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41.
Emotions carry social influence, as evident by emotion contagion - an unconscious process attributed to mimicking of non-verbal cues. We investigate whether emotion contagion can occur in virtual teams; specifically, the emotional influence of text-based and behavior-based cues on participants’ emotion in 4-person virtual teams. In a 2 × 2 design a confederate textually communicated anger or happiness, while behaving in a resolute or flexible pattern. The team task required negotiation offering a performance based reward. We demonstrate that emotion contagion occurs in teams even when communication is only text-based. We show that behaviors are perceived as emotionally charged, resolute behavior interpreted as a display of anger, and flexibility as a display of happiness. Moreover, we demonstrate that incongruence between text-based communication of emotion and emotionally charged behaviors elicits negative emotion in fellow teammates. Our findings extend the boundaries of emotion contagion and carry implications for understanding emotion dynamics in virtual teams.  相似文献   
42.
This study investigated whether the amount and circadian time of habitual computer game playing were related to depressive symptoms in adolescents and young adults. We expected that habitual late playing relates to more depressive symptoms beyond the effect of the total time of computer game playing as playing at night may involve short, irregular, and disturbed sleep as well as misalignment of the circadian rhythm. 646 adolescents and young adults (ages 13–30; 90.9% males) who play the internet role-playing game World of Warcraft completed an online questionnaire. Habitual computer game playing between 10 pm and 6 am was related to an increased risk of high depression scores independent of the total amount of playing. Adolescents (ages 13–17 years) were most vulnerable when habitually playing during early night (i.e., 10–12 pm), while emergent adults (ages 18–22 years) showed more vulnerability when habitually playing late at night (i.e., after 2 am). The effect was partly mediated by daytime sleepiness but not by sleep loss or insomnia problems.  相似文献   
43.
An angle-driven computer simulation model of aerial movement was used to determine the maximum amount of twist that can be produced in a reverse 1½ somersault dive from a three-metre springboard using various aerial and contact twisting techniques. The segmental inertia parameters of an elite springboard diver were used in the simulations and lower bounds were placed on the durations of arm and hip angle changes based on recorded performances of twisting somersaults. A limiting dive was identified as that producing the largest possible odd number of half twists. Simulations of the limiting dives were found using simulated annealing optimisation to produce the required amounts of somersault, tilt and twist after a flight time of 1.5 s. Additional optimisations were then run to seek solutions with the arms less adducted during the twisting phase. It was found that the upper limits ranged from 3½ to 5½ twists with arm abduction ranges lying between 8° and 23°. Similar results were obtained when the inertia parameters of two other springboard divers were used. It may be concluded that a reverse 1½ somersault dive using aerial asymmetrical arm and hip movements to produce 5½ twists is a realistic possibility. To accomplish this limiting dive the diver needs to be able to coordinate the timing of configurational changes with the progress of the twist with a precision of 10 ms or better.  相似文献   
44.
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335). In treatment completers no relationship was found between presence and anxiety. Early drop-outs experienced less acrophobic complaints and psychopathology in general at pre-test. They also experienced less presence and anxiety in the virtual environment used in session one as compared to patients that completed VRET.  相似文献   
45.
This study examined the relationship between locus of control, two sets of beliefs about computers as electronic performance monitors, general computer attitudes, and computer experience. Results support a model in which computer attitudes mediate the relationship between an individual's locus of control and computer experience and between monitoring beliefs about computers and computer experience.  相似文献   
46.
Body images of female patients with anorexia nervosa and bulimia nervosa were assessed against females without eating disorders and compared with male ideals of female attractiveness. A computer program was applied to examine body images of 62 patients with anorexia nervosa, 45 patients with bulimia nervosa, and 40 female and 39 male control subjects. Body size overestimation was most distinct in the two patient groups. Self-ideal discrepancy was highest in bulimia nervosa. Estimation of the society's ideal female body in all three female groups did not differ from men's perception of the most attractive female body. Congruence of ideals of female attractiveness in patients, female, and male control subjects and described differences between patients and female controls support the theory that body image disturbance is a problem of processing self-referential information regarding body image rather than a problem of processing body image related information per se.  相似文献   
47.
Dirk Schlimm 《Synthese》2009,169(3):521-538
Using four examples of models and computer simulations from the history of psychology, I discuss some of the methodological aspects involved in their construction and use, and I illustrate how the existence of a model can demonstrate the viability of a hypothesis that had previously been deemed impossible on a priori grounds. This shows a new way in which scientists can learn from models that extends the analysis of Morgan (1999), who has identified the construction and manipulation of models as those phases in which learning from models takes place.  相似文献   
48.
Don Ihde 《Synthese》2009,168(3):453-467
Here what I would like to accomplish is to set something of the stage from which the growing recognition of what I shall now term technoscience’s visualism—a term which can accommodate both sciences and engineering, and both imaging and design practices—takes its recognition. I shall very briefly look at the ‘godfathers and peers’ who help set this stage, and then proceed to an examination of a few moments in the development of visualism from da Vinci to computer assisted design (CAD) and beyond.  相似文献   
49.
Explanations of cognitive processes provided by traditional artificial intelligence were based on the notion of the knowledge level. This perspective has been challenged by new AI that proposes an approach based on embodied systems that interact with the real‐world. We demonstrate that these two views can be unified. Our argument is based on the assumption that knowledge level explanations can be defined in the context of Bayesian theory while the goals of new AI are captured by using a well established robot based model of learning and problem solving, called Distributed Adaptive Control (DAC). In our analysis we consider random foraging and we prove that minor modifications of the DAC architecture renders a model that is equivalent to a Bayesian analysis of this task. Subsequently, we compare this enhanced, “rational,” model to its “non‐rational” predecessor and a further control condition using both simulated and real robots, in a variety of environments. Our results show that the changes made to the DAC architecture, in order to unify the perspectives of old and new AI, also lead to a significant improvement in random foraging.  相似文献   
50.
When performing a giant circle on high bar a gymnast flexes at the hips in the lower part of the circle, increasing the kinetic energy, and extends in the upper part of the circle, decreasing the kinetic energy. In order to perform a sequence of giant circles at even tempo, any variation in angular velocity at the end of the flexion phase needs to be reduced by the end of the extension phase. The aim of this study was to determine the nature and contribution of such adjustments. A computer simulation model of a gymnast performing giant circles on high bar was used to investigate strategies of (a) fixed timing of the extension phase (feedforward control) and (b) stretched timing in order to extend at the same point of the giant circle (feedforward with additional feedback control). For three elite gymnasts fixed timing reduced the angular velocity variation on average by 36% whereas stretched timing reduced the variation by 63%. The mean reduction for the actual gymnast techniques was 61%. It was concluded that both feedforward and feedback control strategies are used by gymnasts for controlling such movements.  相似文献   
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