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以80名小学生为被试,采用拼图任务,对小组在竞争与非竞争情境下的合作绩效和言语互动策略进行比较。结果发现:(1)组间竞争提升了小学高年级儿童的合作效率,但对低年级儿童的合作绩效无明显影响。(2)组间竞争抑制了低年级儿童在小组合作过程中的言语沟通,而同样情境下高年级小组成员的言语沟通量显著增加。(3)组间竞争促进了高年级小组成员之间的积极言语互动。年级和情境在建议、询问、表扬、应答和指令等言语互动策略上的交互作用显著。由此可见,组间竞争对小学儿童的合作绩效和言语互动策略存在影响,但这种影响在不同年级存在差异。  相似文献   
63.
This paper reports on the research activities performed by the Pictorial Computing Laboratory at the University of Rome, La Sapienza, during the last 5 years. Such work, essentially is based on the study of humancomputer interaction, spans from metamodels of interaction down to prototypes of interactive systems for both synchronous multimedia communication and groupwork, annotation systems for web pages, also encompassing theoretical and practical issues of visual languages and environments also including pattern recognition algorithms. Some applications are also considered like e-learning and collaborative work.  相似文献   
64.
Anger is a commonly experienced emotion, although marked individual differences in the expression of anger are observed. Basic dimensions of personality (e.g., Big Five traits) have been shown to predict the experience of trait anger; however, little work has addressed the personality correlates of broader conceptualisations of trait anger (e.g., inward or outward expressions). Additionally, while some recent work has suggested that basic personality traits may show interactive influences on anger expression this work has yet to be independently confirmed. In a large sample of adults we examined, firstly, how Big Five traits associated with several components of anger as measured by the State-Trait Anger Expression Inventory. Secondly, we examined whether these associations were further qualified by interactions between Big Five traits. Results indicated neuroticism and, to a lesser extent, (low) agreeableness, were the traits most associated with components of trait anger. Conscientiousness and extraversion were also noted to show links to more focal components of anger. Moderation was observed: conscientiousness moderated neuroticism’s relationship with anger control, and agreeableness and conscientiousness, in a three-way interaction, moderated neuroticism’s relationship with trait anger. These observations help to further clarify the role of Big Five personality traits as a foundation for the experiences of anger, demonstrating how anger style varies across personality configuration.  相似文献   
65.
Children's media is rooted in relationships with onscreen characters. In this study, 18-month-old toddlers were initially exposed to one of two unfamiliar interactive media characters for 3 months. Conditions varied whether the character was personalized to them or not. At age 21 months, toddlers were tested on a seriation task that was presented onscreen by the character and compared to the performance of a 21-month-old control group who did not view a video demonstration (total N = 48). Toddlers learned significantly more from the personalized character, but not from the non-personalized character, when compared to the control group. Children in the personalized condition also increased in parasocial, nurturing behaviors directed at the character during play sessions, and these scores were linked to better seriation performance. The results suggest an important role for social relationships with interactive characters to teach early seriation skills.  相似文献   
66.
Constraints and dependencies among the elements of embodied cognition form patterns or microstrategies of interactive behavior. Hard constraints determine which microstrategies are possible. Soft constraints determine which of the possible microstrategies are most likely to be selected. When selection is non-deliberate or automatic the least effort microstrategy is chosen. In calculating the effort required to execute a microstrategy each of the three types of operations, memory retrieval, perception, and action, are given equal weight; that is, perceptual-motor activity does not have a privileged status with respect to memory. Soft constraints can work contrary to the designer’s intentions by making the access of perfect knowledge in-the-world more effortful than the access of imperfect knowledge in-the-head. These implications of soft constraints are tested in two experiments. In experiment 1 we varied the perceptual-motor effort of accessing knowledge in-the-world as well as the effort of retrieving items from memory. In experiment 2 we replicated one of the experiment 1 conditions to collect eye movement data. The results suggest that milliseconds matter. Soft constraints lead to a reliance on knowledge in-the-head even when the absolute difference in perceptual-motor versus memory retrieval effort is small, and even when relying on memory leads to a higher error rate and lower performance. We discuss the implications of soft constraints for routine interactive behavior, accounts of embodied cognition, and tool and interface design.  相似文献   
67.
PoeTryMe is a poetry generation system that autonomously produces poems from a set of initial parameters. After using it, creative writers and other users of this system expressed the desire to partake in the creative process by directly interacting with PoeTryMe. This paper is motivated by the previous impressions. It illustrates some of the challenges of automatic poetry generation, highlights limitations of PoeTryMe, and reports on recent efforts to address user feedback and provide alternative ways of using this system. First, making some functionalities available via a web API enabled their exploitation by other systems. Those include the generation of single lines as well as retrieval of related words, allowing for additional constraints on the number of syllables, sentiment and rhyme. On top of this API, a co-creative interface, Co-PoeTryMe, has been developed. Co-PoeTryMe allows users to either start from scratch or from a generated draft. Extensive editing functionality has been incorporated, in particular, allowing lines and words to be switched or replaced by newly generated alternatives. Co-PoeTryMe, its interface and the co-creative process for producing poetry are described, along with a user study that provided useful feedback. Users pointed out the strengths of this new system, including its capacities in providing inspiration, and giving the user the ability to customize an existing draft and visualize the changes, but also pointed out weaknesses, primarily by identifying potential improvements in the user interface.  相似文献   
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69.
This paper brings the intellectual tools of cognitive science to bear on resolving the “paradox of the active user” [Interfacing Thought: Cognitive Aspects of Human-Computer Interaction, Cambridge, MIT Press, MA, USA]—the persistent use of inefficient procedures in interactive tasks by experienced or even expert users when demonstrably more efficient procedures exist. The goal of this paper is to understand the roots of this paradox by finding regularities in these inefficient procedures. We examine three very different data sets. For each data set, we first satisfy ourselves that the preferred procedures used by some subjects are indeed less efficient than the recommended procedures. We then amass evidence, for each set, and conclude that when a preferred procedure is used instead of a more efficient, recommended procedure, the preferred procedure tends to have two major characteristics: (1) the preferred procedure is a well-practiced, generic procedure that is applicable either within the same task environment in different contexts or across different task environments, and (2) the preferred procedure is composed of interactive components that bring fast, incremental feedback on the external problem states. The support amassed for these characteristics leads to a new understanding of the paradox. In interactive tasks, people are biased towards the use of general procedures that start with interactive actions. These actions require much less cognitive effort as each action results in an immediate change to the external display that, in turn, cues the next action. Unfortunately for the users, the bias to use interactive unit tasks leads to a path that requires more effort in the long run. Our data suggest that interactive behavior is composed of a series of distributed choices; that is, people seldom make a once-and-for-all decision on procedures. This series of biased selection of interactive unit tasks often leads to a stable suboptimal level of performance.  相似文献   
70.
Fun is fundamental in life, since it fosters interaction and learning. But the design of fun is not trivial since it is subjective: it depends upon context, preferences and the history of users. That is why assessment is an important issue in the design process. Traditional assessment methods involve observation and inquiring of users while interacting, while more recent methods involve data collection and physiological measurements. This article presents a survey on the existing methods for the assessment of fun from its constituent elements – attention, flow, immersion and emotion.  相似文献   
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