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Much of the work related to lower extremity inertia manipulations has focused on temporal, kinematic and traditional inverse dynamics assessments during locomotion. Intersegmental dynamics is an analytical technique that provides further insights into mechanisms underlying linked-segment motion. The purpose of this study was to determine how intersegmental dynamics during the swing phase of walking are altered during asymmetrical lower extremity loading. Participants walked overground at a speed of 1.57 m s?1 with 0, 0.5, 1.0, and 2.0 kg attached to one foot. Net, interaction, gravitational, and muscle moments were computed. Moment magnitudes at joints of the loaded leg increased systematically with increasing load, whereas unloaded leg moments were unaffected by loading. With increasing load, relative contributions of interaction moments about the knee and hip and gravitational moment about the ankle increased (i.e., 21%, 8%, and 44% increases, respectively), whereas the relative contributions of muscle moments about all three joints declined (i.e., ?4%, ?13%, and ?8% decreases for the ankle, knee, and hip, respectively for unloaded vs. 2.0 kg). These results suggest that altered inertia properties of the limb not only affected the amount of muscular effort required to swing the leg, but also changed the nature of the interaction between segments.  相似文献   
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Humans frequently interact with strangers absent prior direct experience with their behavior. Some conjecture that this may have favored evolution of a cognitive system within the hominoid clade or perhaps the primate order to assign reputations based on third-party exchanges. However, non-primate species’ acquisition of skills from experienced individuals, attention to communicative cues, and propensity to infer social rules suggests reputation inference may be more widespread. We utilized dogs’ sensitivity to humans’ social and communicative cues to explore whether dogs evidenced reputation-like inference for strangers through third-party interactions. Results indicated dogs spontaneously show reputation-like inference for strangers from indirect exchanges. Further manipulations revealed that dogs continued to evidence this ability despite reduction of specific components of the observed interactions, including reduction of visual social cues (i.e., face-to-face contact between the participants in the interaction) and the nature of the recipient (i.e., living, animate agent versus living, inanimate self-propelled agent). Dogs also continued to demonstrate reputation-like inference when local enhancement was controlled and in a begging paradigm. However, dogs did not evidence reputation-like inference when the observed interaction was inadvertent.  相似文献   
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Surface acting and deep acting with customers are strategies for service performance, but evidence for their effectiveness is limited and mixed. We propose that deep acting is an effective strategy for most employees, whereas surface acting's effect on performance effectiveness depends on employee extraversion. In Study 1, restaurant servers who tended to use deep acting exceeded their customers' expectations and had greater financial gains (i.e., tips) regardless of extraversion, whereas surface acting improved tips only for extraverts, not for introverts. In Study 2, a call center simulation, deep acting improved emotional performance and increased the likelihood of extrarole service behavior beyond the direct and interactive effects of extraversion and other Big Five traits. In contrast, surface acting reduced emotional performance for introverts and not extraverts, but only during the extrarole interaction. We discuss implications for incorporating traits into emotional labor research and practice.  相似文献   
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Neurophysiological and psychophysical evidence indicates that the visual system performs a sort of Fourier analysis of retinal variations in brightness through multiple spatial frequency-tuned channels. Two types of applications of techniques of two-dimensional Fourier analysis are discussed: (1) modeling and simulation of visual functions, and (2) generation of stimuli in which the spatial frequency information is controlled. Examples of both these applications are presented.  相似文献   
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It has been demonstrated in a number of experiments that the difficulty level of several performance type intelligence test tasks is determined directly by stimulus and task variables that vary the information to be processed. The variables are quantifiable. The implications of these findings for intelligence and the problems of an experimental approach to the measurement of intelligence are discussed.  相似文献   
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In the present study mental representations in drawings by 158 young children, ages 2 1/2 to 6 yr. old were analysed. The aim was to investigate whether the accuracy of mental representations increased with age and how this development progressed. Also tested were whether the inferred mental representations differed for boys and girls and whether preschool experience affected the drawings. As expected, mental representation increased in complexity with age as measured by Goodenough's score, and girls' mental representations (drawings) were significantly more elaborate than boys. Moreover, attending school early seemed to affect mental representations of the 3-yr.-olds but not the 4-yr.-olds. Results are discussed in terms of internal and external factors in mental representation in drawing a man.  相似文献   
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