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91.
Latencies of buttonpresses are a staple of cognitive science paradigms. Often keyboards are employed to collect buttonpresses, but their imprecision and variability decreases test power and increases the risk of false positives. Response boxes and data acquisition cards are precise, but expensive and inflexible, alternatives. We propose using open-source Arduino microcontroller boards as an inexpensive and flexible alternative. These boards connect to standard experimental software using a USB connection and a virtual serial port, or by emulating a keyboard. In our solution, an Arduino measures response latencies after being signaled the start of a trial, and communicates the latency and response back to the PC over a USB connection. We demonstrated the reliability, robustness, and precision of this communication in six studies. Test measures confirmed that the error added to the measurement had an SD of less than 1 ms. Alternatively, emulation of a keyboard results in similarly precise measurement. The Arduino performs as well as a serial response box, and better than a keyboard. In addition, our setup allows for the flexible integration of other sensors, and even actuators, to extend the cognitive science toolbox.  相似文献   
92.
Stefan Schubert 《Erkenntnis》2011,74(2):263-275
A measure of coherence is said to be reliability conducive if and only if a higher degree of coherence (as measured) among testimonies implies a higher probability that the witnesses are reliable. Recently, it has been proved that several coherence measures proposed in the literature are reliability conducive in scenarios of equivalent testimonies (Olsson and Schubert 2007; Schubert, to appear). My aim is to investigate which coherence measures turn out to be reliability conducive in the more general scenario where the testimonies do not have to be equivalent. It is shown that four measures are reliability conducive in the present scenario, all of which are ordinally equivalent to the Shogenji measure. I take that to be an argument for the Shogenji measure being a fruitful explication of coherence.  相似文献   
93.
We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green & Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.  相似文献   
94.
Stefan Schubert 《Synthese》2012,187(2):305-319
A measure of coherence is said to be reliability conducive if and only if a higher degree of coherence (as measured) results in a higher likelihood that the witnesses are reliable. Recently, it has been proved that several coherence measures proposed in the literature are reliability conducive in a restricted scenario (Olsson and Schubert 2007, Synthese 157:297?C308). My aim is to investigate which coherence measures turn out to be reliability conducive in the more general scenario where it is any finite number of witnesses that give equivalent reports. It is shown that only the so-called Shogenji measure is reliability conducive in this scenario. I take that to be an argument for the Shogenji measure being a fruitful explication of coherence.  相似文献   
95.
We examined antisocial adolescents’ perceptions of the importance of and their ability to accomplish positive life outcomes (e.g., employment) and avoid negative ones (e.g., arrests) during their transition from adolescence to young adulthood. Participants were 1,354 adolescents from the Pathways to Desistance project, a multisite longitudinal study of seriously antisocial adolescents. Participants’ perceptions of the importance and likelihood of accomplishing positive adult goals at one age uniquely predicted how often they engaged in behaviors that were consistent with these goals the following year. Our findings suggest that among serious adolescent offenders aspirations to achieve positive goals are related to engaging in behaviors that bring adolescents’ current selves more in line with their aspired-to future selves. We discuss the implications of these findings for prevention and intervention efforts.  相似文献   
96.
Recent research has demonstrated that dual-task performance in situations with two simultaneously presented tasks can be substantially improved with extensive practice. This improvement was related to the acquisition of task coordination skills. Earlier studies provided evidence that these skills result from hybrid practice, including dual and single tasks, but not from single-task practice. It is an open question, however, whether task coordination skills are independent from the specific practice situation and are transferable to new situations or whether they are non-transferable and task-specific. The present study, therefore, tested skill transfer in (1) a dual-task situation with identical tasks in practice and transfer, (2) a dual-task situation with two tasks changed from practice to transfer, and (3) a task switching situation with two sequentially presented tasks. Our findings are largely consistent with the assumption that task coordination skills are non-transferable and task-specific. We cannot, however, definitively reject the assumption of transferable skills when measuring error rates in the dual-task situation with two changed tasks after practice. In the task switching situation, single-task and hybrid practice both led to a transfer effect on mixing costs.  相似文献   
97.
98.
In line with recent theories of embodied cognition, the authors propose that the self-concept may be embodied in sensory-motor representations. To test this notion, two studies investigated the effects of bodily feedback from a gesture associated with power (making a fist) on the self-concept. As expected, making a fist led male participants to perceive themselves as more assertive and esteemed (Study 1) and to display stronger associations between the self-concept and power (Study 2), while these effects were absent among female participants. The gender difference may reflect that men are more prone to use physical force to gain social influence. The results indicate that people’s conceptions of themselves are partly grounded in bodily experiences.  相似文献   
99.
Recent fMRI studies suggest that the inferior frontal sulcus (IFS) is involved in the coordination of interfering processes in dual-task situations. The present study aims to further specify this assumption by investigating whether the compatibility between stimulus and response modalities modulates dual-task-related activity along the IFS. It has been shown behaviorally that the degree of interference, as measured by dual-task costs, increases in modality-incompatible conditions (e.g. visual–vocal tasks combined with auditory–manual tasks) as compared to modality-compatible conditions (e.g. visual–manual tasks combined with auditory–vocal tasks). Using fMRI, we measured IFS activity when participants performed modality-compatible and modality-incompatible single and dual tasks. Behaviorally, we replicated the finding of higher dual-task costs for modality-incompatible tasks compared to modality-compatible tasks. The fMRI data revealed higher activity along the IFS in modality-incompatible dual tasks compared with modality-compatible dual tasks when inter-individual variability in functional brain organization is taken into account. We argue that in addition to temporal order coordination (Szameitat et al., 2002), the IFS is involved in the coordination of cognitive processes associated with the concurrent mapping of sensory information onto corresponding motor responses in dual-task situations.  相似文献   
100.
Experts with video game experience, in contrast to non-experienced persons, are superior in multiple domains of visual attention. However, it is an open question which basic aspects of attention underlie this superiority. We approached this question using the framework of Theory of Visual Attention (TVA) with tools that allowed us to assess various parameters that are related to different visual attention aspects (e.g., perception threshold, processing speed, visual short-term memory storage capacity, top-down control, spatial distribution of attention) and that are measurable on the same experimental basis. In Experiment 1, we found advantages of video game experts in perception threshold and visual processing speed; the latter being restricted to the lower positions of the used computer display. The observed advantages were not significantly moderated by general person-related characteristics such as personality traits, sensation seeking, intelligence, social anxiety, or health status. Experiment 2 tested a potential causal link between the expert advantages and video game practice with an intervention protocol. It found no effects of action video gaming on perception threshold, visual short-term memory storage capacity, iconic memory storage, top-down control, and spatial distribution of attention after 15 days of training. However, observations of a selected improvement of processing speed at the lower positions of the computer screen after video game training and of retest effects are suggestive for limited possibilities to improve basic aspects of visual attention (TVA) with practice.  相似文献   
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