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41.
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335). In treatment completers no relationship was found between presence and anxiety. Early drop-outs experienced less acrophobic complaints and psychopathology in general at pre-test. They also experienced less presence and anxiety in the virtual environment used in session one as compared to patients that completed VRET.  相似文献   
42.
People often make use of a spatial “mental time line” to represent events in time. We investigated whether the eyes follow such a mental time line during online language comprehension of sentences that refer to the past, present, and future. Participants' eye movements were measured on a blank screen while they listened to these sentences. Saccade direction revealed that the future is mapped higher up in space than the past. Moreover, fewer saccades were made when two events are simultaneously taking place at the present moment compared to two events that are happening in different points in time. This is the first evidence that oculomotor correlates reflect mental looking along an abstract invisible time line during online language comprehension about time. Our results support the idea that observing eye movements is likely to “detect” invisible spatial scaffoldings which are involved in cognitively processing abstract meaning, even when the abstract meaning lacks an explicit spatial correlate. Theoretical implications of these findings are discussed.  相似文献   
43.
This article reports the construction and validation of a comprehensive self-report measure of fantasy. Unlike previous measures of fantasy, which focus on psychopathology, we conceive fantasy as a trait with positive connotation. Principal component analysis (N = 318) and confirmatory factor analyses (N = 345) were conducted using 2 sociodemographically diverse samples. The results provided support for a 2-factor conceptualization of the construct, with the dimensions imaginative fantasy and creative fantasy. Imaginative fantasy refers to vivid imagination and absorption in these images and daydreams. Creative fantasy refers to the activity of using fantasy to create new ideas. The trait measure showed good internal consistency, test–retest reliability, discriminant and convergent construct validity, as well as incremental validity. Moreover, in 3 behavioral studies, we put fantasy scores in relationship with behavioral data to provide further proof of validity. A comprehensive measure of fantasy can contribute to our understanding of individual differences in inner experiences, creative processes, and problem solving.  相似文献   
44.
Lobmaier JS  Mast FW 《Perception》2007,36(4):537-546
Faces are difficult to recognise when presented upside down. This effect of face inversion was effectively demonstrated with the 'Thatcher illusion' by Thompson (1980 Perception 9 483-484). It has been tacitly assumed that this effect is due to inversion relative to retinal coordinates. Here we tested whether it is due to egocentric (i.e. retinal) inversion or whether the orientation of the body with respect to gravity also influences the face-inversion effect. A 3-D human turntable was used to test subjects in 5 different body-tilt (roll) orientations: 0 degree, 45 degrees, 90 degrees, 135 degrees, and 180 degrees. The stimuli consisted of 4 'normal' and 4 'thatcherised' faces and were presented in 8 different orientations in the picture plane. The subjects had to decide in a yes-no task whether the faces were 'normal' or 'thatcherised'. Analysis of the d' values revealed a significant effect of stimulus orientation and body tilt. The significant effect of body tilt was due to a drop in d' values in the 135 degrees orientation. This result is compared to findings of studies on the subjective visual vertical, where larger errors occurred in body-tilt orientations between 90 degrees and 180 degrees. The present findings suggest that the face-inversion effect relies mainly on retinal coordinates, but that in head-down body-tilt orientations around 135 degrees the gravitational reference frame has a major influence on the perception of faces.  相似文献   
45.
46.
Latu  Ioana M.  Mast  Marianne Schmid  Bombari  Dario  Lammers  Joris  Hoyt  Crystal L. 《Sex roles》2019,80(1-2):11-24
Sex Roles - In two studies we investigated the behavioral process through which visible female leader role models empower women in leadership tasks. We proposed that women tend to mimic the...  相似文献   
47.
Does dyad members' motivation to take on a high or low power position influence the dyad's performance motivation when assigned to hierarchical roles? Participants in 69 dyads (33 all‐women, 36 all‐men) indicated whether they preferred the high‐power role (owner of an art gallery) or the low power role (assistant to the owner). Power roles were then randomly assigned. The dyad's interaction during task solving was videotaped. Uninvolved coders rated performance motivation as the degree of quality of the superior's and the subordinate's task contributions and effort put into the task. Performance motivation was better if the boss preferred the high power to the low power role, irrespective of the subordinate's role preference. Leadership effectiveness is thus affected by the superior's power motivation.  相似文献   
48.
Research in cognitive neuroscience and spatial presence suggests that human mental self-localization is tied to one place at a given point in time. In this study, we examined whether it is possible to feel localized at two distinct places at the same time. Participants (N = 30) were exposed to a virtual rollercoaster and they continuously judged to what extent they felt present in the immediate environment and in the mediated environment, respectively. The results show that participants distributed their self-localization to both environments, and the two values added up to closely 100% over time. In addition, even though the judgments are highly idiosyncratic, they were almost perfectly inversely related. This indicates that individuals can distribute their self over two distinct places. These findings provide important insights about understanding of the human self-localization.  相似文献   
49.
We investigated eye movements during long-term pictorial recall. Participants performed a perceptual encoding task, in which they memorized 16 stimuli that were displayed in different areas on a computer screen. After the encoding phase the participants had to recall and visualize the images and answer to specific questions about visual details of the stimuli. One week later the participants repeated the pictorial recall task. Interestingly, not only in the immediate recall task but also 1 week later participants looked longer at the areas where the stimuli were encoded. The major contribution of this study is that memory for pictorial objects, including their spatial location, is stable and robust over time.  相似文献   
50.
Children aged 3 to 8 years old and adults were tested on a reality–fantasy distinction task. They had to judge whether particular entities were real or fantastical, and response times were collected. We further manipulated whether the entity is a specific character or a generic fantastical entity. The results indicate that children, unlike adults, show a tendency to err by judging fantastical entities as real (response bias toward reality). All children were significantly slower when categorizing fantastical stimuli compared with real stimuli. We conclude that the process of classifying items into real versus fantastical categories develops at least until children are 7 to 8 years old.  相似文献   
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