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41.

Objectives

The influence of motor skill on perceptual-cognitive and perceptual-motor decision making has been theorised but not verified empirically.

Method

Expert (n = 19), developmental (n = 20), and lesser-skilled netballers (n = 19) completed tests designed to evaluate three different components of domain-specific expertise: (i) motor skill-execution; (ii) perceptual-cognitive decision making; and (iii) perceptual-motor decision making.

Results

Each of the three measures was found to improve commensurate with domain-specific skill. Decisions requiring movements (perceptual-motor) elicited more accurate decision making than simple verbal responses (perceptual-cognitive), irrespective of participant skill. Although motor skill was found to be related to the successful execution of a most appropriate movement in a game situation, it was not found to limit the nature of the decision made by participants. No evidence was found to support the supposition that lesser-skilled participants bias their perceptual-cognitive decisions towards ones supported by their motor ability.

Conclusions

Results fail to comprehensively support the contemporary models for the development of perceptual-cognitive and perceptual-motor skill in sport.  相似文献   
42.
Some situations require one to quickly stop an initiated response. Recent evidence suggests that rapid stopping engages a mechanism that has diffuse effects on the motor system. For example, stopping the hand dampens the excitability of the task-irrelevant leg. However, it is unclear whether this ‘global suppression’ could apply across wider motor modalities. Here we tested whether stopping speech leads to suppression of the task-irrelevant hand. We used Transcranial Magnetic Stimulation over the primary motor cortex with concurrent electromyography from the hand. We found that when speech was successfully stopped the motor evoked potential from the task-irrelevant hand was significantly reduced compared to when the participant failed to stop speaking, or responded on non stop signal trials, or compared to baseline. This shows that when speech is quickly stopped, there is a broad suppression across the motor system. This has implications for the neural basis of speech control and stuttering.  相似文献   
43.
Studies on affordances typically focus on single objects. We investigated whether affordances are modulated by the context, defined by the relation between two objects and a hand. Participants were presented with pictures displaying two manipulable objects linked by a functional (knife-butter), a spatial (knife-coffee mug), or by no relation. They responded by pressing a key whether the objects were related or not. To determine if observing other's actions and understanding their goals would facilitate judgments, a hand was: (a) displayed near the objects; (b) grasping an object to use it; (c) grasping an object to manipulate/move it; (d) no hand was displayed. RTs were faster when objects were functionally rather than spatially related. Manipulation postures were the slowest in the functional context and functional postures were inhibited in the spatial context, probably due to mismatch between the inferred goal and the context. The absence of this interaction with foot responses instead of hands in Experiment 2 suggests that effects are due to motor simulation rather than to associations between context and hand-postures.  相似文献   
44.
Adaptive behaviors require preparation and when necessary inhibition or alteration of actions. The right hemisphere has been posited to be dominant for preparatory motor activation. This experiment was designed to learn if there are hemispheric asymmetries in the control of altered plans of actions. Cues, both valid and invalid, which indicate the hand most likely to be called onto respond, as well as the imperative stimuli that indicate the actual response hand, were presented to either the right or left visual fields of 14 normal right handed participants. The delay after a miscue is dependent on the time taken to inhibit the premotor and motor systems of the incorrectly activated hemisphere, as well as to activate the motor systems of the opposite hemisphere, which might have been interhemispherically inhibited by this miscue. Analyses of reaction times revealed that miscues presented in left hemispace (right hemisphere) cost more time than those miscues presented in right hemispace (left hemisphere), suggesting that activation of the preparatory systems controlled by the right hemisphere may take longer to reverse than those controlled by the left hemisphere. This asymmetry may be related to asymmetries in the strength of hemispheric activation with contralateral inhibition.  相似文献   
45.
In everyday interactions with others, people have to deal with the sight of a face and sound of a voice at the same time. How the perceptual system brings this information together over hundreds of milliseconds to perceive others remains unclear. In 2 studies, we investigated how facial and vocal cues are integrated during real-time social categorization by recording participants' hand movements (via the streaming x, y coordinates of the computer mouse) en route to “male” and “female” responses on the screen. Participants were presented with male and female faces that were accompanied by a same-sex voice morphed to be either sex-typical (e.g., masculinized male voice) or sex-atypical (i.e., feminized male voice). Before settling into ultimate sex categorizations of the face, the simultaneous processing of a sex-atypical voice led the hand to be continuously attracted to the opposite sex-category response across construal. This is evidence that ongoing results from voice perception continuously influence face perception across processing. Thus, social categorization involves dynamic updates of gradual integration of the face and voice.  相似文献   
46.
Manual responses can be primed by viewing an image of a hand. The left-right identity of the viewed hand reflexively facilitates responses of the hand that corresponds to the identity. Previous research also suggests that when the response activation is triggered by an arrow, which is backward-masked and presented briefly, the activation manifests itself in the negative priming effect. The present study showed that response activation, which is produced by an identity of a briefly presented image of a hand, can be similarly associated with a negative priming effect. However, in contrast to the previously reported negative priming effects, the hand stimuli produced negative priming even when the hand was not backward-masked and did not contain task-relevant information. The study supports the view that the automatic inhibition of motor activation triggered by briefly viewed objects is a general and basic functional principle in exogenous motor control processes.  相似文献   
47.
Previous studies provided evidence of the claim that the prediction of occluded action involves real-time simulation. We report two experiments that aimed to study how real-time simulation is affected by simultaneous action execution under conditions of full, partial or no overlap between observed and executed actions. This overlap was analysed by comparing the body sides and the movement kinematics involved in the observed and the executed action. While performing actions, participants observed point-light (PL) actions that were interrupted by an occluder, followed by a test pose. The task was to judge whether the test pose depicted a continuation of the occluded action in the same depth angle. Using a paradigm proposed by Graf et al., we independently manipulated the duration of the occluder and the temporal advance of the test pose relative to occlusion onset (occluder time and pose time, respectively). This paradigm allows the assessment of real-time simulation, based on prediction performance across different occluder time/pose time combinations (i.e., improved task performance with decreasing time distance between occluder time and pose time is taken to reflect real-time simulation). The PL actor could be perceived as from the front or back, as indicated by task instructions. In Experiment 1 (front view instructions), evidence of action simulation was obtained for partial overlap (i.e., observed and performed action corresponded either in body side or movement kinematics), but not for full or no overlap conditions. The same pattern was obtained in Experiment 2 (back view instructions), ruling out a spatial compatibility explanation for the real-time pattern observed. Our results suggest that motor processes affect action prediction and real-time simulation. The strength of their impact varies as a function of the overlap between observed and executed actions.  相似文献   
48.
The purpose of this study was to contribute to the understanding of the role of shared sport equipment in the collective coordination of a team. It was conducted within an enactive approach of human cognition by mobilizing the methodological tools and methods of the Course of Action framework. Six crew members of hydrofoil sailing catamarans participated in this study. Data collection consisted in video-recording training sessions followed by individual self-confrontation interviews. A qualitative analysis of the data allowed typical modes of regulation of the flight to be characterized from each crew member's perspective. Three main modes of regulation were identified. All of them involved either salient perception of the boat's movements, or actions directed to regulating the boat’s movement. In the discussion, we propose a distinction between three types of collective sport situations, regarding the role of the material environment of athletes in their coordination. This distinction opens new perspectives both for future research on team coordination, and for pedagogical and training implications.  相似文献   
49.
Neuroimaging studies have shown that the dorsolateral prefrontal cortex (DLPFC) is recruited during motor skill learning, which suggests the involvement of the DLPFC in working memory (WM) processes, such as selection and integration of motor representations temporarily stored in WM. However, direct evidence linking activation of the DLPFC to WM storage and manipulation during motor skill learning in real-time is rare. In this study, we conducted two experiments to investigate the causal role of DLPFC activity in WM storage and manipulation during motor skill learning under low and high WM-demand conditions. Participants received continuous theta burst stimulation (cTBS) and sham stimulation (crossover design) over the left DLPFC (experiment 1) or right DLPFC (experiment 2). Before and after stimulation, participants in both experiments performed a sequential finger-tapping (SFT) task containing repeated sequence (low-WM demand) and non-repeated sequence (high-WM demand) conditions which are used to study WM processes. The number of correct sequences (NoCS) and reproduction error rate were analyzed. Learning gains in NoCS improved significantly with the practice for both sequence types in the presence of either stimulation type. Compared to sham stimulation, cTBS over the left DLPFC resulted in significantly reduced learning gains in NoCS for non-repeated sequences. These results suggest that the left DLPFC contributes to WM manipulation during motor skill learning.  相似文献   
50.
There is growing interest in the use of consumer level exergames in movement skill acquisition. The purpose of this study was to investigate the relationship between movement proficiency and performance in virtual exergaming. Twenty seven children, aged 10–15 years participated in an experiment completing the Movement Assessment Battery for Children 2 (MABC-2) and a series of XBOX360 Kinect Sports exergaming tasks. Significant correlations were observed between MABC-2 aiming and catching percentile and exergame javelin and target kick, where the more proficient movers tended to perform better in the exergame. Statistically significant correlations were observed between MABC-2 balance percentile and exergaming sprint and target kick performance. In this study children who scored better in real life gross motor movement tasks performed better in most related exergaming activities. This suggests current exergaming technology has advanced to a point where body movement unencumbered by a physical or remote game device tether can extract movements resembling real life tasks, translate them into game play and reward proficient movers with higher in-game performance. It is possible that benefit gained in an exergaming environment by more proficient movers was a result of either their more proficient movement, or a greater ability to adapt to the exergame.  相似文献   
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