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11.
Stopping rule use during information search in design problems   总被引:1,自引:0,他引:1  
Information search is critical in most decision-making tasks. An important aspect of information search is the stopping rule used by the decision maker to terminate information acquisition. Decision-making problems may be usefully decomposed into design problems and choice problems. The distinction is critical because the goals of stopping behavior in the two types of problems are quite different. In design problems, the focus is on the sufficiency of information obtained for problem structuring and generating alternatives, while choice problems focus on convergence toward a solution. While previous research has studied stopping behavior in choice problems, the present research is concerned with stopping rule use during information search in design problems. To build theory in this area, we conducted two experiments. In the first, we presented professional systems analysts with an information search problem in a systems development context and asked them to gather information for a proposed system. Protocols of the search sessions were analyzed, and stopping rules used and information gathered by the analysts were identified. Results indicated that the use of certain stopping rules resulted in greater quantity and quality of information gathered. Additionally, stopping rule use, rather than analyst experience, accounted for the quantity and quality of information elicited. Finally, stopping rule use differed between more experienced and less experienced analysts. To apply our findings about stopping rules from the first experiment, we performed a second experiment in which we investigated stopping rule use in a consumer information search task on the world wide web. Results indicated the use of the same stopping rules as in the first experiment, although in different proportions. Implications for information search theory and practice are discussed.  相似文献   
12.
In this paper, we describe a design study on how families in Los Angeles experience nature, with a particular focus on how using alternative formats for research analysis and presentation can enrich a design research inquiry. Conducted in Pasadena, CA as a part of Super Studio, the year-long design research class emphasized knowledge building and sharing through design methods of analysis, exhibition, and concept prototypes. After conducting interviews and engaging participants with probes, the class built the results into an open-ended knowledge environment. The main observation from the exhibition – that Angelenos have a limited vocabulary for describing nature and their interaction with it – helped to define the opportunity for design intervention that created connection points between Angelenos and nature. There are few attempts to describe how probe returns evolve into design concepts. Showcased is a process that depends on the unique affordances of design as the vehicle for discovery and invention.  相似文献   
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14.
This article honors Bela H. Banathy's work in social systems design and acknowledges his intellectual, professional, and humanitarian gifts to the system sciences community. The author examines Banathy's epistemology of conscious self-guided evolution and how it has influenced the author's thinking and research in design of educational systems, and in particular the study of education's role as an evolutionary guidance system for civil society. Specifically, the author examines Banathy's notions of evolutionary guidance systems (EGSs) and the design inquiry process. Design conversation is elaborated as a communication method for systems design and as a medium for communicative democracy. The concepts of civil society and democracy are examined in depth, providing an etymological analysis of each as a foundation for civil society as an ideal image. Consideration is given to Banathy's ideas of democracy and the New Agoras as ethical systems for the pursuit of conscious evolution. The author presents his considerations for education as an EGS for conscious evolution of civil society.  相似文献   
15.
Integrating ethics in design through the value-sensitive design approach   总被引:1,自引:0,他引:1  
The Accreditation Board of Engineering and Technology (ABET) has declared that to achieve accredited status, “engineering programs must demonstrate that their graduates have an understanding of professional and ethical responsibility.” Many engineering professors struggle to integrate this required ethics instruction in technical classes and projects because of the lack of a formalized ethics-in-design approach. However, one methodology developed in human-computer interaction research, the Value-Sensitive Design approach, can serve as an engineering education tool which bridges the gap between design and ethics for many engineering disciplines. The three major components of Value-Sensitive Design, conceptual, technical, and empirical, exemplified through a case study which focuses on the development of a command and control supervisory interface for a military cruise missile.  相似文献   
16.
Defeyter MA  German TP 《Cognition》2003,89(2):133-155
The human ability to make tools and use them to solve problems may not be zoologically unique, but it is certainly extraordinary. Yet little is known about the conceptual machinery that makes humans so competent at making and using tools. Do adults and children have concepts specialized for understanding human-made artifacts? If so, are these concepts deployed in attempts to solve novel problems? Here we present new data, derived from problem-solving experiments, which support the following. (i) The structure of the child's concept of artifact function changes profoundly between ages 5 and 7. At age 5, the child's conceptual machinery defines the function of an artifact as any goal a user might have; by age 7, its function is defined by the artifact's typical or intended use. (ii) This conceptual shift has a striking effect on problem-solving performance, i.e. the child's concept of artifact function appears to be deployed in problem solving. (iii) This effect on problem solving is not caused by differences in the amount of knowledge that children have about the typical use of a particular tool; it is mediated by the structure of the child's artifact concept (which organizes and deploys the child's knowledge). In two studies, children between 5 and 7 years of age were matched for their knowledge of what a particular artifact "is for", and then given a problem that can only be solved if that tool is used for an atypical purpose. All children performed well in a baseline condition. But when they were primed by a demonstration of the artifact's typical function, 5-year-old children solved the problem much faster than 6-7-year-old children. Because all children knew what the tools were for, differences in knowledge alone cannot explain the results. We argue that the older children were slower to solve the problem when the typical function was primed because (i) their artifact concept plays a role in problem solving, and (ii) intended purpose is central to their concept of artifact function, but not to that of the younger children.  相似文献   
17.
This contribution participates to the development of ergonomic contributions to the prevention of occupational risks in confined spaces, specifically in sewer pipe rehabilitation projects. The intervention deployed was structured around a participatory and collaborative approach involving all stakeholders in the project to sustainably improve the prevention of work-related accidents and musculoskeletal disorders among workers. Detailed analyses of workers’ activities coupled with a systemic analysis of the design and collective monitoring of the worksites were carried out. This made it possible to characterize the health and safety risks of site teams as products that compromise between several organizational requirements and situational constraints. Extended to the site manager, the analysis of his activity, although strategic, of anticipation and continuous design of intervention situations, proved to be limited by a vertical organization of the sites, which does not integrate his expertise. Based on the diagnosis, validated and shared by all, the prevention challenges were articulated with the performance objectives of the worksites in a perspective of co-design with and by the different hierarchical levels of the department. The intervention made it possible to collaboratively build new organizational rules that consider the concrete realities of the work of workers and site managers.  相似文献   
18.
Casler K  Kelemen D 《Cognition》2007,103(1):120-130
From the age of 2.5, children use social information to rapidly form enduring function-based artifact categories. The present study asked whether even younger children likewise constrain their use of objects according to teleo-functional beliefs that artifacts are "for" particular purposes, or whether they use objects as means to any desired end. Twenty-four-month-old toddlers learned about two novel tools that were physically equivalent but perceptually distinct; one tool was assigned implicit function information through a short demonstration. At test, toddlers returned to the demonstrated tool when asked to repeat the task, but, unlike older children, also used it for another task. Results imply that at 24 months, toddlers expect artifacts to have functions and proficiently use a model's intentional use to inform tool choices, suggesting cognition that differs from that of tool-using monkeys. However, their artifact representations are not yet specified enough to support exclusive patterns of tool use.  相似文献   
19.
As a fundamental part of our daily lives, visual word processing has received much attention in the psychological literature. Despite the well established advantage of perceiving letters in a word or in a pseudoword over letters alone or in random sequences using accuracy, a comparable effect using response times has been elusive. Some researchers continue to question whether the advantage due to word context is perceptual. We use the capacity coefficient, a well established, response time based measure of efficiency to provide evidence of word processing as a particularly efficient perceptual process to complement those results from the accuracy domain.  相似文献   
20.
Evidence supports the use of rhythmic external auditory signals to improve gait in PD patients (Arias & Cudeiro, 2008; Kenyon & Thaut, 2000; McIntosh, Rice & Thaut, 1994; McIntosh et al., 1997; Morris, Iansek, & Matyas, 1994; Thaut, McIntosh, & Rice, 1997; Suteerawattananon, Morris, Etnyre, Jankovic, & Protas , 2004; Willems, Nieuwboer, Chavert, & Desloovere, 2006). However, few prototypes are available for daily use, and to our knowledge, none utilize a smartphone application allowing individualized sounds and cadence. Therefore, we analyzed the effects on gait of Listenmee®, an intelligent glasses system with a portable auditory device, and present its smartphone application, the Listenmee app®, offering over 100 different sounds and an adjustable metronome to individualize the cueing rate as well as its smartwatch with accelerometer to detect magnitude and direction of the proper acceleration, track calorie count, sleep patterns, steps count and daily distances. The present study included patients with idiopathic PD presented gait disturbances including freezing. Auditory rhythmic cues were delivered through Listenmee®. Performance was analyzed in a motion and gait analysis laboratory. The results revealed significant improvements in gait performance over three major dependent variables: walking speed in 38.1%, cadence in 28.1% and stride length in 44.5%. Our findings suggest that auditory cueing through Listenmee® may significantly enhance gait performance. Further studies are needed to elucidate the potential role and maximize the benefits of these portable devices.  相似文献   
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