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81.
According to Damasio’s somatic marker hypothesis, emotions are generated by conveying the current state of the body to the brain through interoceptive and proprioceptive afferent input. The resulting brain activation patterns represent unconscious emotions and correlate with subjective feelings. This proposition implies a corollary that the deliberate control of motor behavior could regulate feelings. We tested this possibility, hypothesizing that engaging in movements associated with a certain emotion would enhance that emotion and/or the corresponding valence. Furthermore, because motor imagery and observation are thought to activate the same mirror-neuron network engaged during motor execution, they might also activate the same emotional processing circuits, leading to similar emotional effects. Therefore, we measured the effects of motor execution, motor imagery and observation of whole-body dynamic expressions of emotions (happiness, sadness, fear) on affective state. All three tasks enhanced the corresponding affective state, indicating their potential to regulate emotions.  相似文献   
82.
Abstract

In this paper we make the case that simulation provides an important and relatively novel tool for confronting and possibly even surmounting various epistemological hurdles. To support the claim that simulation has particular merit for approaching certain theological and philosophical problems, we suggest a number of advantages, evaluate possible objections, and make the case in a specific domain by illustrating how an actual simulation system can be used to this end.  相似文献   
83.
The constructive episodic simulation hypothesis suggests that episodic memory supports the simulation of future events through extraction and recombination of stored information. The current study explicitly investigated the use of past episodic thought in the simulation of future scenarios. Participants simulated one of three possible scenarios, differing in plausibility and participants’ prior experience of similar events. Participants recorded related memories and whether they were explicitly used during future event simulation. Memories were rated for source (self-experienced, other-experienced, or media). Findings suggest prior experience and event plausibility did not impact upon ease of future event simulation or the extent of memory usage during simulations. Differences emerged in the source of information used to assist future event simulation. These findings provide support for the hypothesis that episodic memories from a variety of sources are recombined when generating future simulations of novel events.  相似文献   
84.
Older adults show an associative deficit in episodic memory compared to younger adults. Previous research suggests both strategic and automatic binding deficits contribute to older adults’ poorer memory performance. Using behavioral manipulations designed to affect strategic and automatic binding of associations, three experiments attempted to simulate an associative deficit in younger adults. In these experiments participants learned face-scene pairs and then were given item and associative recognition memory tests. We manipulated the time allotted at encoding and retrieval to simulate strategic deficits, and the length of the retention interval to simulate automatic deficits. Results indicate that both manipulations separately contribute to a differential decline in associative memory, similar to the one shown by older adults, especially as reflected in the differential increase in false alarm rate in the associative memory test more than in the item memory test. Considerations of possible underlying brain mechanisms are discussed.  相似文献   
85.
The extended mind thesis (EM) asserts that some cognitive processes are (partially) composed of actions consisting of the manipulation and exploitation of environmental structures. Might some processes at the root of social cognition have a similarly extended structure? In this paper, I argue that social cognition is fundamentally an interactive form of space management—the negotiation and management of “we-space”—and that some of the expressive actions involved in the negotiation and management of we-space (gesture, touch, facial and whole-body expressions) drive basic processes of interpersonal understanding and thus do genuine social-cognitive work. Social interaction is a kind of extended social cognition, driven and at least partially constituted by environmental (non-neural) scaffolding. Challenging the Theory of Mind paradigm, I draw upon research from gesture studies, developmental psychology, and work on Moebius Syndrome to support this thesis.  相似文献   
86.
涂冬波  蔡艳  戴海琦  丁树良 《心理科学》2011,34(6):1476-1481
认知诊断目前在国内外越来越受到重视,而要真正实现认知诊断,需借助一定的计量学模型即认知诊断模型。国际上,目前已开发近60种认知诊断模型,不同模型又各具特点。本研究重点分析国外研究较成熟的模型--HO-DINA/DINA模型,具体探讨该模型参数估计的实现及模型性能,采用Monte Carlo模拟方法进行,研究发现:(1)本研究对项目参数、属性参数和被试参数估计返真性较好、稳健性较强、HO-DINA模型具有较高的判断率,MCMC算法可行;(2)诊断的属性个数越多,诊断的模式正确率越低,建议实际使用该模型时,诊断的属性个数不宜超过7个;(3)用于诊断的项目数越多,诊断的模式正确率越高,在实际工作中,若要保证有80%以上的模式判准率,则4个属性的至少需20题,5个、6个和7个属性的至少需要40题,8个属性至少需60题。实际运用者应根据实际情况考虑适当的项目数及属性数。  相似文献   
87.
A primary focus within neuroimaging research on language comprehension is on the distribution of semantic knowledge in the brain. Studies have shown that the left posterior middle temporal gyrus (LPMT), a region just anterior to area MT/V5, is important for the processing of complex action knowledge. It has also been found that motion verbs cause activation in LPMT. In this experiment we investigated whether this effect could be replicated in a setting resembling real life language comprehension, i.e. without any overt behavioral task during passive listening to a story. During fMRI participants listened to a recording of the story “The Ugly Duckling”. We incorporated a nuisance elimination regression approach for factoring out known nuisance variables both in terms of physiological noise, sound intensity, linguistic variables and emotional content. Compared to the remaining text, clauses containing motion verbs were accompanied by a robust activation of LPMT with no other significant effects, consistent with the hypothesis that this brain region is important for processing motion knowledge, even during naturalistic language comprehension conditions.  相似文献   
88.
Action observation (AO) and movement imagery (MI) have been reported to share similar neural networks. This study investigated the congruency between AO and MI using the eye gaze metrics, dwell time and fixation number. A simple reach-grasp-place arm movement was observed and, in a second condition, imagined where the movement was presented from the first person perspective (1PP) and the third person perspective (3PP). Dwell time and number of fixations were calculated for whole scene and regions of interest (ROIs). For whole scene, no significant differences were found in the number of fixations for condition (AO, MI) or perspective. Dwell time, however, was significantly longer in AO than MI. For ROIs, the number of fixations was significantly greater in 1PP than 3PP. The data provide support for congruence between motor simulation states but also indicate some functional differences.  相似文献   
89.
I review the shifting definitions of simulation as found in recent versions of the simulation theory (ST) of social cognition. I focus on two concepts that have become central to recent ST in the work of a number of simulation theorists: the notion of reuse and the notion of B-formatted representations. I point out specific limitations or problems involved in these concepts. Although the reuse hypothesis provides an interesting evolutionary account of how neural mechanisms may adapt to new tasks, it doesn’t offer an explanation of how these mechanisms work. In contrast to the genuinely embodied account that simulation theorists seek, an explanation of social cognition in terms of B-formatted representations not only remains disembodied, but also ignores social interaction and remains solipsistic. I conclude by briefly outlining a non-simulationist enactivist account that can incorporate the reuse hypothesis.  相似文献   
90.
When designing new Advanced Driver Assistance Systems (ADAS), the existing guidelines like the RESPONSE 3 Code of Practice imply intense testing of the system prior series production. Within the EU-FP7-Project ISi-PADAS a new methodology of risk based design has been established which includes an integrated simulation platform. This integration enables intense testing of new prototypes in an accelerated way and therefore enhances the design process while directly combining the simulation results with a risk matrix.This paper describes the new methodology while focussing on the software framework and the procedure of risk assessment in detail. It shows the general approach as well as the appropriate steps taken for an ADAS prototype developed in the context of ISi-PADAS.  相似文献   
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