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61.
A randomized between-group design was used to evaluate the efficacy of a video intervention to reduce post-traumatic stress disorder (PTSD) and other mental health problems, implemented prior to the forensic medical examination conducted within 72 h post-sexual assault. Participants were 140 female victims of sexual assault (68 video/72 nonvideo) aged 15 years or older. Assessments were targeted for 6 weeks (Time 1) and 6 months (Time 2) post-assault. At Time 1, the intervention was associated with lower scores on measures of PTSD and depression among women with a prior rape history relative to scores among women with a prior rape history in the standard care condition. At Time 2, depression scores were also lower among those with a prior rape history who were in the video relative to the standard care condition. Small effects indicating higher PTSD and Beck Anxiety Inventory (BAI) scores among women without a prior rape history in the video condition were observed at Time 1. Accelerated longitudinal growth curve analysis indicated a videoxprior rape history interaction for PTSD, yielding four patterns of symptom trajectory over time. Women with a prior rape history in the video condition generally maintained the lowest level of symptoms.  相似文献   
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Young children struggle to learn new words presented on video, but adult co-viewers can support them by providing scaffolds that explicitly connect the video and real world. In this study, we asked whether scaffolding facilitates children’s symbolic understanding of the video, such that they will subsequently transfer labels from video to real referents. Sixty-three 30-month-olds and 61 36-month-olds participated in a series of three word learning trials in one of three conditions. In the supportive condition, an in-person adult explicitly drew connections between each on-screen object and the corresponding real object in the room with the child. In the unsupportive condition, the in-person adult provided similar-length statements about the objects but did not draw connections between them. In the partial scaffold condition, the in-person adult provided the supportive scaffolds for the first two trials and the unsupportive version for the third trial. At 30 months, children selected the correct object on the third trial more often in the supportive than the unsupportive scaffold condition, and performance in the partial scaffold condition fell in between. At 36 months, performance on the third trial did not differ across conditions. The results showed that experiencing the scaffold twice was not enough to reliably support 30-month-olds in learning to think symbolically on the third trial; rather, they appeared to rely on the adult to connect the video image with its specific real-world referent. At 36 months, however, children did not rely on the adult scaffold to apply the video label to the real-world objects.  相似文献   
64.
We investigated whether physical load has an influence on the accuracy of duration estimation of sporting activities presented in real time and slow motion. 86 participants were studied in two single sessions of 45 min each.Our results showed no general effects for physical load, when comparing physical load versus rest. However, we could replicate findings of past research (Schütz et al., 2021), showing that the duration of sports performance is estimated more accurately when presented in real time compared to slow motion. Further we found, that under physical load, participants perceiving the physical exercise as hard (RPE ≥15) estimated time significantly shorter and more accurately compared to participants perceiving the physical exercise as light or moderate (RPE <15).Thus, our results suggest that using slow motion may worsen the assessment of sports performance. Additionally, we could show that intense physical exertion contributes to reducing the overestimation of time.  相似文献   
65.
In the traditional fix-it model of medical decision making, the identified problem is typically characterized by a diagnosis that indicates a deviation from normalcy. When a medical problem is multifaceted and the available interventions are only partially effective, a broader vision of the health care endeavor is needed. What matters to the patient, and what should matter to the practitioner, is the patient's future possibilities. More specifically, what is important is the character of the alternative futures that the patient could have and choosing among them so as to achieve the best future possible, with the ranking of outcomes determined by the patient's preferences. This paper describes the fix-it model, presents and defends the outcomes-based model, and demonstrates that the latter is useful in developing normative conceptions of informed consent and decision making and in establishing a basis for societal involvement in the decision making process. Finally, several shortcomings of the model will be acknowledged.  相似文献   
66.
With 21,000 people annually killed in road traffic (estimated figure by World Health Organization), Bangladesh has one of the highest fatality rates in the world. Vulnerable road users (VRUs) account for over 50% of road traffic casualties, and 70% of casualties occur in rural areas. As in many Low and Middle Income Countries (LMICs), the official road accident statistics are incomplete and biased.Safe Crossings (Netherlands) and the Centre for Injury Prevention and Research Bangladesh (CIPRB) (Bangladesh) received permission from the Bangladesh government in 2014 to design and implement an integrated speed management program (consisting of a combination of small-scale infrastructural measures, active community involvement and road user education) at three locations where a national highway intersects small communities. The infrastructural countermeasures to improve road safety consisted of speed humps, rumble strips, signs and road markings and were designed following the Dutch road design guidelines. In a Before–After study design, we used a combination of three research methods to monitor and evaluate the road safety interventions. We created our own traffic accident recording system with trained local record keepers, we conducted laser-gun speed measurements of motorized traffic (both at intervention and control locations), and we applied the Dutch Objective Conflict Technique for Operation and Research (DOCTOR) for observing serious traffic conflicts at the intervention locations. The latter was based upon DOCTOR scores from video recordings of the behaviour at the three experimental locations Before and After the interventions.Prior to installing the intervention program, the three locations combined had, on average, about 100 serious accidents, 10 deaths, and 200 injured people on a yearly basis. In April 2015, all infrastructural measures were completed. In the after period (till the end of January 2016), the alternative accident recording system showed a 66% reduction in the number of serious accidents, a 73% reduction in the number of injured people, and a 67% reduction in the number of people killed.The unobtrusive laser-gun speed measurements resulted in a net reduction of 13.3 km/h (or 20% in relative terms) on average at the intervention locations by taking the general speed development at the control locations into account. According to Nilsson’s power law this would result in a 59% reduction of the number of people killed, well in line with the actual accident figures.The total number of serious conflicts (only DOCTOR scores 3, 4, and 5) was significantly reduced from 64 serious conflicts per location in a 4.5 h period Before to 29 serious conflicts in the After period, on average (Poisson distributed variable, p < 0.01), or a 55% reduction in relative terms. By including the traffic volumes, the reduction in conflict risk overall is 54%. Moreover, the severity of conflicts was reduced in the After period with only one most severe conflict (DOCTOR score 5) left. Buses represent the largest portion of road users involved in serious conflicts at all three locations, followed by cars and CNGs (Compressed Natural Gas vehicle). By far, the most frequently occurring conflict is of the type head-on conflict between an overtaking bus or car that is encountering a road user in opposite direction (for the greater part a CNG).All three evaluation measures point to a similar impact of the intervention program and unveil an improvement in road safety between 54% and 60%. The speed-reducing measures indeed considerably reduce the speed of motorized traffic, both the mean speed and 85th percentile values, both the number and severity of serious conflicts are reduced, and the actual number of accidents has decreased. It appears that Nilsson’s power law for the relation between a difference in mean speed and the change in the number of accidents also applies to LMICs.Speed management measures as common in high-income countries appear to be also effective in LMICs. For evaluation purposes of road safety impacts, a Traffic Conflicts Technique approach (also developed in high-income countries) seems valid and effective as well for application in LMICs.As there are thousands of traffic black spots with similar characteristics as the three intervention locations in Bangladesh, this integrated approach may well offer similar road safety improvements elsewhere.  相似文献   
67.
利用亲社会性视频游戏和IAT测验,从内隐社会认知的角度研究亲社会性视频游戏对高中生内隐攻击性认知的影响,并分析影响是否具有性别差异和攻击特质差异。结果表明:(1)亲社会性视频游戏对高中生内隐攻击性认知的抑制效应显著;(2)游戏类型和性别对内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对女生的内隐攻击性认知产生抑制效应;(3)攻击特质对高中生的内隐攻击性认知的主效应显著,并且游戏类型和攻击特质对高中生内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对低攻击特质学生产生抑制效应。由此可见,亲社会性视频游戏能够有效抑制高中生的内隐攻击性认知水平。  相似文献   
68.
Imitation of people on educational television is a potential way for very young children to learn new skills. Although toddlers in previous studies exhibited a “video deficit” in learning, 24-month-olds in Study 1 successfully reproduced behaviors modeled by a person who was on video as well as they did those modeled by a person who was present in the room (even after a 24-h delay). Neither displaced filming context nor cuts between actions affected toddlers’ imitation from video. Shortening the demonstration in Study 2 affected imitation in the video condition but not in the live condition. In Study 3, 24-month-olds who viewed the original longer videos on their family TV screens (with which they had a viewing history) imitated significantly less than those who viewed the videos on the laboratory monitor. Imitation of a live modeler was the same across settings (home or lab). Implications for toddlers’ judgments of reliable information sources and for the design of educational television programs are discussed.  相似文献   
69.
Internet of Video Things (IoVT) has been proposed and studied as a scenario where video cameras are ubiquitous and continuously acquiring data from their surroundings. In order to enable handling of a large amount of data generated in IoVT architectures, robust autonomous video processing must be performed. An important application is the recognition of different actions performed by humans in the context of security. This research evolves a previously published work, by reducing the input dimensionality to the recognition system, making it more robust to variations in the position of the body in each video frame, and by using a Multilayer Perceptron Artificial Neural Network whose hyperparameters are here optimized by a Genetic Algorithm. Significant improvements in the recognition rate have been obtained, despite the use of a more straightforward pre-processing phase and the increase in the number of viewpoints from the video cameras.  相似文献   
70.
Two hundred twenty-five console video game covers obtained from online retail sites were examined for portrayals of men and women. We hypothesized that males would be portrayed more often, but that females would be portrayed in a more hyper-sexualized manner. Male characters were almost four times more frequently portrayed than female characters and were given significantly more game relevant action. However, in spite of their less frequent appearance, female characters were more likely to be portrayed with exaggerated, and often objectified, sexiness. Further, violence and sexiness was paired more frequently for female characters than violence and muscular physiques for the male characters. The potential influence these negative portrayals could have on gamers is discussed.  相似文献   
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