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41.
ABSTRACT— In motion-induced blindness (MIB), salient objects in full view can repeatedly fluctuate into and out of conscious awareness when superimposed onto certain global moving patterns. Here we suggest a new account of this striking phenomenon: Rather than being a failure of visual processing, MIB may be a functional product of the visual system's attempt to separate distal stimuli from artifacts of damage to the visual system itself. When a small object is invariant despite changes that are occurring to a global region of the surrounding visual field, the visual system may discount that stimulus as akin to a scotoma, and may thus expunge it from awareness. We describe three experiments demonstrating new phenomena predicted by this account and discuss how it can also explain several previous results.  相似文献   
42.
Psychological Research - Being able to adequately process numbers is a key competency in everyday life. Yet, self-reported negative affective responses towards numbers are known to deteriorate...  相似文献   
43.
Causal capture: contextual effects on the perception of collision events   总被引:1,自引:0,他引:1  
In addition to perceiving the colors, shapes, and motions of objects, observers can perceive higher–level properties of visual events. One such property is causation, as when an observer sees one object cause another object to move by colliding with it. We report a striking new type of contextual effect on the perception of such collision events. Consider an object (A) that moves toward a stationary object (B) until they are adjacent, at which point A stops and B starts moving along the same path. Such "launches" are perceived in terms beyond these kinematics: As noted in Michotte's classic studies, observers perceive A as being the cause of B's motion. When A and B fully overlap before B's motion, however, observers often see this test event as a completely noncausal "pass": One object remains stationary while another passes over it. When a distinct launch event occurs nearby, however, the test event is "captured": It too is now irresistibly seen as causal. For this causal capture to occur, the context event need be present for only 50 ms surrounding the "impact," but capture is destroyed by only 200 ms of temporal asynchrony between the two events. We report a study of such cases, and others, that help define the rules that the visual system uses to construct percepts of seemingly high–level properties like causation.  相似文献   
44.
When people attend to objects or events in a visual display, they often fail to notice an additional, unexpected, but fully visible object or event in the same display. This phenomenon is now known as inattentional blindness . We present a new approach to the study of sustained inattentional blindness for dynamic events in order to explore the roles of similarity, distinctiveness, and attentional set in the detection of unexpected objects. In Experiment 1, we found that the similarity of an unexpected object to other objects in the display influences attentional capture: The more similar an unexpected object is to the attended items, and the greater its difference from the ignored items, the more likely it is that people will notice it. Experiment 2 explored whether this effect of similarity is driven by selective ignoring of irrelevant items or by selective focusing on attended items. The results of Experiment 3 suggest that the distinctiveness of the unexpected object alone cannot entirely account for the similarity effects found in the first two experiments; when attending to black items or white items in a dynamic display, nearly 30% of observers failed to notice a bright red cross move across the display, even though it had a unique color, luminance, shape, and motion trajectory and was visible for 5 s. Together, the results suggest that inattentional blindness for ongoing dynamic events depends both on the similarity of the unexpected object to the other objects in the display and on the observer's attentional set.  相似文献   
45.
Visual processing recovers not only simple features, such as color and shape, but also seemingly higher-level properties, such as animacy. Indeed, even abstract geometric shapes are readily perceived as intentional agents when they move in certain ways, and such percepts can dramatically influence behavior. In the wolfpack effect, for example, subjects maneuver a disc around a display in order to avoid several randomly moving darts. When the darts point toward the disc, subjects (falsely) perceive that the darts are chasing them, and this impairs several types of visuomotor performance. Are such effects reflexive, automatic features of visual processing? Or might they instead arise only as contingent strategies in tasks in which subjects must interact with (and thus focus on the features of) such objects? We explored these questions in an especially direct way—by embedding such displays into the background of a completely independent “foraging” task. Subjects now moved their disc to collect small “food” dots (which appeared sequentially in random locations) as quickly as possible. The darts were task-irrelevant, and subjects were encouraged to ignore them. Nevertheless, foraging was impaired when the randomly moving darts pointed at the subjects’ disc, as compared to control conditions in which they were either oriented orthogonally to the subjects’ disc or pointed at another moving shape—thereby controlling for nonsocial factors. The perception of animacy thus influences downstream visuomotor behavior in an automatic manner, such that subjects cannot completely override the influences of seemingly animate shapes even while attempting to ignore them.  相似文献   
46.
This investigation was guided by social categorization theory and the contact hypothesis. A convenience sample of 89 adults provided survey data to test the hypothesis that non‐Amish individuals who shared more contact with Old Order Amish would report more positive attitudes (less attitudinal bias) toward the Amish than would individuals who shared less contact. Blockwise hierarchical regression analysis showed that after controlling for demographic factors and known correlates of attitudinal bias, deep (but not superficial) contact was significantly related to positive attitudes toward the Amish. Deep contact and need for cognition explained 29.4% of the variance in attitudes that non‐Amish people held toward Old Order Amish. Application of these findings, suggestions for future research, and study limitations are discussed.  相似文献   
47.
Aesthetic preferences are ubiquitous in visual experience. Indeed, it seems nearly impossible in many circumstances to perceive a scene without also liking or disliking it to some degree. Aesthetic factors are only occasionally studied in mainstream vision science, though, and even then they are often treated as functionally independent from other aspects of perception. In contrast, the present study explores the possibility that aesthetic preferences may interact with other types of visual processing. We were inspired, in particular, by the inward bias in aesthetic preferences: When an object with a salient “front” is placed near the border of a frame (say, in a photograph), observers tend to find the image more aesthetically pleasing if the object faces inward (toward the center) than if it faces outward (away from the center). We employed similar stimuli, except that observers viewed framed figures that were ambiguous in terms of the direction they appeared to be facing. The resulting percepts were influenced by the frames in a way that corresponded to the inward bias: When a figure was placed near a frame’s border, observers tended to see whichever interpretation was facing inward. This effect occurred for both abstract geometric figures (e.g., ambiguously-oriented triangles) and meaningful line drawings (e.g., left-facing ducks or right-facing rabbits). The match between this new influence on ambiguous figure perception and the previously studied aesthetic bias suggests new ways in which aesthetic factors may relate not only to what we like, but also to what we see in the first place.  相似文献   
48.
Visual experience involves not only physical features such as color and shape, but also higher-level properties such as animacy and goal-directedness. Perceiving animacy is an inherently dynamic experience, in part because agents' goal-directed behavior may be frequently in flux-unlike many of their physical properties. How does the visual system maintain and update representations of agents' animate and goal-directed behavior over time and motion? The present study explored this question in the context of a particularly salient form of perceived animacy: chasing, in which one shape (the "wolf") pursues another shape (the "sheep"). Here the participants themselves controlled the movement of the sheep, and the perception of chasing was assessed in terms of their ability to avoid being caught by the wolf-which looked identical to many moving distractors, and so could be identified only by its motion. The wolf's pursuit was frequently interrupted by periods in which it was static, jiggling in place, or moving randomly (amidst distractors that behaved similarly). Only the latter condition greatly impaired the detection of chasing-and only when the random motion was grouped into temporally extended chunks. These results reveal (1) how the detection of chasing is determined by the character and temporal grouping (rather than just the brute amount) of "pursuit" over time; and (2) how these temporal dynamics can lead the visual system to either construct or actively reject interpretations of chasing.  相似文献   
49.
Imagine a pack of predators stalking their prey. The predators may not always move directly toward their target (e.g., when circling around it), but they may be consistently facing toward it. The human visual system appears to be extremely sensitive to such situations, even in displays involving simple shapes. We demonstrate this by introducing the wolfpack effect, which is found when several randomly moving, oriented shapes (darts, or discs with "eyes") consistently point toward a moving disc. Despite the randomness of the shapes' movement, they seem to interact with the disc--as if they are collectively pursuing it. This impairs performance in interactive tasks (including detection of actual pursuit), and observers selectively avoid such shapes when moving a disc through the display themselves. These and other results reveal that the wolfpack effect is a novel "social" cue to perceived animacy. And, whereas previous work has focused on the causes of perceived animacy, these results demonstrate its effects, showing how it irresistibly and implicitly shapes visual performance and interactive behavior.  相似文献   
50.
Many recent studies have concluded that the underlying units of visual attention are often discrete objects whose boundaries constrain the allocation of attention. However, relatively few studies have explored the particular stimulus cues that determine what counts as an “object” of attention. We explore this issue in the context of the two-rectangles stimuli previously used by many investigators. We first show, using both spatial-cuing and divided-attention paradigms, that same-object advantages occur even when the ends of the two rectangles are not drawn. This is consistent with previous reports that have emphasized the importance of individual contours in guiding attention, and our study shows that such effects can occur in displays that also contain grouping cues. In our divided-attention experiment, however, this contour-driven same-object advantage was significantly weaker than that obtained with the standard stimulus, with the added cue of closure—demonstrating that contour-based processes are not the whole story. These results confirm and extend the observation that same-object advantages can be observed even without full-fledged objects. At the same time, however, these studies show that boundary closure—one of the most important cues to objecthood per se—can directly influence attention. We conclude that object-based attention is not an all-or-nothing phenomenon; object-based effects can be independently strengthened or weakened by multiple cues to objecthood.  相似文献   
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