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91.
How long do the effects of the initial short‐term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre‐ and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4–9 min. Aggr. Behav. 35:225–236, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   
92.
Shared focus between mother and child during joint activity was examined. Ten dyads were observed at 16 and 20 months. We found that the level of conventionality expressed by shared focus increases with age. The activity becomes more oriented towards the cultural aspects of the objects than to material aspects, and social games become more oriented towards symbolic and linguistic aspects than to practical ones. Moreover, we found that the content of the game influences the function of the child's utterances both at 16 and at 20 months. These results point to the cultural specification of joint activity, which can be viewed as mediating the development of intersubjectivity as well as individual behaviour.  相似文献   
93.
Prepositional phrase attachment was investigated in temporarily ambiguous sentences. Both attachment site (noun phrase or verb phrase) and argument status (argument or adjunct) were manipulated to test the hypothesis that arguments are processed differently than adjuncts. Contrary to this hypothesis, some previous research suggested that arguments and adjuncts are initially processed in the same manner, following a general bias to attach prepositional phrases to the verb phrase whenever possible [Clifton, Speer, & Abney (1991) Journal of Memory and Language, 30, 251–271]. The current study supports the hypothesis for differential processing, even during the initial stages of syntactic analysis. In an eye movement experiment, readers spent less first-pass time on argument prepositional phrases (PPs) than adjunct PPs. The results support a view in which a noun’s or verb’s argument structure can facilitate the analysis of its arguments.This research was supported by NSF grants SBR-9729056 and SBR-9720473 to the first author. We gratefully thank Gerry Altmann, Rick Lewis, Brian McElree, Don Mitchell, Neal Pearlmutter, Shari Speer, and Suzanne Stevenson for useful discussions and helpful comments. We would also like to acknowledge the Rutgers University Center for Cognitive Science, where the eye movement data were collected and an initial draft of the paper was written.  相似文献   
94.
Green CS  Bavelier D 《Cognition》2006,101(1):217-245
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.  相似文献   
95.
Visual arguments     
Boland JE 《Cognition》2005,95(3):237-274
Three experiments investigated the use of verb argument structure by tracking participants' eye movements across a set of related pictures as they listened to sentences. The assumption was that listeners would naturally look at relevant pictures as they were mentioned or implied. The primary hypothesis was that a verb would implicitly introduce relevant entities (linguistic arguments) that had not yet been mentioned, and thus a picture corresponding to such an entity would draw anticipatory looks. For example, upon hearing ...mother suggested..., participants would look at a potential recipient of the suggestion. The only explicit task was responding to comprehension questions. Experiments 1 and 2 manipulated both the argument structure of the verb and the typicality/co-occurrence frequency of the target argument/adjunct, in order to distinguish between anticipatory looks to arguments specifically and anticipatory looks to pictures that were strongly associated with the verb, but did not have the linguistic status of argument. Experiment 3 manipulated argument status alone. In Experiments 1 and 3, there were more anticipatory looks to potential arguments than to potential adjuncts, beginning about 500 ms after the acoustic onset of the verb. Experiment 2 revealed a main effect of typicality. These findings indicate that both real world knowledge and argument structure guide visual attention within this paradigm, but that argument structure has a privileged status in focusing listener attention on relevant aspects of a visual scene.  相似文献   
96.
In behavioral control, contextual information is used alongside incoming sensory inputs to reduce uncertainties about the unfolding situation. However, our understanding of this weighting process is limited; particularly regarding the applied question of whether individuals should be provided with information or whether they should rather generate it by themselves. We thus compared the provision of more or less valid (i.e., “true”) contextual information with a self-generation condition by examining the performance of elite and near-elite youth handball players (N = 30 + 27) in a virtual-reality defensive task. We measured response correctness, positioning as a function of the teammates’ defensive behaviors and the degree to which the experimentally induced patterns in the teammates’ strengths were detected. The results show that providing individuals with uncertain information neither enhances nor harms performance decisively. However, valid information enhances performance in congruent situations while degrading performance in incongruent situations, more pronouncedly in elite than in near-elite players. Consequently, individuals should be provided with explicit contextual information only if (i) their expertise level is not adequate enough to rely on self-generation, (ii) the situation-specific knowledge base cannot be sufficiently self-generated, and (iii) the instructor is sufficiently certain that the explicit information actually meets the upcoming situation.  相似文献   
97.
Risk perception and distribution of visual attention while driving are crucial elements for accident prevention and new-driver improvement. This study investigates how racing videogames could shape the visual exploration of virtual and real road in male pre-drivers. The visual performance of players of racing video games with and without driver’s license was tested in virtual vs. real scenarios. Attention to specific elements of different types of road interactions was monitored using an eye-tracking system. Results showed that habitual use of racing video games was not found to foster a positive effect on users’ distribution of visual attention, supporting visual patterns typical of novice drivers. Gamers without driving experience replicated the same patterns in a real road scenario, ignoring road signs and potential areas of interactions with other drivers, while experienced drivers gamers explored video games roads like real roads. The fact that the gamers’ driving performance was not comparable to drivers in the virtual scenario suggests that there are other variables in the gameplay that create a less complex traffic scene, still the visual complexity of different real road interactions is kept in video game interactions, opening new perspectives towards gamers’ visual exploration of the road.  相似文献   
98.
ObjectivesThe possibility that home teams might choke in decisive games of championship series was first proposed by Baumeister and Steinhilber in 1984. Their hypothesis was that when the home team was on the verge of winning a championship, it tended to choke. As a result, the home advantage would be smaller in last games than in early games of the same series. The present paper updates the original data for baseball and basketball to 2012 and adds a parallel study of ice hockey.Design/MethodThe analysis compares home win percentage early in a championship series with home advantage in the regular season. Its main focus, however, is on the games in a championship series between the early and late games.ResultsThe first of two main results is that in all three sports the percentage of home wins in Game 1 of a championship series is substantially higher than home advantage in the same sport in the regular season. The second result is that, while the tendency for percent home wins to decrease regularly over the course of a best-of-seven series is confirmed in all three sports, this decrease is complete or almost complete by Game 4, well before the home choke, according to Baumeister and Steinhilber, is supposed to occur.ConclusionThe home-choke hypothesis as originally advanced in 1984 is not supported by subsequent results and analysis.  相似文献   
99.
Online sentence comprehension involves multiple types of cognitive processes: lexical processes such as lexical access, which call on the user's knowledge of the meaning of words in the language, and structural processes such as the integration of incoming words into an emerging representation. In this article, we investigate the temporal dynamics of lexical access and syntactic integration. Unlike much previous work that has relied on temporary ambiguity to investigate this question, we manipulate the frequency of the verb in unambiguous structures involving a well-studied syntactic complexity manipulation (subject- vs. object-extracted clefts). The results demonstrate that for high-frequency verbs, the difficulty of reading a more structurally complex object-extracted cleft structure relative to a less structurally complex subject-extracted cleft structure is largely experienced in the cleft region, whereas for low-frequency verbs this difficulty is largely experienced in the postcleft region. We interpret these results as evidence that some stages of structural processing follow lexical processing. Furthermore, we find evidence that structural processing may be delayed if lexical processing is costly, and that the delay is proportional to the difficulty of the lexical process. Implications of these results for contemporary accounts of sentence comprehension are discussed.  相似文献   
100.
In a previous article (Kretchmar 2005 Kretchmar, S. 2005. Game flaws. Journal of the Philosophy of Sport, XXXII(1): 3648.  [Google Scholar]), I identified problems in a certain species of games and traced these harms to something I called a ‘game flaw’. Unfortunately, ‘the beautiful game’ is a member of that species. I say it is unfortunate because Paul Davis (2006 Davis, P. 2006. Game strengths. Journal of the Philosophy of Sport, XXXIII(1): 5066.  [Google Scholar]), when taking me to task for providing an argument that, in his terms, was ‘not especially compelling’, focused on the game of soccer (hereafter, football). The issue over which we contended is one of ‘time management’– that is, how game initiation, duration and closure are structured. I suggest that two basic methods for managing such requirements are available. Games take place during a stipulated amount of time or for a specified number of events. In my original article, I identified four fundamental problems that may accompany time-regulated games. In this essay, I attempt to fortify those claims against Davis's criticisms.  相似文献   
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