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101.
Exposure to (virtual) natural environments may encourage people to care about environmental protection and to engage in pro-environmental behaviour. Previous research on this effect produced inconsistent results, suggesting that it may depend on the type of nature and behaviour under study. In the present study (N = 266), we investigated nature exposure effects on effortful pro-environmental behaviour in an online experiment. After watching pictures of either intact or destroyed natural environments, participants could exert voluntary extra efforts to generate real donations to an environmental organisation. In comparison to the intact nature condition, participants exerted significantly more effort for environmental protection after being exposed to pictures of destroyed nature. No clear differences were observed between the nature exposure conditions and a no-picture control condition. These findings illustrate the complexity of nature exposure effects and suggest that different types of nature exposure may differentially affect people's pro-environmental behaviour.  相似文献   
102.
Abstract

The emergence of a diverse range of virtual schools in recent times raises ethical concerns. The paper considers historical antecedents, and reflects on the contribution that virtual schools might make to individuals and to society. Despite their potential, virtual schools are seen as unsuitable for some students, and there are indications that they have sometimes been supported for inappropriate reasons. Concerns are also raised about the effectiveness of socialization, communications in a virtual school, and the moral distancing effect of educational technologies. Suggestions related to ethical issues are offered for parents who are considering virtual schools for their children.  相似文献   
103.
Abstract

Two open trials of Virtual Reality based exposure therapy (VRE) to desensitize Vietnam veterans with Posttraumatic Stress Disorder (PTSD) to some of their traumatic memories are described. A total of 21 patients were exposed to one of two virtual Vietnam computer-generated environments in which their individual traumatic experiences were simulated in response to their recounting these events. Although two patients experienced significant increases in symptoms during VRE, all patients' PTSD symptoms were below baseline by the 3-month post-treatment assessment. When the data from the two open trials was combined, clinically meaningful and statistically significant reductions in PTSD symptoms were found. These changes were long lasting as evidenced by the 6-month follow-up assessments. Two case examples are provided and future applications of this treatment are discussed.  相似文献   
104.
Spatial knowledge, necessary for efficient navigation, comprises route knowledge (memory of the landmarks along a route) and survey knowledge (map-like). Available data on the retention in humans of spatial knowledge show that this does not decline systematically over months or years. Here, two groups of participants elaborated route and survey knowledge during navigation in a complex virtual environment before performing route and survey tasks. Both groups were tested 5 minutes after learning and 3 months later, while one group was also tested 1 week and 1 month later (repeated testing). Performance was similar in both groups on the first testing session, remained stable in the repeated tested group, but decreased in the non-repeated tested group, especially on route tasks. These results are the first to reveal a substantial and selective decline of spatial knowledge, occurring only if there is no possibility of reactivating knowledge along repeated testing.  相似文献   
105.
Being subtly mimicked leads to more positive evaluations of the mimicker. Socially anxious individuals (SAs), however, should respond differently. SAs would probably either not process mimicry due to self-focused attention or not appreciate such social behaviour. Consequently, we hypothesised that they would not think more positively about a mimicking person. To test this prediction, 25 SAs and 25 non-anxious controls (NACs), all female, interacted with two virtual men (avatars) separately. One avatar mimicked the participant's head movements while giving an opinionated speech, whereas the other did not mimic. Afterwards, participants evaluated the speeches and the avatars. As predicted, NACs evaluated the mimicking avatar and his speech more positively than the non-mimicking avatar. SAs, on the other hand, evaluated both avatars and their speeches the same; comparable to how NACs evaluated the non-mimicking avatar. These results conform to the notion that mimicking does not have positive effects on SAs.  相似文献   
106.
A review of the evidence on active and passive learning in virtual environments (VEs) suggests that both conditions have shown superiority under some conditions of learning and testing, but there is no consistent outcome pattern. Measures of transfer between virtual and real environments have also revealed a variety of outcomes. Following either active or passive learning in a VE, experiment 1 assessed measures of orientation and distance estimation in that VE and in a real-world equivalent environment. On measures of direct and relative distance, more accurate estimates were found for active than passive VE explorers. A suggestion was also noted for the orientation estimates to benefit from real-world rather than VE testing. With an improvement to the procedure, experiment 2 found similar real versus virtual orientation judgements, suggesting that an opportunity for active learning during the test procedure probably influenced orientation measures in experiment 1. We conclude that the effects of interactivity are unreliable and vary with the measures used, and that testing in virtual and real environments leads to similar outcomes.  相似文献   
107.
This study explored whether virtual reality (VR) exposure therapy was effective in the treatment of spider phobia. We compared a treatment condition vs. a waiting list condition in a between group design with 23 participants. Participants in the VR treatment group received an average of four one-hour exposure therapy sessions. VR exposure was effective in treating spider phobia compared to a control condition as measured with a Fear of Spiders questionnaire, a Behavioural Avoidance Test (BAT), and severity ratings made by the clinician and an independent assessor. Eighty-three percent of patients in the VR treatment group showed clinically significant improvement compared with 0% in the waiting list group, and no patients dropped out. This study shows that VR exposure can be effective in the treatment of phobias.  相似文献   
108.
PurposeVirtual reality environments (VREs) allow for immersion in speaking environments that mimic real-life interactions while maintaining researcher control. VREs have been used successfully to engender arousal in other disorders. The purpose of this study was to investigate the utility of virtual reality environments to examine physiological reactivity and subjective ratings of distress in persons who stutter (PWS).MethodSubjective and objective measures of arousal were collected from 10 PWS during four-minute speeches to a virtual audience and to a virtual empty room.ResultsStuttering frequency and physiological measures (skin conductance level and heart rate) did not differ across speaking conditions, but subjective ratings of distress were significantly higher in the virtual audience condition compared to the virtual empty room.ConclusionVREs have utility in elevating subjective ratings of distress in PWS. VREs have the potential to be useful tools for practicing treatment targets in a safe, controlled, and systematic manner.  相似文献   
109.
When judging interior space, a dark ceiling is judged to be lower than a light ceiling. The method of metric judgments (e.g., on a centimetre scale) that has typically been used in such tasks may reflect a genuine perceptual effect or it may reflect a cognitively mediated impression. We employed a height-matching method in which perceived ceiling height had to be matched with an adjustable pillar, thus obtaining psychometric functions that allowed for an estimation of the point of subjective equality (PSE) and the difference limen (DL). The height-matching method developed in this paper allows for a direct visual match and does not require metric judgment. It has the added advantage of providing superior precision. Experiment 1 used ceiling heights between 2.90?m and 3.00?m. The PSE proved sensitive to slight changes in perceived ceiling height. The DL was about 3% of the physical ceiling height. Experiment 2 found similar results for lower (2.30?m to 2.50?m) and higher (3.30?m to 3.50?m) ceilings. In Experiment 3, we additionally varied ceiling lightness (light grey vs. dark grey). The height matches showed that the light ceiling appeared significantly higher than the darker ceiling. We therefore attribute the influence of ceiling lightness on perceived ceiling height to a direct perceptual rather than a cognitive effect.  相似文献   
110.
Observing others’ pain may induce a reaction called personal distress that may be influenced by top-down (imagine self or other in pain, i.e., self- vs other-oriented stance) and bottom-up (physical perspective of those who suffer, i.e., first vs third person perspective- 1PP vs 3PP) processes. The different contributions of these processes have not been teased apart. By capitalizing on the power of Immersive Virtual Reality, we explored how behavioural (subjective ratings) and physiological reactivity (skin conductance reactivity, SCR) to pain and pleasure delivered to an avatar was influenced by Cognitive stance and Physical perspective. Taking an Other-Oriented stance leads to attributing higher congruent valence (i.e. pain rated as unpleasant and pleasure as pleasant) and intensity to the stimuli and induces reduced SCR. Ownership over the virtual limb was maximal in 1PP where physiological reactivity to the stimuli was comparable. Our results highlight different components underpinning reactivity to pain and pleasure.  相似文献   
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