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101.
The Human Function Compunction: Teleological explanation in adults   总被引:1,自引:0,他引:1  
Research has found that children possess a broad bias in favor of teleological - or purpose-based - explanations of natural phenomena. The current two experiments explored whether adults implicitly possess a similar bias. In Study 1, undergraduates judged a series of statements as “good” (i.e., correct) or “bad” (i.e., incorrect) explanations for why different phenomena occur. Judgments occurred in one of three conditions: fast speeded, moderately speeded, or unspeeded. Participants in speeded conditions judged significantly more scientifically unwarranted teleological explanations as correct (e.g., “the sun radiates heat because warmth nurtures life”), but were not more error-prone on control items (e.g., unwarranted physical explanations such as “hills form because floodwater freezes”). Study 2 extended these findings by examining the relationship between different aspects of adults’ “promiscuous teleology” and other variables such as scientific knowledge, religious beliefs, and inhibitory control. Implications of these findings for scientific literacy are discussed.  相似文献   
102.
Purpose  The aim of this investigation was to test hypotheses about meeting design characteristics (punctuality, chairperson, etc.) in relation to attendees’ perceptions of meeting effectiveness. Design/Methodology/Approach  Two studies were conducted: Study 1 investigated meetings attended in a typical week (N = 958), whereas Study 2 examined the last meeting attended on a particular day (N = 292). Findings   A number of design characteristics (in particular agenda use and quality of facilities) were found to be important in predicting perceived effectiveness. Attendee involvement served as a key mediator variable in the observed relationships. Neither meeting type nor size was found to affect the relationships of the design characteristics and involvement with effectiveness. Meeting size, however, was negatively related to attendee involvement. Implications  The findings help us to better understand relationships between design characteristics and attendees’ perceptions of meeting effectiveness. Meeting organizers can use the findings to guide administration of meetings, with potential to enhance the quality of meetings. Originality/Value   Meetings are a common organizational activity but are rarely the focus of empirical research. The use of two complementary studies, to our knowledge, provides a unique account of the contribution of design characteristics to perceptions of meeting effectiveness. Received and reviewed by former editor, George Neuman.  相似文献   
103.
Relational Services   总被引:1,自引:0,他引:1  
Recent research projects have looked for social innovations, i.e., people creating solutions outside the mainstream patterns of production and consumption. An analysis of these innovations indicates the emergence of a particular kind of service configuration—defined here as relational services—which requires intensive interpersonal relations to operate. Based on a comparative analysis between standard and relational services, we propose to the Service Design discipline an interpretative framework able to reinforce its ability to deal with the interpersonal relational qualities in services, indicating how these qualities can be understood and favored by design activities, as well as the limits of this design intervention. Martin Buber’s conceptual framework is presented as the main interpretative basis. Buber describes two ways of interacting (“I-Thou” and “I-It”). Relational services are those most favoring “I-Thou” interpersonal encounters.
Ezio ManziniEmail:
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104.
Background  In the last 30 years, there has been little innovation in workstations. The desktop metaphor has become the standard user interface, with its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context awareness). Objectives  In this paper, we present itsme, an Italian initiative to design the next-generation workstation. Interaction design is the basis of the project, as well as the involvement of a wide community of contributing users. Results  The early design phases of the project led to the definition of a new metaphor for personal computing, based on stories and venues. The metaphor is being adopted for the development of a novel front-end for the Linux operating system, aimed at fulfilling the needs and desires of knowledge workers.
Claudio ModeriniEmail: URL: http://www.itsme.it
  相似文献   
105.
Unmanned systems in military applications will often play a role in determining the success or failure of combat missions and thus in determining who lives and dies in times of war. Designers of UMS must therefore consider ethical, as well as operational, requirements and limits when developing UMS. I group the ethical issues involved in UMS design under two broad headings, Building Safe Systems and Designing for the Law of Armed Conflict, and identify and discuss a number of issues under each of these headings. As well as identifying issues, I offer some analysis of their implications and how they might be addressed.
Robert SparrowEmail:
  相似文献   
106.
Human–computer interaction (HCI) is the discipline concerned with the design, evaluation, and implementation of interactive computing systems. Unlike many empirical sciences, HCI researchers do not typically solely study existing technologies, styles of interaction, or interface solutions. On the contrary, one of the core activities in contemporary HCI is to design new technologies – in the form of software and hardware prototypes – that act as vehicles through which HCI researchers’ ideas materialize and take on concrete form. Despite this situation, there is a very modest discussion in the discipline on the role of design as an activity in the research process; whether or not HCI could in fact be better understood as a design discipline than as an empirical science; and if, and if so how, the design element in HCI goes with its empirical claims. This paper is specifically about the element of design as currently manifest in HCI research. We dig deeper into HCI as a design discipline by suggesting, analyzing, and discussing what appear to be tensions between two competing traditions in the relationship between design and research.  相似文献   
107.
Design explanation: determining the constraints on what can be alive   总被引:1,自引:0,他引:1  
This paper is concerned with reasonings that purport to explain why certain organisms have certain traits by showing that their actual design is better than contrasting designs. Biologists call such reasonings ‘functional explanations’. To avoid confusion with other uses of that phrase, I call them ‘design explanations’. This paper discusses the structure of design explanations and how they contribute to scientific understanding. Design explanations are contrastive and often compare real organisms to hypothetical organisms that cannot possibly exist. They are not causal but appeal to functional dependencies between an organism’s different traits. These explanations point out that because an organism has certain traits (e.g., it lives on land), it cannot be alive if the trait to be explained (e.g., having lungs) were replaced by a specified alternative (e.g., having gills). They can be understood from a mechanistic point of view as revealing the constraints on what mechanisms can be alive.
Arno G. WoutersEmail:
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108.
109.
Drawing on recent work in emotional and cultural geography, the author brings Derrida's concept of hauntology into communication with thinking about atmospheres. The research deployed a mixed-method approach including audio documentation, observation, focus groups and interviews to look at the use of spectrality in the making of atmospheres associated with A Knight's Peril, an interactive game played at Bodiam Castle in the South East of England. The paper argues that the figure of the ghost is a useful heuristic towards understanding how designers conjure and exploit the emotional and affective power of atmospheres. At Bodiam, these techniques are deployed in an attempt to facilitate new understandings of the past.  相似文献   
110.
The number of older drivers on the roadways is increasing; at the same time, technology in the automotive environment is rapidly evolving. To investigate the potential impact of these converging changes, this study used a cross-generational approach to compare driver attitudes toward advanced automotive technologies. Approximately 1000 drivers between the ages of 18 and 85 located across the United States responded to a survey about their opinions regarding general technology, advanced in-vehicle technology, and near-horizon connected vehicle systems. Participant responses were categorized using a generational construct, sorting responses not only by age but by shared life experiences (e.g. economic circumstances, involvement in wartime activities, cultural movements, etc.). The oldest generation (the “Silent” generation) exhibited the least interest in and comfort with advanced technology, although they owned and used advanced in-vehicle technology at approximately the same rates as the two middle generations. The youngest generation (the “Millennial” generation) was most likely to be interested in and comfortable with technology, but was least likely to own vehicles with advanced technology. All participants expressed interest in safety-related connected vehicle systems, but less so in infotainment applications. Reservations regarding data security and system cost were shared across generations. These findings are framed in the context of an aging population with unique driving and vehicle needs, and provide information that may assist both with vehicle technology design aspects and the proposed large-scale implementation of connected vehicle systems, including considerations for seniors and emphasis on safety systems and data security.  相似文献   
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