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21.
By  Noreen Herzfeld 《Dialog》2005,44(4):347-353
Abstract: Is a human/computer hybrid feasible: If so, in what ways would such hybridization affect our concept of what it means to be human? There are two forms of such hybridization, the actual and the virtual. Actual hybridization involves the implantation of mechanical devices in the human body. In actual hybridization the computer comes to us and to our body to enhance our functioning in our world. In virtual hybridization we go to the computer, projecting our minds into the world of cyberspace and being formed there. Perhaps the most common form of virtual hybridization is the immersion our children experience in the world of video games. Both forms of hybridization encourage us to think of ourselves only in terms of function, just when most of our theologians find that humans reflect the image of God through our relationships. This emphasis on function best serves the military, but leaves us in the theological community with a dissatisfying concept of what it means to be human.  相似文献   
22.
Numerous studies have shown that exposure to media violence increases aggression, though the mechanisms of this effect have remained elusive. One theory posits that repeated exposure to media violence desensitizes viewers to real world violence, increasing aggression by blunting aversive reactions to violence and removing normal inhibitions against aggression. Theoretically, violence desensitization should be reflected in the amplitude of the P300 component of the event-related brain potential (ERP), which has been associated with activation of the aversive motivational system. In the current study, violent images elicited reduced P300 amplitudes among violent, as compared to nonviolent video game players. Additionally, this reduced brain response predicted increased aggressive behavior in a later task. Moreover, these effects held after controlling for individual differences in trait aggressiveness. These data are the first to link media violence exposure and aggressive behavior to brain processes hypothetically associated with desensitization.  相似文献   
23.
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.  相似文献   
24.
Many studies have used mirror-image stimulation in attempts to find self-recognition in monkeys. However, very few studies have presented monkeys with video images of themselves; the present study is the first to do so with capuchin monkeys. Six tufted capuchin monkeys were individually exposed to live face-on and side-on video images of themselves (experimental Phase 1). Both video screens initially elicited considerable interest. Two adult males looked preferentially at their face-on image, whereas two adult females looked preferentially at their side-on image; the latter elicited lateral movements and head-cocking. Only males showed communicative facial expressions, which were directed towards the face-on screen. In Phase 2 monkeys discriminated between real-time, face-on images and identical images delayed by 1 s, with the adult females especially preferring real-time images. In this phase both screens elicited facial expressions, shown by all monkeys. In Phase 3 there was no evidence of discrimination between previously recorded video images of self and similar images of a familiar conspecific. Although they showed no signs of explicit self-recognition, the monkeys’ behaviour strongly suggests recognition of the correspondence between kinaesthetic information and external visual effects. In species such as humans and great apes, this type of self-awareness feeds into a system that gives rise to explicit self-recognition.  相似文献   
25.
Prosocial video games reduce aggressive cognitions   总被引:2,自引:0,他引:2  
Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In: P. Vorderer & J. Bryant (Eds.), Playing video games motives responses and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum], depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played.  相似文献   
26.
In recent years, studies have suggested that gestures influence comprehension of linguistic expressions, for example, eliciting an N400 component in response to a speech/gesture mismatch. In this paper, we investigate the role of gestural information in the understanding of metaphors. Event related potentials (ERPs) were recorded while participants viewed video clips of an actor uttering metaphorical expressions and producing bodily gestures that were congruent or incongruent with the metaphorical meaning of such expressions. This modality of stimuli presentation allows a more ecological approach to meaning integration. When ERPs were calculated using gesture stroke as time-lock event, gesture incongruity with metaphorical expression modulated the amplitude of the N400 and of the late positive complex (LPC). This suggests that gestural and speech information are combined online to make sense of the interlocutor’s linguistic production in an early stage of metaphor comprehension. Our data favor the idea that meaning construction is globally integrative and highly context-sensitive.  相似文献   
27.
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   
28.
29.
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   
30.

This dissertation is a futuristic exploration into “dissident vistas” in pedagogical science and, in fact, in human sciences in general. The scope of educational research is often narrowed and distorted by the sociopolitical needs of the established academic elite. The mainstream of the present tradition of pedagogical theory and research has failed to focus on the phenomenon of education as a whole in order to open new perspectives for its beneficial influence on the society. There has been, for decades now, a growing need for education to become a change agent —a strategic tool for serious search after goals and models relevant to the future progress of the human society. Proper new scientific attempts are necessary if education is to be seriously considered as such a change agent. It is the firm conviction of the author that any attitude of today's educationalists towards their work, other than that of serious obligation towards the future of mankind, would be ethically unsound. Certain ambiguity has always surrounded the concept of education: is education a whole system or is it a vague set of very different things (human aspirations, social conditions, intentional input, contextual circumstances, natural processes etc.)? This ambiguity must be reduced, if any explicit discussion of the role of education is sought. In pedagogical science, and indeed in most human sciences, there are very few ontological premises, and certainly no axioms, that the majority of scientists would generally agree on. Systematic ontological and epistemological study of the phenomenon of education is almost nonexistent. It is to this end that this research is hoped to contribute.  相似文献   
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