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41.
Studies of age-related differences in manual aiming have indicated that older adults take longer to complete their movements than their younger counterparts because they tend to rely on time-consuming feedback-based control processes. Many authors have suggested that the reliance on feedback is the result of a "play-it-safe" strategy that has been adopted to compensate for a deterioration in accurate and consistent force generation. That is, perhaps because older adults know that their motor systems are not as reliable as the systems were at a younger age, they plan shorter movements that conserve time and space for feedback control to correct their programmed actions. The vast majority of the previous studies that have revealed these age-related differences in aiming, however, have used computer-based tasks that involve the transformation of perceptual into motor space. In the present experiment, older and younger adults completed real aiming movements over three sessions. The results suggest that, when acting in a real environment, the main difference between older and younger adults in movement execution lies in the efficient use of response-related feedback, not in the programming of movement.  相似文献   
42.
Children spend a large proportion of their school day engaged in tasks that require manual dexterity. If children experience difficulties with their manual dexterity skills it can have a consequential effect on their academic achievement. The first aim of this paper was to explore whether an online interactive typing intervention could improve children’s scores on a standardised measure of manual dexterity. The second aim was to implement a serial reaction time tapping task as an index of children's finger movement learning, and to see whether performance on this task would improve after the intervention. Seventy-eight typically developing children aged between 8 and 10 were tested at their school on the pre-intervention Movement Assessment Battery for Children (2nd edition; MABC-2) and tapping tasks. Twenty-eight of these children volunteered to be randomly allocated to the intervention or control group. Children in the intervention group had a choice of two online games to play at home over a period of four weeks, while the children in the control group were not given these games to play. The intervention and control groups were then re-tested on the MABC-2 manual dexterity and the tapping task. Children in the intervention group significantly improved their manual dexterity scores in the MABC-2 compared to the control group. On average, all children learnt the tapping sequence, however, there were no group differences and no effect of the intervention on the tapping task. These results have important implications for implementing a freely available, easy to administer, fun and interactive intervention to help children improve their manual dexterity skills.  相似文献   
43.
To elucidate the temporal characteristics of information processing for motor action differing in complexity in relation to both perceptual and cognitive information processing, we investigated whether the reaction times (RTs) to a visual target would be affected by task complexity (finger lifting or manual aiming), pre-cueing (with a pre-cue or without a pre-cue), or target location (five horizontal positions). Using the right hand, seven right-handed subjects performed two tasks, finger lifting and manual aiming at a target, with or without a pre-cue. The pre-cue announced the location of the target to be presented. An ANOVA showed significant interactions between task and location and between pre-cue and location with no significant interaction between task and pre-cue, indicating that the task-location interaction does not depend on whether or not a pre-cue is given. The manual-aiming RTs were longer than the finger-lifting RTs, and the effects of the target location on the RTs differed for finger lifting and manual aiming. It can be assumed that the longer RTs of manual aiming reflect the time for information processing that is needed when preparing for the aiming action per se, which is an extra movement performed in addition to the simple initiation of finger lifting. Differential RTs (DRTs) calculated by subtracting the finger-lifting RTs from the aiming RTs were therefore examined. The DRTs significantly differed for target locations (i.e., a lateralized effect), with the DRTs for an ipsilateral target appearing to be significantly shorter than those for contralateral and central targets. The lateralized effect appearing on the DRTs may be mediated by the processing of visual-spatial information about visual targets as motor preparations are made for manual aiming.  相似文献   
44.
Sign language phonological parameters are somewhat analogous to phonemes in spoken language. Unlike phonemes, however, there is little linguistic literature arguing that these parameters interact at the sublexical level. This situation raises the question of whether such interaction in spoken language phonology is an artifact of the modality or whether sign language phonology has not been approached in a way that allows one to recognize sublexical parameter interaction. We present three studies in favor of the latter alternative: a shape-drawing study with deaf signers from six countries, an online dictionary study of American Sign Language, and a study of selected lexical items across 34 sign languages. These studies show that, once iconicity is considered, handshape and movement parameters interact at the sublexical level. Thus, consideration of iconicity makes transparent similarities in grammar across both modalities, allowing us to maintain certain key findings of phonological theory as evidence of cognitive architecture.  相似文献   
45.
The term graphonomics was conceived in the early 1980s; it defined a multidisciplinary emerging field focused on handwriting and drawing movements. Researchers in the field of graphonomics have made important contribution to the field of motor behavior by developing models aimed to conceptualize the production of fine motor movements using graphical tools. Although skeptics have argued that recent technological advancements would reduce the impact of graphonomic research, a shift of focus within in the field of graphonomics into fine motor tasks in general proves the resilience of the field. Moreover, it has been suggested that the use of fine motor movements due to technological advances has increased in importance in everyday life. It is concluded that the International Graphonomics Society can have a leading role in fostering collaborative multidisciplinary efforts and can help with the dissemination of findings contributing to the field of human movement sciences to a larger public.  相似文献   
46.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   
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