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排序方式: 共有97条查询结果,搜索用时 15 毫秒
71.
Oliviero Stock Massimo Zancanaro Fabio Pianesi Daniel Tomasini Cesare Rocchi 《Knowledge, Technology, and Policy》2009,22(1):17-23
In this paper, we introduce a novel type of persuasive system aimed at orienting a group conversation in a casual setting.
The system is based on a tabletop display complemented by a limited speech recognition system (a word spotter). It affects
group behavior indirectly by presenting on the shared interface contextually appropriate visual material in a way reminiscent
of the tradition of advertising: attention-catching, evocative, and cognitively stimulating. The system is meant to be used
in the context of a museum visit. The purpose is to influence a group of friends so that they discuss their museum experience,
while sitting at the museum café after the visit. Results show the system in the current version has a moderate effect on
group behavior and provide indications for promising improvements. 相似文献
72.
73.
The driving task is becoming increasingly automated, thus changing the driver’s role. Moreover, in-vehicle information systems using different display positions and information processing channels might encourage secondary task engagement. During manual driving scenarios, varying secondary tasks and display positions could influence driver’s glance behavior. However, their impact on the driver’s capability to monitor the partially automated driving system has not yet been determined. The current study assessed both the effects of different secondary tasks (Surrogate Reference Task (SuRT) vs. text reading) and display positions (head-up display (HUD) vs. center console) on driver’s glance behavior during partially automated driving in a simulated car following task. Different automation system failures regarding the lateral and longitudinal control occurred while driving. Furthermore, participants’ reported advantages, disadvantages and preferences regarding the investigated display positions as well as regarding the secondary task engagement during partially automated driving in general. Mixed design ANOVAs revealed that the HUD yielded considerably longer eyes-on display time (total and mean glance durations) than the center console. Moreover, the text reading task resulted in longer total and mean glance durations than the SuRT. Similar to manual driving scenarios, the results showed a consistent effect of display position and secondary task on the driver’s glance behavior. Despite the longer eyes-on display time for the HUD, its proximity to the driving environment might enable a faster identification of and reaction to critical situations (e.g., due to system failures). Participants would prefer the HUD as display position compared to the center console. Regarding secondary task engagement during partially automated driving participants seemed to be aware of the benefits but also of the risks. 相似文献
74.
What reaction stops revenge taking? Four experiments (total N = 191) examined this question where the victim of an interpersonal transgression could observe the offender's reaction (anger, sadness, pain, or calm) to a retributive noise punishment. We compared the punishment intensity selected by the participant before and after seeing the offender's reaction. Seeing the opponent in pain reduced subsequent punishment most strongly, while displays of sadness and verbal indications of suffering had no appeasing effect. Expression of anger about a retributive punishment did not increase revenge seeking relative to a calm reaction, even when the anger response was disambiguated as being angry with the punisher. It is concluded that the expression of pain is the most effective emotional display for the reduction of retaliatory aggression. The findings are discussed in light of recent research on reactive aggression and retributive justice. 相似文献
75.
Barbara C. L. Hold-Cavell 《Aggressive behavior》1985,11(4):303-314
Showing off or display behavior of children has gained little attention in child psychology research, while in the ethological literature the same behavior is a well known phenomenon. To see what role display behavior plays in peer-peer interaction compared to threat and physical aggression, the behavior of 18 children between 3 and 6 years of age was recorded over an entire school year. The frequencies of display behavior, threat and physical aggression were examined and related to the amount of attention a child received from his peers. The attention-rank had proved to be highly related to leadership abilities as well as dominance in children. The results show interesting similarities between the frequency and temporal patterns of display and threat behavior and the attention children pay to each other. Furthermore, older children with more kindergarten experience as well as high status children show a different temporal pattern (high frequencies after holidays and low frequencies before) as well as a higher frequency of display and threat behavior than younger and low status children. Physical aggression is related to attention-rank but shows quite a different temporal pattern. It seems that display or showing off behavior serves as a strategy for children to get high regard in the group. 相似文献
76.
阅读知觉广度通常指阅读者在阅读文本过程中每次注视能获取有用视觉信息的范围。既往的汉语知觉广度的研究一般把单字作为基本的知觉呈现单元,但在某些呈现条件下,此类呈现方式会导致阅读过程中的语义加工的完整性被破坏。本研究采用眼动追踪技术,使用移动窗口范式和中央凹掩蔽范式,使用双字词句作为阅读材料,双字词作为基本的知觉呈现单元,探讨在保证知觉呈现单元语义完整性的基础上大学生的汉语阅读知觉广度。实验一采用移动窗口范式,结果发现,知觉广度范围为注视词左侧1个双字词及右侧1-2个双字词的空间。实验二采用中央凹掩蔽范式,结果验证了实验一的研究结果。该结果表明,在汉语阅读过程中,以双字词为基本的视觉呈现单元,较既往研究中单字为基本呈现单元的情况,更好地保证了阅读中语义的完整性,从而获得了更大的知觉范围。该结果建立于视觉呈现单元的语义完整性的基础上,是对现有的汉语阅读知觉广度理论的完善和扩展。 相似文献
77.
The use of virtual reality (VR) has become increasingly popular in the field of traffic psychology, where realistic traffic situations can be simulated and pedestrians‘ actual crossing behavior can be studied. There are two main kinds of pedestrian simulators: one uses a technology based on rear-projection screens (Cave Automatic Virtual Environment, or CAVE); the other uses a head-mounted display (HMD). Despite their extensive use, it is yet to determine whether they are equally suitable for studying street crossing. The present study was aimed at comparing street-crossing behavior and subjective evaluations in an HMD-based (HTC vive pro) pedestrian simulator and a CAVE-like pedestrian simulator, among young adults and 12-year-old children. Thirty young adults and twenty-six children performed 36 street-crossing trials (combining different speeds, traffic conditions, and gap sizes) on each of the two simulators. The results indicated that, compared to the CAVE-condition participants, HMD-condition participants accepted more crossing trials (hence, shorter gaps), initiated their crossings sooner, crossed at a slower speed, had shorter safety margins, and caused more collisions. The main difference between the two devices was in crossing initiation, which occurred markedly earlier (1.72 s) with the HMD than in the CAVE: the perception–action coupling was less finely tuned in the CAVE, probably because visual information in front of the pedestrian was missing due the absence of ground projection and 3D rendering. A significant effect of vehicle-approach speed was observed for both devices, with more unsafe behaviors at 60 km/h than at 40 km/h. Children displayed riskier crossing behavior than young adults did, with more accepted crossings, slower crossing speeds, shorter safety margins, and higher collision rates, especially in the HMD. Compared to the CAVE, the HMD received higher ratings for level of presence and a preference for VR, but also higher simulator-sickness scores. No adverse effects of exposure to virtual reality was found on stereoacuity or postural balance. The suitability of using CAVE and HMD simulators is discussed, especially for studying child pedestrians. 相似文献
78.
79.
Highly automated vehicles relieve drivers from driving tasks, allowing them to engage in non-driving-related-tasks (NDRTs). However, drivers are required to take over control in certain circumstances due to the limitations of highly automated vehicles. This study focused on drivers’ eye-movement patterns during take-overs when an NDRT (watching videos) was presented via a head-up-display (HUD) and a mobile device display (MDD), compared to no NDRT as the baseline. The experiment was conducted in a high-fidelity driving simulator with real-world driving videos scenarios. Forty-six participants took part in the experiment by completing three drives in three counterbalanced conditions (HUD, MDD and baseline). A take-over-request was issued towards the end of automated driving requesting drivers to stop the NDRT and take over control. Eye-movement data including pupil diameter, blinks, glance duration and number of AOI (Area of Interest) were collected and analysed. The results show that during automated driving, drivers were more engaged in the MDD NDRT with smaller pupil diameter and shorter glance duration on the front scenario compared to the HUD and baseline modes. The number of AOI was reduced during automated driving in both MDD and HUD modes. The take-over-request redirected drivers’ visual attention back to the driving task from NDRT by increasing drivers’ pupil diameter, glance duration and number of AOI. However, the effect of MDD NDRT on pupil diameter and glance duration continued even after the take-over-request when the NDRT was terminated. The study demonstrated HUD is a better display to help maintain drivers’ attention on the road. 相似文献
80.
规则多边图形的离散度、图基边数及显示条件的交互作用研究 总被引:1,自引:1,他引:0
用实验方法研究规则多边图形的离散度、图形基边数、显示条件及三因素的交互作用对图形信号认知绩效的影响。实验的自变量有:(1)图形的离散度参数;(2)图形的基边数;(3)图形的显示条件。因变量是各图形信号的平均反应时。实验的刺激材料是25个不同离散度、不同基边数的规则多边图形。刺激材料的呈现与被试的反应记录都由计算机控制。结果表明:(1)离散度对图形信号认知绩效的影响十分显著,离散度适中及偏小的图形信号认知绩效较高;(2)图形基边数对认知绩效的影响十分显著,认知绩效反比于图形的基边数;(3)显示条件对认知绩效的影响不显著;(4)离散度与基边数的交互作用影响显著,离散度偏大的0.6,0.7图形与离散度偏小及适中的0.3,0.4,0.5图形的认知绩效在基边数大于8后出现明显的分离趋势。 相似文献