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71.

人工感知技术突破人类自然感官的限制,在拓展人类对世界和自我认知的同时带来了新的医学伦理挑战,“侵入性”概念在医疗器械开发、监管、市场准入和使用中起着重要作用,但传统的侵入性和非侵入性概念已经不再适用于新兴医疗神经技术的伦理讨论。人工感知技术的发展不仅关乎科学技术和实际应用,还涉及人类的价值观、医学伦理和人类自身文明的未来发展方向。在当前认知方式的变革和转型中,因为人工感知的临床应用对人体的特殊介入方式,思考人工感知技术带来的医学伦理新问题,重新反思医学技术与人类的关系,成为医学哲学当务之急。

  相似文献   
72.
交互显示技术是近年人机界面显示技术中形成的一种新型显示技术。这种技术能根据用户的即时输入或操作特点改变初始界面中的显示内容或方式。交互显示技术可分为简单交互显示技术,如鱼眼技术及其应用,和智能交互显示技术,如速率耦合平滑技术,目标气泡技术等。目前的交互显示技术具有动态性、即时性和智能性等特点,但仍存在如交互方式单一,智能性不高等问题,未来研究需强调显示内容变化、交互形式的多样性及其高级智能交互技术等方面的研究。  相似文献   
73.
Work–family conflict and enrichment are experiences that occur daily and have substantial consequences for employees, their families, and the organizations that employ them. The aim of the current review is to make a link between life and career stage, work and family conditions, and the work–family interface. The basic proposition is that life stages partly determine career development, and consequently the specific working conditions (job demands and job resources) and family conditions (family demands and family resources) that individuals are exposed to. As a result, the specific demands and resources in the work and family domains determine to what extent individuals experience that work and family are conflicting or enriching life domains. In this review we suggest that individuals in early adulthood will experience high inter‐role conflict and low facilitation due to high demands and low resources in both life domains, while individuals in late adulthood will experience the opposite pattern; that is, low conflict and high facilitation due to low demands and high resources in both domains. Individuals in middle adulthood will experience high work–family conflict but also high family–work facilitation due to the presence of high job demands and resources in both life domains. Integrating life and career stage perspectives and the experience of work–family interface is of notable practical utility because it provides a mechanism to make more informed decisions about the relative need for and corresponding benefits of work–family programs.  相似文献   
74.
Many studies are concerned with the bivariate relationships between Openness, fluid intelligence (Gf), and crystallized intelligence (Gc). Results suggest an influence of Gf and Openness on Gc. However, the overlap between Gf and Openness is rarely controlled for. Moreover, interaction effects or longitudinal influences are also often neglected. The present two studies aimed to elucidate exactly these interactions and longitudinal influences. Besides a main effect of Gf on Gc, Study 1 (N = 180) revealed an interaction effect between Openness and Gf. Study 2 utilized longitudinal data (N = 172) and identified an effect of Openness on the development of Gf. Gf and Openness predicted Gc 6 years later. A model integrating the results and providing a theoretical framework and outlook is proposed.  相似文献   
75.
Speech production is inextricably linked to speech perception, yet they are usually investigated in isolation. In this study, we employed a verbal-repetition task to identify the neural substrates of speech processing with two ends active simultaneously using functional MRI. Subjects verbally repeated auditory stimuli containing an ambiguous vowel sound that could be perceived as either a word or a pseudoword depending on the interpretation of the vowel. We found verbal repetition commonly activated the audition-articulation interface bilaterally at Sylvian fissures and superior temporal sulci. Contrasting word-versus-pseudoword trials revealed neural activities unique to word repetition in the left posterior middle temporal areas and activities unique to pseudoword repetition in the left inferior frontal gyrus. These findings imply that the tasks are carried out using different speech codes: an articulation-based code of pseudowords and an acoustic-phonetic code of words. It also supports the dual-stream model and imitative learning of vocabulary.  相似文献   
76.
77.
Submarine periscopes are moving from analog to digital, but there is a lack of empirical evidence regarding the relative advantages that different digital human–machine interface configurations might provide to the operator. We experimentally compared the effectiveness of two digital concepts for displaying and analysing periscope imagery during a simulated submarine mission. OPTIX modelled a traditional periscope by presenting a narrow (20° horizontal arc) rotating image of the horizon. OPTIMUS displayed the full 360° panoramic representation of the horizon and was augmented with digital analysis tools. OPTIMUS supported faster and more accurate performance by participants (N = 32) and lowered perceived workload, compared to when the same participants used OPTIX. However, time taken to respond to situation awareness queries and awareness of one’s own performance (meta-awareness) was poorer when using OPTIMUS. OPTIMUS holds an advantage in that it can improve performance whilst reducing workload, but the SA and meta-awareness decrements are potentially problematic.  相似文献   
78.
The phenomenological philosopher Martin Heidegger's proposed transition from readiness-to-hand to presence-at-hand and the hypothesis of extended cognition were addressed empirically in an experiment on tool use. It involved a video game of steering erratically moving objects to a target while performing a secondary cognitive task. A strong perturbation of the hand-pointer linkage in the video game induced the transition from ready-to-hand to present-at-hand. In Experiment 1, this perturbation resulted in decreased motor performance and improved recall of task-irrelevant features. Experiment 2 replicated these results and addressed additional questions. Measures of movement variability based on the multifractal formalism confirmed the hypothesized decrease in functional integration of the tool during the perturbation. Dynamical interactions allow user and tool to act as a system. The tool is properly described as ready-to-hand during normal operation but as present-at-hand during perturbation. Physiological measures showed that the ready-to-hand to present-at-hand transition does not necessarily lead to a stress response.  相似文献   
79.
Cognitive dysfunction is a common problem in patients with Alzheimer's disease. This not only affects the comprehensive rehabilitation of motor function and activities of daily living, but also directly affects the social adaptability, and brings difficulties to the reintegration of Alzheimer's patients. Therefore, cognitive rehabilitation of Alzheimer's patients has become one of the important topics facing the medical community. Under the concept of human-computer interaction design, this study uses puzzle games as an entry point to observe the impact of puzzle games on cognitive function guidance and improvement in patients with Alzheimer's disease. Expecting to provide daily rehabilitation for patients with Alzheimer's disease. It is also hoped that it can promote the cognitive ability recovery of Alzheimer's patients, effectively delay the progress of dementia, improve the daily living ability and adaptability of patients, and improve the quality of life and life.  相似文献   
80.
As naturalistic driving data become increasingly available, new analyses are revealing the significance of drivers’ glance behavior in traffic crashes. Due to the rarity of crashes, even in the largest naturalistic datasets, near-crashes are often included in the analyses and used as surrogates for crashes. However, to date we lack a method to assess the extent to which driver glance behavior influences crash and injury risk across both crashes and near-crashes. This paper presents a novel method for estimating crash and injury risk from off-road glance behavior for crashes and near-crashes alike; this method can also be used to evaluate the safety impact of secondary tasks (such as tuning the radio). We apply a ‘what-if’ (counterfactual) simulation to 37 lead-vehicle crashes and 186 lead-vehicle near-crashes from lead-vehicle scenarios identified in the SHRP2 naturalistic driving data. The simulation combines the kinematics of the two conflicting vehicles with a model of driver glance behavior to estimate two probabilities: (1) that each event becomes a crash, and (2) that each event causes a specific level of injury. The usefulness of the method is demonstrated by comparing the crash and injury risk of normal driving with the risks of driving while performing one of three secondary tasks: the Rockwell radio-tuning task and two hypothetical tasks. Alternative applications of the method and its metrics are also discussed. The method presented in this paper can guide the design of safer driver–vehicle interfaces by showing the best tradeoff between the percent of glances that are on-road, the distribution of off-road glances, and the total task time for different tasks.  相似文献   
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