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61.
Propositional attitude verbs, such as think and want, have long held interest for both theoretical linguists and language acquisitionists because their syntactic, semantic, and pragmatic properties display complex interactions that have proven difficult to fully capture from either perspective. This paper explores the granularity with which these verbs’ semantic and pragmatic properties are recoverable from their syntactic distributions, using three behavioral experiments aimed at explicitly quantifying the relationship between these two sets of properties. Experiment 1 gathers a measure of 30 propositional attitude verbs’ syntactic distributions using an acceptability judgment task. Experiments 2a and 2b gather measures of semantic similarity between those same verbs using a generalized semantic discrimination (triad or “odd man out”) task and an ordinal (Likert) scale task, respectively. Two kinds of analyses are conducted on the data from these experiments. The first compares both the acceptability judgments and the semantic similarity judgments to previous classifications derived from the syntax and semantics literature. The second kind compares the acceptability judgments to the semantic similarity judgments directly. Through these comparisons, we show that there is quite fine‐grained information about propositional attitude verbs’ semantics carried in their syntactic distributions—whether one considers the sorts of discrete qualitative classifications that linguists traditionally work with or the sorts of continuous quantitative classifications that can be derived experimentally.  相似文献   
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The objective of this work was to study the dynamics of human emotional states in the process of social interaction in a virtual environment. The previously developed for this purpose prototypes of the virtual actor (NPC) and its virtual environment simulator “Teleport” underwent significant re-design and modification. The experimental platform was re-implemented and used in experiments with college student participants, combining electromyography, emotion recognition in facial recordings and model-based game log analysis in a social videogame paradigm. Participants interacted with two virtual actors implemented based on the eBICA cognitive architecture (Samsonovich, 2013, 2018). Positive correlations were found between eBICA model predictions and participant affects extracted from their facial expressions and facial muscle activity. Affective dynamics of social phenomena, such as the establishment of partnership or an act of betrayal, were characterized and found consistent with the model predictions. Other findings include a gradually developing emotional reaction, possibly due to the integration of appraisals of game events. Overall, obtained results confirm the eBICA model, suggesting its further extension and refinement.  相似文献   
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交互显示技术是近年人机界面显示技术中形成的一种新型显示技术。这种技术能根据用户的即时输入或操作特点改变初始界面中的显示内容或方式。交互显示技术可分为简单交互显示技术,如鱼眼技术及其应用,和智能交互显示技术,如速率耦合平滑技术,目标气泡技术等。目前的交互显示技术具有动态性、即时性和智能性等特点,但仍存在如交互方式单一,智能性不高等问题,未来研究需强调显示内容变化、交互形式的多样性及其高级智能交互技术等方面的研究。  相似文献   
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人格特质在人机界面交互研究之应用   总被引:2,自引:0,他引:2  
温芳瑜  许有真 《心理科学》2006,29(2):398-400
人机交互(Human-Computer Interaction,HCI)领域一向和心理学有着密不可分的联系。举凡界面的设计、对使用者的研究、使用偏好和使用绩效(效果)等,都需要应用心理学的理论基础。以往人机界面交互领域多着重于认知方面的研究,但近年来人们渐渐发现,人格特质在人机界面交互上也扮演了举足轻重的角色。本文首先简短介绍其崛起的背景,再回顾从1995年起至2004年中的质化量化研究。最后,归纳出三点未来的研究方向。  相似文献   
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Based on current conceptualizations of enrichment, or the positive side of the work-family interface, a multi-dimensional measure of work-family enrichment is developed and validated using five samples. The final 18 item measure consists of three dimensions from the work to family direction (development, affect, and capital) and three dimensions from the family to work direction (development, affect, and efficiency). The validity of the scale was established by assessing the content adequacy, dimensionality, reliability, factor structure invariance, convergent validity, divergent validity, and its relationship to work and family correlates.  相似文献   
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Driver’s inattention is the main reason for lane departure accidents in highway traffic. In this paper, the pulse steering torque warnings technique is studied, and the effects of pattern, amplitude and frequency of pulse steering torque warnings on the effectiveness and customers’ acceptance are studied through in-door experiments based on a fixed-based driving simulator. Prototypes of lane departure warning system with twelve parameter settings were developed. Three-ways repeated measures ANOVAS and t-test are used to assess the effects of warning systems. The steering behaviors of 20 drivers during lane departure are analyzed. The experimental results show that both primary and secondary interaction of amplitude, frequency and pattern are not significant. The superimposed square pulse steering torque is more effective than triangular pulse one. There is little difference of drivers’ preference in pulse patterns. Although large amplitude is less accepted by drivers, it improves the correction maneuver greatly. 10 Hz is a preferred frequency, which achieves a compromise between effectiveness and drivers’ acceptance. Thus, the combination of small amplitude, square and mid-frequency is the best compromise for practical application.  相似文献   
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As naturalistic driving data become increasingly available, new analyses are revealing the significance of drivers’ glance behavior in traffic crashes. Due to the rarity of crashes, even in the largest naturalistic datasets, near-crashes are often included in the analyses and used as surrogates for crashes. However, to date we lack a method to assess the extent to which driver glance behavior influences crash and injury risk across both crashes and near-crashes. This paper presents a novel method for estimating crash and injury risk from off-road glance behavior for crashes and near-crashes alike; this method can also be used to evaluate the safety impact of secondary tasks (such as tuning the radio). We apply a ‘what-if’ (counterfactual) simulation to 37 lead-vehicle crashes and 186 lead-vehicle near-crashes from lead-vehicle scenarios identified in the SHRP2 naturalistic driving data. The simulation combines the kinematics of the two conflicting vehicles with a model of driver glance behavior to estimate two probabilities: (1) that each event becomes a crash, and (2) that each event causes a specific level of injury. The usefulness of the method is demonstrated by comparing the crash and injury risk of normal driving with the risks of driving while performing one of three secondary tasks: the Rockwell radio-tuning task and two hypothetical tasks. Alternative applications of the method and its metrics are also discussed. The method presented in this paper can guide the design of safer driver–vehicle interfaces by showing the best tradeoff between the percent of glances that are on-road, the distribution of off-road glances, and the total task time for different tasks.  相似文献   
69.
Submarine periscopes are moving from analog to digital, but there is a lack of empirical evidence regarding the relative advantages that different digital human–machine interface configurations might provide to the operator. We experimentally compared the effectiveness of two digital concepts for displaying and analysing periscope imagery during a simulated submarine mission. OPTIX modelled a traditional periscope by presenting a narrow (20° horizontal arc) rotating image of the horizon. OPTIMUS displayed the full 360° panoramic representation of the horizon and was augmented with digital analysis tools. OPTIMUS supported faster and more accurate performance by participants (N = 32) and lowered perceived workload, compared to when the same participants used OPTIX. However, time taken to respond to situation awareness queries and awareness of one’s own performance (meta-awareness) was poorer when using OPTIMUS. OPTIMUS holds an advantage in that it can improve performance whilst reducing workload, but the SA and meta-awareness decrements are potentially problematic.  相似文献   
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