors, the subjects were either upright or lying on their right side during the observations. Furthermore, the availability of continuous optic flow, geometrical cues, and eye movement were manipulated in three experiments. The results allowed us to characterize the factors' contributions as follows. Forward turns (pitch down) with all cues were largely overestimated, as compared with backward turns (pitch up). First, eye movements known to be irregular for vertical stimulation were largely responsible for this asymmetry. Second, geometry-based estimations are, to some extent, asymmetrical. Third, a cognitive effect corresponding to the evaluation of navigability for upward and downward turns was found (i.e.,top-down influences, such as the fear of falling often reported), which tended to increase the estimation of turns in the direction of gravity.  相似文献   
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