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81.
The natural input memory (NIM) model is a new model for recognition memory that operates on natural visual input. A biologically informed perceptual preprocessing method takes local samples (eye fixations) from a natural image and translates these into a feature-vector representation. During recognition, the model compares incoming preprocessed natural input to stored representations. By complementing the recognition memory process with a perceptual front end, the NIM model is able to make predictions about memorability based directly on individual natural stimuli. We demonstrate that the NIM model is able to simulate experimentally obtained similarity ratings and recognition memory for individual stimuli (i.e., face images).  相似文献   
82.
Human sensorimotor control involves inter-segmental coordination to cope with the complexity of a multi-segment system. The combined activation of hip and ankle muscles during upright stance represents the hip–ankle coordination. This study postulates that the coordination emerges from interactions on the sensory levels in the feedback control. The hypothesis was tested in a model-based approach that compared human experimental data with model simulations. Seven subjects were standing with eyes closed on an anterior–posterior tilting motion platform. Postural responses in terms of angular excursions of trunk and legs with respect to vertical were measured and characterized using spectral analysis. The presented control model consists of separate feedback modules for the hip and ankle joints, which exchange sensory information with each other. The feedback modules utilize sensor-derived disturbance estimates rather than ‘raw’ sensory signals. The comparison of the human data with the simulation data revealed close correspondence, suggesting that the model captures important aspects of the human sensory feedback control. For verification, the model was re-embodied in a humanoid robot that was tested in the human laboratory. The findings show that the hip–ankle coordination can be explained by interactions between the feedback control modules of the hip and ankle joints.  相似文献   
83.
People learn quickly when reasoning about causal relationships, making inferences from limited data and avoiding spurious inferences. Efficient learning depends on abstract knowledge, which is often domain or context specific, and much of it must be learned. While such knowledge effects are well documented, little is known about exactly how we acquire knowledge that constrains learning. This work focuses on knowledge of the functional form of causal relationships; there are many kinds of relationships that can apply between causes and their effects, and knowledge of the form such a relationship takes is important in order to quickly identify the real causes of an observed effect. We developed a hierarchical Bayesian model of the acquisition of knowledge of the functional form of causal relationships and tested it in five experimental studies, considering disjunctive and conjunctive relationships, failure rates, and cross-domain effects. The Bayesian model accurately predicted human judgments and outperformed several alternative models.  相似文献   
84.
The conclusion of this paper will be that e-sports are not sports. I begin by offering a stipulation and a definition. I stipulate that what I have in mind, when thinking about the concept of sport, is ‘Olympic’ sport. And I define an Olympic Sport as an institutionalised, rule-governed contest of human physical skill. The justification for the stipulation lies partly in that it is uncontroversial. Whatever else people might think of as sport, no-one denies that Olympic Sport is sport. This seeks to ensure that those who might wish to dispute my conclusion might stay with the argument at least for as long as possible. Secondly, the justification for the stipulation lies partly in its normativity—I have chosen an Olympic conception of sport just because it seems to me to offer some kind of desirable version of what sport is and might become. Thirdly, I give examples which show how prominent promoters of e-sports agree with my stipulation, as evidenced by their strenuous attempts to comply with it in order to join the Olympic club. The justification for the definition lies in the conceptual analysis offered—an ‘exhibition-analysis’ which clarifies the concept of sport by offering ‘construals’ of the six first-level terms. The conclusion is that e-sports are not sports because they are inadequately ‘human’; they lack direct physicality; they fail to employ decisive whole-body control and whole-body skills, and cannot contribute to the development of the whole human; and because their patterns of creation, production, ownership and promotion place serious constraints on the emergence of the kind of stable and persisting institutions characteristic of sports governance. Competitive computer games do not qualify as sports, no matter what ‘resemblances’ may be claimed. Computer games are just that—games.  相似文献   
85.
Nameheads     
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86.
This is a quantitative study of an 11-year-old boy diagnosed with major depression who in all but one session made a sandplay. A computerized system was used to analyse the written verbalizations on four dimensions of positive and negative: emotions, contracts (psychosocial agreements, relationships, etc.), performance (behaviour) and rewards. It was hypothesized that the verbalizations made by the patient (recorded by the therapist) would become more positive and less negative during the course of therapy. The positive and negative values of the four dimensions were correlated with the session number. This was supported on two (performance & contract) of the four positive dimensions (statistically significant). The hypothesis that the negative dimensions would become less negative was supported on all four dimensions (statistically significant). Thus, six of the eight hypotheses were supported. This uninvestigated area of research illustrates verbal interactions between patient and therapist were an important aspect of sandplay therapy. Through reanalysing the sessions for quantitative content, written recording of direct quotes and observation of behaviour, data was entered into a valid and reliable coding system to quantitatively analyze the verbalizations. This analysis of verbalizations of the patient and observations made by the therapist indicates sandplay therapy is multifaceted.  相似文献   
87.
ObjectivesCompetition is related to psychophysiological stress responses and is a key aspect of esports. Yet, while competition may indeed have an impact on performance, little is known about competition-related psychophysical stress responses in esports. Accordingly, this review aims to investigate whether playing esports in competitive (and non-competitive) settings is related to psychological and/or physiological stress.DesignA systematic literature review was performed. Study inclusion criteria included: assessment of psychological and/or physiological stress in esports, study of healthy individuals over 12 years of age, and published in peer-reviewed journals in English or German.MethodThe literature search comprised EBSCOhost, PubMed, and Web of Science up until August 2019. An additional search was performed on Science Direct, Google Scholar, and Sponet.ResultsSeventeen studies met inclusion criteria. In publications investigating the non-competitive setting, it can be assumed that merely playing esports games is unrelated to psychophysiological stress reactions. While three out of five studies on stress in competitive settings demonstrated no hormonal reaction, one study reported an increase in anxiety levels in winners as well as an increase cortisol levels from baseline to postgame conditions, and two studies found an activation of the sympathetic nervous system. Overall, the studies revealed theoretical and methodological limitations, which are discussed in the present review.ConclusionsAlthough the existing literature contributes to an initial understanding of psychophysiological stress in esports, further in-depth studies of stress responses in actual competition are needed.  相似文献   
88.
The current study had the dual purpose of identifying consequences associated with perfectionistic self-presentation (PSP) and evaluating these factors as mediator of the proposed link between PSP and Problematic use of Internet communicative services (GPIU). The present study hypothesized that a self-presentation style characterized by the need to avoid displaying imperfections is associated with GPIU because communicating online rather than in person affords greater control through the reduction of non-verbal cues and the greater temporal flexibility. A sample of 200 university student participants completed measures assessing PSP, GPIU, and perceived controllable aspects of behaviors associated with relying on computer mediated communications (i.e. managing nonverbal displays and buying more time before having to respond). Structural equation modeling confirmed that those who systematically try to avoid revealing their supposed “less than perfect” behaviors or performance place great emphasis on the reduction of nonverbal cues and the temporal flexibility offered by the computer mediated interactions, which, in turn predicts GPIU levels. The findings are discussed in terms of their implications for GPIU and for the perfectionism social disconnection model.  相似文献   
89.
POLITICS is a system of computer programs which simulates humans in comprehending and responding to world events from a given political or ideological perspective. The primary theoretical motivations were: (1) the implemention of a functional system which applies the knowledge structures of Schank and Abelson (1977) to the domain of simulating political belief systems; (2) the development of a tentative theory of intentional goal conflicts and counterplanning. Secondary goals of the POLITICS project include developing a representation for belief systems, investigating cognitive processes such as goal-directed inferencing, and the integration of several types of knowledge representations into a functional system.  相似文献   
90.
The ability to answer questions about a text is the strongest possible demonstration of text comprehension. The question-answering problems that arise in a story-understanding system are discussed. Some solutions are described and illustrated by a computer program, which reads stories, and answers questions.  相似文献   
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