首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   71篇
  免费   4篇
  75篇
  2023年   1篇
  2021年   1篇
  2020年   1篇
  2018年   4篇
  2017年   3篇
  2016年   4篇
  2013年   4篇
  2012年   5篇
  2011年   5篇
  2010年   5篇
  2009年   3篇
  2008年   2篇
  2006年   6篇
  2005年   1篇
  2004年   1篇
  2003年   3篇
  2002年   2篇
  2001年   4篇
  2000年   1篇
  1999年   2篇
  1996年   3篇
  1995年   1篇
  1992年   3篇
  1989年   1篇
  1988年   1篇
  1987年   1篇
  1986年   1篇
  1984年   2篇
  1983年   1篇
  1980年   1篇
  1979年   1篇
  1971年   1篇
排序方式: 共有75条查询结果,搜索用时 0 毫秒
31.
32.
Whether having an intention produces a performance cost to ongoing activities (task interference) is central to theoretical claims regarding the mechanisms underlying cue detection in event-based prospective memory. Recent evidence suggests that task interference primarily reflects an attention allocation policy stored in memory when intentions are encoded. The present study examined whether these policies can change with ongoing task experience. In Experiment 1, task interference was more greatly reduced when expected cues were not presented than when they were. Experiment 2 replicated this effect when the importance of the prospective memory task was emphasized. In Experiment 3, task interference decreased with time, and this decrease was greater when expected cues were not presented than when they were. Cue presentation is crucial to maintenance of attention allocation policies established by task instructions. This is the first article to demonstrate changes in task interference with ongoing task experience without forewarning individuals of the relevance of upcoming ongoing task trials to intentions.  相似文献   
33.
Considerable excitement has been generated by recent studies showing that video gaming alters fundamental aspects of attention. We tested the claim that people who frequently play action video games (video game players (VGPs)) have a greater capacity of attention than those who rarely play video games (non‐video game players (NVGPs)). We first attempted to replicate previous findings by comparing VGPs and NVGPs on a flanker compatibility task (Experiment 1). In contrast with previous studies, VGPs did not demonstrate greater intrusion from distractors, calling into question the reliability of previous findings. In Experiment 2, we manipulated the eccentricity of flankers in an Eriksen flanker task to examine the extent to which VGPs and NVGPs processed irrelevant peripheral stimuli. No attentional differences emerged in the conditions tested, with both groups displaying compatibility effects at all eccentricities. Together these results raise doubts that video game playing increases attentional capacity.  相似文献   
34.
35.
Three children with autism were taught to identify pictures of objects. Their speed of acquisition of receptive speech skills was compared across two conditions. In the cue-value condition, a compound audiovisual stimulus was presented after correct responses and again when a primary reinforcer was delivered after a 5-s delay; in the response-marking condition, a second stimulus was presented after both correct and incorrect responses, but not prior to the primary reinforcer. In both conditions primary reinforcement was delayed for 5 s. Although the children learned receptive speech skills in both conditions, acquisition was faster in the cue-value condition.  相似文献   
36.
An organism's survival depends on the ability to rapidly orient attention to unanticipated events in the world. Yet, the conditions needed to elicit such involuntary capture remain in doubt. Especially puzzling are spatial cueing experiments, which have consistently shown that involuntary shifts of attention to highly salient distractors are not determined by stimulus properties, but instead are contingent on attentional control settings induced by task demands. Do we always need to be set for an event to be captured by it, or is there a class of events that draw attention involuntarily even when unconnected to task goals? Recent results suggest that a task-irrelevant event will capture attention on first presentation, suggesting that salient stimuli that violate contextual expectations might automatically capture attention. Here, we investigated the role of contextual expectation by examining whether an irrelevant motion cue that was presented only rarely (~3–6% of trials) would capture attention when observers had an active set for a specific target colour. The motion cue had no effect when presented frequently, but when rare produced a pattern of interference consistent with attentional capture. The critical dependence on the frequency with which the irrelevant motion singleton was presented is consistent with early theories of involuntary orienting to novel stimuli. We suggest that attention will be captured by salient stimuli that violate expectations, whereas top-down goals appear to modulate capture by stimuli that broadly conform to contextual expectations.  相似文献   
37.
ABSTRACT— It has been suggested that the locus of selective attention (early vs. late in processing) is dependent on the perceptual load of the task. When perceptual load is low, irrelevant distractors are processed (late selection), whereas when perceptual load is high, distractor interference disappears (early selection). Attentional abnormalities have long been reported within autism spectrum disorder (ASD), and this study is the first to examine the effect of perceptual load on selective attention in this population. Fourteen adults with ASD and 23 adults without ASD performed a selective attention task with varying perceptual loads. Compared with the non-ASD group, the ASD group required higher levels of perceptual load to successfully ignore irrelevant distractors; moreover, the ASD group did not show any general reduction in performance speed or accuracy. These results suggest enhanced perceptual capacity in the ASD group and are consistent with previous observations regarding superior visual search abilities among individuals with ASD.  相似文献   
38.
Within the field of selective attention, two separate literatures have developed, one examining the effect of selection of objects and another examining the effect of selection of features. The present study bridged these two traditions by examining the compatibility effects generated by two features of attended and unattended nontarget (foil) stimuli. On each trial, participants determined either the identity or the orientation of a visual stimulus. Spatial attention was controlled using cues (presented prior to the target frame) designed to involuntarily capture attention. We independently manipulated the stimulus dimension the participants prepared for and the stimulus dimension on which they actually executed the task. Preparation had little influence on the magnitude of compatibility effects from foil stimuli. For attended stimuli, the stimulus dimension used in executing the task produced large compatibility effects, regardless of whether that dimension was prepared. These and other compatibility effects (e.g., Stroop effects) are discussed in relation to an integrative model of attentional selection. The key assumptions are that (1) selection occurs at three distinct levels (space, object, and task), (2) spatial attention leads to semantic processing of all dimensions, and (3) features do not automatically activate responses unless that object is selected for action.  相似文献   
39.
40.
Several different explanations have been proposed to account for the search asymmetry (SA) for angry schematic faces (i.e., the fact that an angry face target among friendly faces can be found faster than vice versa). The present study critically tested the perceptual grouping account, (a) that the SA is not due to emotional factors, but to perceptual differences that render angry faces more salient than friendly faces, and (b) that the SA is mainly attributable to differences in distractor grouping, with angry faces being more difficult to group than friendly faces. In visual search for angry and friendly faces, the number of distractors visible during each fixation was systematically manipulated using the gaze-contingent window technique. The results showed that the SA emerged only when multiple distractors were visible during a fixation, supporting the grouping account. To distinguish between emotional and perceptual factors in the SA, we altered the perceptual properties of the faces (dented-chin face) so that the friendly face became more salient. In line with the perceptual account, the SA was reversed for these faces, showing faster search for a friendly face target. These results indicate that the SA reflects feature-level perceptual grouping, not emotional valence.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号