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261.
How does domain expertise influence dynamic visual search? Previous studies of visual search often use abstract search arrays that are devoid of applied context, with comparatively few studies exploring applied naturalistic and dynamic settings. The current research adds to this literature by examining lifeguard drowning‐detection across two studies using naturalistic, dynamic search tasks. Behavioural responses and eye‐movement data were recorded as participants watched staged video clips and attempted to identify if a swimmer was drowning. The results demonstrate lifeguard superiority in response times to drowning events, compared to non‐lifeguards. No differences between lifeguard and non‐lifeguard eye‐movements were noted however. This suggests that the experiential benefit in response times results from other underlying processes, rather than any scanning benefits. This research highlights the complex nature of naturalistic and dynamic searches, while demonstrating the robust nature of simulated videos in producing experience effects in visual search.  相似文献   
262.
近年来,研究者利用眼动技术具有高时间精度的优势,探明不同年龄群体完成类比推理过程的眼动模式特点并得出其在进行类比推理时所使用的策略。基于类比推理的眼动研究发现了三种典型的类比推理策略——项目优先策略、结构匹配策略和语义限制策略。成人更多表现为项目优先策略,儿童更多表现为语义限制策略。未来研究可以优化类比推理眼动指标,尤其是全局扫视路径的计算方法,并重点关注特殊群体的类比推理眼动模式以及关注类比推理策略与其他认知能力的交互作用。  相似文献   
263.
Frequency graph types differ in the way how data are translated into visual representations. We compared 2 visualization methods, a traditional circular representation (pie chart) and a rectangular representation (constant column width tree map), which were hypothesized to differ regarding the cognitive ease of visual comparison processes. Performance was evaluated in tasks involving proportion and comparison judgments under both highly controlled and more realistic circumstances. The results showed performance benefits (in terms of reduced response times or error rates) for rectangular representations. Additional eye movement analyses revealed that this benefit was mainly due to a facilitation of scanning the graph for relevant information. The results suggest that facilitating comparison processes by representing the critical variable in less complex visual dimensions (i.e., straight length with constant orientation instead of surface area or curved length) eventually enhances the efficiency of integration processes during graph comprehension.  相似文献   
264.
265.
Target onsets in dynamically changing displays can be predicted when contingencies exist between different stimulus states over time. In the present study, we examined predictive monitoring when participants searched dynamically changing displays of numbers and colored squares for a color target, a number target, or both. Stimuli were presented in both contiguous and discrete spatial configurations. Response time (RT) and accuracy were recorded, and evidence of predictive monitoring was assessed via first fixations and refixations of target‐predictive stimuli. RTs to target onsets and evidence of predictive monitoring were reduced in dual‐target, relative to single‐target, conditions. Further, predictive monitoring did not speed RTs but was influenced by display configuration. In particular, discrete displays impaired monitoring for number targets in the dual‐target condition. Implications exist for real‐world visual tasks involving multiple target categories and for visual display design.  相似文献   
266.
Although the presentation of extraneous (i.e., irrelevant or unnecessary) information hinders learning, it is unclear whether and how layout and pacing influence this effect. In two experiments, participants learned how the heart functions using four different layouts: a diagram presented without unnecessary text (diagram only), with unnecessary text separated from the diagram (separated) or integrated into the diagram (integrated), or with separated unnecessary text and the instruction to integrate (integration instruction). In Experiment 1, study time was self‐paced for half of the participants and system paced for the other half. There were no effects of layout and of pacing on learning, although system pacing was more effortful than self‐pacing. In Experiment 2, which was system paced and employed eye tracking, the integrated condition showed worse learning outcomes than the separated condition. Moreover, in the integrated condition, participants made more integration attempts between the unnecessary text and the diagram than in the separated condition.  相似文献   
267.
Displays of eye movements may convey information about cognitive processes but require interpretation. We investigated whether participants were able to interpret displays of their own or others' eye movements. In Experiments 1 and 2, participants observed an image under three different viewing instructions. Then they were shown static or dynamic gaze displays and had to judge whether it was their own or someone else's eye movements and what instruction was reflected. Participants were capable of recognizing the instruction reflected in their own and someone else's gaze display. Instruction recognition was better for dynamic displays, and only this condition yielded above chance performance in recognizing the display as one's own or another person's (Experiments 1 and 2). Experiment 3 revealed that order information in the gaze displays facilitated instruction recognition when transitions between fixated regions distinguish one viewing instruction from another. Implications of these findings are discussed.  相似文献   
268.
269.
面孔知觉可能在区域尺度上发生多维信息整合, 但迄今无特异性实验证据。本研究在两个实验中操纵面孔眼睛区域或嘴巴区域的单维构型或特征信息, 测量人们觉察单维变化或跨维共变的敏感度, 以此检测面孔区域尺度上的多维信息整合有何现象与规律, 进而揭示面孔知觉的多维信息整合机制。实验获得3个发现:(1)正立面孔眼睛区域的信息变化觉察呈现出“跨维共变增益效应”, 跨维信息共变觉察的敏感度显著高于任意一种单维信息变化觉察的敏感度; (2)“跨维共变增益效应”只在正立面孔的眼睛区域出现, 在倒置面孔的眼睛区域、正立面孔的嘴巴区域或倒置面孔的嘴巴区域都没有出现, 因此具有面孔区域特异性和面孔朝向特异性; (3)就单维信息变化觉察而言, 眼睛区域的敏感度不会受到面孔倒置的损伤, 但是嘴巴区域的敏感度会受到面孔倒置的显著损伤。综合可知, 面孔知觉确实会发生区域尺度上的信息整合, 它不是普遍性的信息量效应, 而是特异性的眼睛效应(只发生在正立面孔的眼睛区域)。这是面孔整体加工(face holistic processing)在单维信息分辨和多维信息整合之间建立联系的必经环节。这提示我们对全脸多维信息知觉整合的理解需要从传统的面孔整体加工假设升级到以眼睛为中心的层级化多维信息整合算法(a hierarchical algorithm for multi-dimensional information integration)。  相似文献   
270.
目光注视在人类社交以及捕获和维持注意方面发挥重要作用。但是, 目光注视如何与客体交互以引导注意分配至今尚不明确。因此, 本研究采用双框线索范式, 以具有两种注视方向(直视或回避)的面孔或实物作为客体, 通过操纵线索到目标间的SOA来考察目光注视对客体注意的影响及作用机制。实验1发现, 目光注视对客体效应的影响只出现在300 ms SOA时; 进一步分析发现, 客体效应的差异来自于直视条件下被试对无效相同客体位置上的目标比回避条件下反应更快。这表明与回避目光相比, 直视更能捕获我们的注意, 从而产生更大的客体效应。实验2将面孔对比度反转, 排除了低水平物理特征对实验1结果的影响。实验3使用两种注视方向的眼睛叠加杯子作为客体, 以探究目光注视效应是否能扩展到其他客体中, 结果与实验1相同。本研究结果表明, 目光注视能够与客体交互共同引导注意分配, 直视更能捕获注意, 但受SOA的影响, 上述结果支持了感觉增强理论。  相似文献   
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