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81.
Brain-computer interface (BCI) technology relies on the ability of individuals to voluntarily and reliably produce changes in their electroencephalographic (EEG) activity. The present paper reviews research on cognitive tasks and other methods of generating and controlling specific changes in EEG activity that can be used to drive BCI systems. To date, motor imagery has been the most commonly used task. This paper explores the possibility that other cognitive tasks, including those used in imaging studies, may prove to be more effective. Other factors which influence performance are also considered in relation to selection of tasks, as well as training of subjects.  相似文献   
82.
This paper examines whether ecological speed information describing ongoing driving maneuvers during automated driving enhances the hedonic quality and driving safety immediately after a driving takeover. Visualizing maneuvers and trajectories has already proven effective. However, planned acceleration and deceleration in an automated vehicle have not yet been investigated. Therefore, this paper assesses how an automated vehicle’s speed control information might be presented by an ecological interface. Besides a possible increase in the hedonic quality, this information might enhance safe behavior of the human driver when it comes to a takeover. To assess these two aspects, 43 drivers participated in a dynamic driving simulator study. Using a within-subject design, two scenarios were used to compare an ecological interface, dynamically visualizing speed changes, to a conventional pop-up interface, using pop-up icons to visualize speed changes. The experimental results indicate that ecological feedback and conventional pop-up feedback do not differ regarding the hedonic quality, which was reflected by the state anxiety, usefulness, and satisfaction with the overall human-machine interface (HMI). Nonetheless, the post-hoc questionnaire on situational awareness showed a significantly lower rating for the ecological interface which may be the result of a more automatic and subconscious processing of the information given. Analyzing the takeover performance, the initial takeover time was comparably low for both interfaces. However, concerning safety, the ecological interface significantly enhanced the lateral control after takeover, and the drivers looked at the vehicle mirrors significantly earlier. In conclusion, the results show that the information given by the ecological interface may help drivers cope with a sudden takeover in a faster and more controlled way. Future applications of these findings might serve to enhance the acceptance and safety of semi-autonomous vehicles by implementing ecological interfaces.  相似文献   
83.
Driving automation leads to a changing role for drivers, that is from manual vehicle control to supervising automation. Supervision of partial automation requires now and then intervention. Since the automation causes low vigilance and out-of-the-loop performance problems, this changing role is not well suited for human operators. To explore how driver-vehicle interfaces can support drivers in their changed role, we tested three concepts. Concept A was a baseline reference, providing only acoustic warnings. Concept B presented status-information and warnings behind the steering wheel. Concept C used illumination and haptic feedback in the seat-pan to direct attention outside the vehicle and to stimulate response. Concept C only provided vibrotactile feedback when intervention was needed. Results of our study show improved support for supervision with the illumination-concept, i.e. better hazard-detection and raised levels of Situation Awareness in some scenarios relevant for supervisory control. Knowing that supervision will be the dominating driver’s responsibility during partially automated driving, the illumination-concept is a recommended solution for support of the driver’s changing role. Nonetheless, neither concept B, nor C, showed additional support for intervention compared to the baseline. It was hypothesised that the combination of concept C’s stimuli for intervention-support caused counter-productive levels of annoyance. Furthermore, we concluded that intervention and supervision benefit from different interface-features and discussed possible causes underlying ambiguity between support for supervision and support for intervention shown with concept C. Therewith, the considerations in this paper contribute to further development of – and knowledge about – appropriate driver-vehicle interaction while vehicle-operation advances into operating partially automated driving systems.  相似文献   
84.
This paper aims to demonstrate that ecological interface design reduces the use of cognitive resources. Making the boundaries of acceptable performance visually perceivable should elicit skill-based behavior, thus lowering the cognitive load. To illustrate the psychological mechanisms of ecological interface design and validate its influence on cognitive load, we compared a conventional speedometer to an ecological speedometer. Both interfaces were displayed on the head-up display of a static driving simulator and were tested in a rural highway scenario. In a 2 × 2 × 2 repeated-measure design, the human–machine interface was tested along with the informative intelligent speed assistance system (representing an existing alternative for speed control) and the additional workload induced by a 1-back task (representing cognitively demanding driving situations). To measure cognitive load, we used a tactile version of the detection response task and controlled for all confounding variables. The experiment was conducted with 28 male and 21 female drivers. Our hypotheses and the ecological interface design theory are supported by the finding that the ecological speedometer reduces the use of cognitive resources. Moreover, the specific application of the ecological speedometer enables better driving performance (i.e., longitudinal and lateral control) compared to a conventional speedometer.  相似文献   
85.
Acquiring perceptual expertise is slow and effortful. However, untrained novices can accurately make difficult classification decisions (e.g., skin‐lesion diagnosis) by reformulating the task as similarity judgment. Given a query image and a set of reference images, individuals are asked to select the best matching reference. When references are suitably chosen, the procedure yields an implicit classification of the query image. To optimize reference selection, we develop and evaluate a predictive model of similarity‐based choice. The model builds on existing psychological literature and accommodates stochastic, dynamic shifts of attention among visual feature dimensions. We perform a series of human experiments with two stimulus types (rectangles, faces) and nine classification tasks to validate the model and to demonstrate the model's potential to boost performance. Our system achieves high accuracy for participants who are naive as to the classification task, even when the classification task switches from trial to trial.  相似文献   
86.
Examining how sales and marketing personnel interrelate is analogous to studying intergroup cooperation wherein two groups – sales and marketing – are required to work cooperatively to achieve specific firm-level objectives. While extensive literature in psychology and management has implied that trust is an important precursor of enhanced intergroup cooperation, no extant scholarly work has explicated the specific activities sales and marketing personnel may engage in to build trust within the sales-marketing interface (SMI). We use qualitative methodology and in-depth interview data collected from 29 sales and marketing executives in Saudi Arabia to investigate the specific activities that may help marketers build trust with their sales counterparts and signal to them that they are a dependable partner. Study findings suggest that when marketers (a) act as salespeople's ambassadors to senior leaders; (b) stay invested in salespeople's success; and (c) act as a semipermeable barrier between salespeople and the leadership, they are able to engender trust with salespeople. In addition to providing a preliminary thesis regarding how marketers may build trust within SMI, study findings highlight how the specific trust-building activities may contribute to strategic phenomena such as marketing-strategy making, sales buy-in of marketing strategies, and organizational learning.  相似文献   
87.
An experiment in multicriteria decision support was conducted that examined two types of information displays, two different multiattribute models and two levels of task complexity in a laboratory setting with students as subjects. The findings focused on the ‘process’ behaviour and the ‘design’ elements of the human-machine interface. Findings concerning the process behaviour suggested that the subjects' actions on data acquisition were guided by their cognitive preference for the attributes, but that the subjects had no discernible search pattern for evaluation. Findings for design included a significant interaction between display and model in weight estimation and assessment. The practical implications for software design are also discussed.  相似文献   
88.
The objective of this study was to investigate pedestrians’ informational needs towards self-driving vehicles (SDVs). Previous research has shown that external human-machine interfaces (eHMIs) compensate for pedestrian-driver communication when SDVs are integrated into traffic. However, detailed insights on which information the eHMI shall provide lack so far. In a mixed design study, N = 59 participants encountered a simulated driverless vehicle in different traffic scenarios (a. unsignalized intersection vs. b. parking lot; between-subject factor). We investigated the effect of no eHMI (baseline) vs. eHMIs displaying the automated driving system (ADS) status, and informing subsequently about its perception of the pedestrian and/or its intent for the next maneuver ((1) no eHMI, (2) status eHMI, (3) status + perception eHMI, (4) status + intent eHMI, (5) status + perception + intent eHMI; within-subject factor). A mixed-methods design was used to explore participants’ subjective feelings, traffic behavior, and underlying attitudes. The findings reveal that any eHMI contributes to a more positive feeling towards SDVs compared to the baseline condition without eHMI, consistent among traffic scenarios: participants felt significantly safer, reflected greater trust and user experience ratings, and perceived the SDV as more intelligent and transparent. The status indicator mainly drives these beneficial effects on subjective measures. Participants reported that the status information explains the absence of a driver steering the vehicle. Compared to the status eHMI, the status + perception eHMI reflects no further benefit regarding subjective feelings and even has a negative impact on traffic flow. Moreover, participants regarded the additional information on the vehicle’s perception as an obvious gimmick. On the contrary, the status + intent eHMI increases user experience, perceived intelligence, and transparency for pedestrians more than the mere status eHMI. Participants reported that additionally informing about the vehicle’s intent adds a further sense of safety. The present study failed to show any improvements in traffic flow but found evidence for individual crossing and clearing strategies among pedestrians. This work can inform the future design of eHMIs.  相似文献   
89.
Attention Deficit-Hyperactivity Disorder (ADHD) is considered a mental disease that affects an estimated 5% of the world’s youth population. Brain-Computer Interfaces (BCIs) such as Electroencephalograms (EEGs) and functional Magnetic Resonance Imaging (fMRI) have been used to study and treat this mental disease. This paper shows the plausibility of using Unmanned Aerial Vehicles (UAVs) as a serious game for therapeutic purposes through a systematic review of the current state of UAVs and how they have been coupled to BCIs in order to control them through mental commands. Also, challenges and research opportunities from a usability approach related to the game design, interaction design, and cognitive rehabilitation are identified and described. We hope that the research opportunities identified in this paper can be useful to guide future research and gain insight into how to solve challenges related to the use of Unmanned Aerial Vehicles in cognitive therapies.  相似文献   
90.
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