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21.
Applying Attachment Theory, research on confirmation, the Entropy Model of Uncertainty, and the Biopsychosocial Model of Challenge and Threat, this investigation examined the role of mothers' communication on adolescents' cardiovascular response to threat. An experimental design allowed for the manipulation of maternal response to daughters experiencing a rapidly approaching wildfire in an immersive virtual environment. Results revealed complexities in the relative benefits of maternal vocalic presence during high‐threat situation, with the mother's history of confirming feedback playing an important role in daughters' cardiovascular response. Implications for knowledge are addressed and methodological possibilities of using immersive virtual environments are noted.  相似文献   
22.
A substantial body of research has examined the speed-accuracy tradeoff captured by Fitts’ law, demonstrating increases in movement time that occur as aiming tasks are made more difficult by decreasing target width and/or increasing the distance between targets. Yet, serial aiming movements guided by internal spatial representations, rather than by visual views of targets have not been examined in this manner, and the value of confirmatory feedback via different sensory modalities within this paradigm is unknown. Here we examined goal-directed serial aiming movements (tapping back and forth between two targets), wherein targets were visually unavailable during the task. However, confirmatory feedback (auditory, haptic, visual, and bimodal combinations of each) was delivered upon each target acquisition, in a counterbalanced, within-subjects design. Each participant performed the aiming task with their pointer finger, represented within an immersive virtual environment as a 1 cm white sphere, while wearing a head-mounted display. Despite visual target occlusion, movement times increased in accordance with Fitts’ law. Though Fitts’ law captured performance for each of the sensory feedback conditions, the slopes differed. The effect of increasing difficulty on movement times was least influential in the haptic condition, suggesting more efficient processing of confirmatory haptic feedback during aiming movements guided by internal spatial representations.  相似文献   
23.
Decades of research and more than 20 randomized controlled trials show that Virtual Reality exposure therapy (VRET) is effective in reducing fear and anxiety. Unfortunately, few providers or patients have had access to the costly and technical equipment previously required. Recent technological advances in the form of consumer Virtual Reality (VR) systems (e.g. Oculus Rift and Samsung Gear), however, now make widespread use of VRET in clinical settings and as self-help applications possible. In this literature review, we detail the current state of VR technology and discuss important therapeutic considerations in designing self-help and clinician-led VRETs, such as platform choice, exposure progression design, inhibitory learning strategies, stimuli tailoring, gamification, virtual social learning and more. We illustrate how these therapeutic components can be incorporated and utilized in VRET applications, taking full advantage of the unique capabilities of virtual environments, and showcase some of these features by describing the development of a consumer-ready, gamified self-help VRET application for low-cost commercially available VR hardware. We also raise and discuss challenges in the planning, development, evaluation, and dissemination of VRET applications, including the need for more high-quality research. We conclude by discussing how new technology (e.g. eye-tracking) can be incorporated into future VRETs and how widespread use of VRET self-help applications will enable collection of naturalistic “Big Data” that promises to inform learning theory and behavioral therapy in general.  相似文献   
24.
Age-related impairments during spatial navigation have been widely reported in egocentric and allocentric paradigms. However, the effect of age on more specific navigational components such as the ability to drive or update directional information has not received enough attention. In this study we investigated the effect of age on spatial updating of a visual target after a series of whole–body rotations and transitions using a novel landmark-less virtual reality (VR) environment. Moreover, a significant number of previous studies focused on measures susceptible to a general decline in motor skills such as the spent time navigating, the distance traversed. The current paper proposes a new compound spatial measure to assess navigational performance, examines its reliability and compares its power with those of the measures of duration and traversed distance in predicting participants' age and cognitive groups assessed by Montreal Cognitive Assessment (MoCA) scores. Using data from 319 adults (20–83 years), our results confirm the reliability, the age sensitivity, and the cognitive validity of the designed spatial measure as well as its superiority to the measures of duration and traversed distance in predicting age and MoCA score. In addition, the results show the significant effect of age cognitive status on spatial updating.  相似文献   
25.
How can the same underlying psychological/neurobiological system result in both stable between-individual differences and high levels of within-individual variability in personality states over time and situations? We argue that both types of variability result from a psychological system based on structured, chronic motivations, where behavior at a specific point in time is a joint function of the current availability of motive affordances in the situation, current motivationally relevant bodily or interoceptive states, and the result of the competition among alternative active motives. Here we present a biologically-based theoretical framework, embodied in two different computational models, that shows how individuals with stable personality characteristics, can nevertheless exhibit considerable within-person variability in personality states across time and situations.  相似文献   
26.
Visual (i.e., optical flow) perturbations can be used to study balance control and balance deficits. However, it remains unclear whether walking balance control adapts to such perturbations over time. Our purpose was to investigate the propensity for visuomotor adaptation in walking balance control using prolonged exposure to optical flow perturbations. Ten subjects (age: 25.4 ± 3.8 years) walked on a treadmill while watching a speed-matched virtual hallway with and without continuous mediolateral optical flow perturbations of three different amplitudes. Each of three perturbation trials consisted of 8 min of prolonged exposure followed by 1 min of unperturbed walking. Using 3D motion capture, we analyzed changes in foot placement kinematics and mediolateral sacrum motion. At their onset, perturbations elicited wider and shorter steps, alluding to a more cautious, general anticipatory balance control strategy. As perturbations continued, foot placement tended toward values seen during unperturbed walking while step width variability and mediolateral sacrum motion concurrently increased. Our findings suggest that subjects progressively shifted from a general anticipatory balance control strategy to a reactive, task-specific strategy using step-to-step adjustments. Prolonged exposure to optical flow perturbations may have clinical utility to reinforce reactive, task-specific balance control through training.  相似文献   
27.
This article reviews research into the use of virtual reality in the study, assessment, and treatment of body image disturbances in eating disorders and nonclinical samples. During the last decade, virtual reality has emerged as a technology that is especially suitable not only for the assessment of body image disturbances but also for its treatment. Indeed, several virtual environment-based software systems have been developed for this purpose. Furthermore, virtual reality seems to be a good alternative to guided imagery and in vivo exposure, and is therefore very useful for studies that require exposure to life-like situations but which are difficult to conduct in the real world. Nevertheless, review highlights the lack of published controlled studies and the presence of methodological drawbacks that should be considered in future studies. This article also discusses the implications of the results obtained and proposes directions for future research.  相似文献   
28.
When business transactions take place between strangers, individuals rely on the cues during communication to determine whether they can trust others’ intentions. How that process occurs in the context of computer-mediated, video-mediated, and face-to-face interactions is still somewhat unknown. We examine how media richness influences both affective-based and cognitive-based trust in the context of two studies with two different social dilemma scenarios. Further, we explore how these two types of trust influence not only non-cooperative behavior (defection) but also lying (deception). Results from the first study suggest cognitive-based trust mediates the relationship between media richness and defection, while results from both studies suggest that affective-based trust mediates the relationship between media richness and deception. Video-mediated communication solves some, but not all, of the problems inherent when interacting via communication technology.  相似文献   
29.
Many studies have consistently found evidence of aging-related navigation difficulties that lead to disorientation behaviors and/or reduced travel. Despite technological advances, older pedestrians mainly use paper maps to find their way in unknown environments while they have a lot of difficulties in using and interacting with them efficiently. In this context, the present study was aimed at assessing the effectiveness and acceptability and study older pedestrian’s behavior when wearing a vibrotactile instructions to help them finding their way in an unknown city as compared with visual instructions provided by a paper map. Fifty-eight participants (20 young adults ages 21–45, 20 younger-old adults ages 61–70, and 18 older-old adults ages 71–80) took part in a simulated navigation task where participants had to go from point A to point B in a virtual city. The task was performed either with a vibrotactile wristband delivering directional messages or with a standard paper map showing the visual instructions to follow. The data showed that vibrotactile guidance instructions improved the correct numbers of turns taken (left/right) at simple intersections. They also reduced travel time as compared with visual guidance instructions provided by a paper map. These benefits were greater among the older-old participants, who had trouble using the paper map and thus benefited greatly from the assistance provided by the vibrotactile guidance instructions. These findings suggest that such an assistance device using simple haptic guidance messages is able to improve older pedestrians’ mobility.  相似文献   
30.
Empathy is a complex socio-emotional behavior that results from the interaction between affective and cognitive mechanisms. Equipping embodied conversational agents (ECAs) with empathic capacity can benefit from the integration and evaluation of these low and high level capabilities in a hierarchical manner. Following the theoretical background on empathic behavior in humans, this paper presents a framework to equip ECAs with real time multi-modal empathic interaction capabilities. We present the implementation of this framework, which includes basic dialogue capabilities as well as three levels of empathic behavior in a conversational scenario. Our approach is an inclusive stand on modeling levels of empathy and provides a baseline behavior for empathic interaction.  相似文献   
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