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31.
The present research examined the relationship between endogenous glucocorticoids, navigational strategies in a virtual navigation task, and performance on standard neuropsychological assessments of memory. Healthy young adult participants (N = 66, mean age: 21.7) were tested on the 4 on 8 virtual maze (4/8 VM) and standard neuropsychological tests such as the Rey-Osterrieth Complex Figure (RO) and the Rey Auditory Verbal Learning Task (RAVLT), which measure episodic memory. The 4/8 VM differentiates between navigational strategies, where participants either use a hippocampal-dependent spatial strategy by building relationships between landmarks, or a caudate nucleus-dependent stimulus–response strategy by automatizing a pattern of open and closed arms to learn the location of objects within the maze. Degree of stress was assessed by administering the Perceived Stress Scale (PSS) questionnaire. Cortisol samples were taken on two consecutive days upon waking, 30 min after waking, at 11 am, 4 pm, and 9 pm. There was a significant difference in basal levels of cortisol between spatial and response learners. Interestingly, response learners had significantly lower cortisol levels throughout the day. The two groups did not differ in terms of perceived stress as measured with the PSS questionnaire. Moreover, there was no significant correlation between PSS scores and salivary cortisol levels, indicating that the higher cortisol levels in the spatial group were not associated with greater perceived stress. In addition, participants who spontaneously used a spatial strategy performed significantly better on the RAVLT and RO. These data indicate that the cortisol levels in the spatial group may be optimal in terms of episodic memory performance whereas the cortisol levels in the response group may be associated with poorer memory. These results are suggestive of an inverted U-shaped curve describing the effects of basal levels of circulating cortisol on memory in young adults.  相似文献   
32.
In a series of three experiments, we probed the accessibility of action knowledge in different versions of a virtual environment (VE) with 7-year-old children and adults. Using a PHANToMTM haptic interface, participants performed a virtual throwing task in which they tried to propel a ball from a table to hit a target on the ground. In Experiments 1 and 2, the virtual scene was presented on a computer monitor, and, in Experiment 3, it was projected by using a video projector so that the vertical and horizontal dimensions and the spatial location of the VE corresponded to the real-world dimensions. Results indicate that action knowledge is accessible even in a nonimmersive VE, but also suggest that the need to recalibrate perceptual-motor mappings constrains the accessibility of this kind of intuitive knowledge.  相似文献   
33.
In virtual-environment spatial-learning procedures, Experiment 1 investigated blocking of learning about distal landmarks beyond the walls of an enclosure following preliminary training to find a goal using local landmarks within the enclosure. Separate sets of blocking and control groups searched within enclosures that, in plan view, formed either a square or a circle. Blocking was apparent when training and testing occurred in the circular but not the square enclosure. In Experiment 2, preliminary training to find a goal using local landmarks blocked spatial learning based on a circular enclosure divided into four differently coloured sections. The results are discussed in relation to theories of incidental versus error-correcting learning linked to different types of spatial cue.  相似文献   
34.
There is evidence that knowledge about space will reflect the details of how that space is experienced and how people interact with it. In two experiments we demonstrate that memory for items is spatially structured after their locations were learnt in a desktop virtual environment (DVE). The structure was measured using interitem priming of recognition. By comparison in Experiment 2, after the same layout had been learnt using a map display, there was no evidence of spatial structuring in memory. It is concluded that the limited view of space afforded by navigation through an environment, as contrasted with the overview afforded by a map, explains the observed differences in the spatial structuring of interitem associations. Navigation through an environment leads to spatial structuring in memory whereas using a map does not.  相似文献   
35.
An experiment was run to complete our understanding of the involvement of working memory (WM) components in the construction of a spatial model from visual input, considering some of the visuospatial abilities known to modulate performance. In addition, to allow for consideration of the flexibility of the spatial representation, routes in a virtual environment were presented with a route perspective, and tests were presented with route and survey perspectives. The results indicate that the verbal and spatial WM are only involved in the memorisation of certain types of information, and that their involvement depends on the change of perspective necessitated by the task. Thus, even when the learning material and the tests used to assess performance are only visual, a verbal recoding of some information is necessary. Moreover, individual differences modulate the involvement of WM; an individual with higher visuospatial capacities uses more spatial WM than an individual with lower spatial capacities.  相似文献   
36.
There are certain simple rotations of objects that most people cannot reason about accurately. Reliable gaps in the understanding of a fundamental physical domain raise the question of how learning to reason in that domain might proceed. Using virtual reality techniques, this project investigated the nature of learning to reason across the domain of simple rotations. Learning consisted of the acquisition of spatial intuitions: there was encoding of useful spatiotemporal information in specific problem types and a gradual accumulation of this understanding across the domain. This pattern of learning through the accumulation of intuitions is especially interesting for rotational motion, in which an elegant domain-wide kinematics is available to support insightful learning. Individual ability to reason about rotations correlated highly with mastery motivation, skill in fluid reasoning, and skill in reasoning about spatial transformations. Thus, general cognitive advantages aided the understanding of individual rotations without guaranteeing immediate generalization across the domain.  相似文献   
37.
Virtual Reality (VR) provides an enjoyable addition to stationary physical exercise and can improve performance while exercising. The aim of this study is to explore the effectiveness of three interactive virtual environments (i.e., social, relaxing, stressful) on enjoyment and persistence during strength-based exercises. In a within-subjects experiment, 97 healthy young adults completed four consecutive sets of two strength-based exercises. Participants completed one set as baseline and then each participant completed three more sets in three different interactive environments, experienced through a VR headset. Results showed that both the stressful virtual environment, where participants were hanging suspended over a city, and the social virtual environment where participants were audibly encouraged in a stadium, increased participants’ persistence in both exercises, when compared to the relaxing virtual environment. Specifically, the relaxing sunny beach environment caused poorer performances in a dead hang exercise among men (n = 30), and poorer performances in a core exercise among women (n = 66). Somewhat paradoxically, this relaxing virtual beach environment was considered the most enjoyable environment among both male and female participants. The potential of VR in exercise lies in its ability to provide pleasurable and performance-enhancing immersive environments that may be too expensive or dangerous in reality.  相似文献   
38.
Virtual Reality Exposure Therapy in the Treatment of Fear of Flying   总被引:1,自引:0,他引:1  
A new and innovative approach to treating fear of flying has been developed using Virtual Reality Exposure Therapy. This article discusses the development of Virtual Reality Exposure Therapy and reviews a case study of a fear of flying patient seen in our practice. Early results are very promising and may indicate that Virtual Reality Exposure Therapy may also lead to creative interventions with other anxiety disorders.  相似文献   
39.
Theorists have long postulated that facial properties such as emotion and sex are potent social stimuli that influence how individuals act. Yet extant scientific findings were mainly derived from investigations on the prompt motor response upon the presentation of affective stimuli, which were mostly delivered by means of pictures, videos, or text. A theoretical question remains unaddressed concerning how the perception of emotion and sex would modulate the dynamics of a continuous coordinated behaviour. Conceived in the framework of dynamical approach to interpersonal motor coordination, the present study aimed to address this question by adopting the coupled-oscillators paradigm. Twenty-one participants performed in-phase and anti-phase coordination with two avatars (male and female) displaying three emotional expressions (neutral, happy, and angry) at different frequencies (100% and 150% of the participant's preferred frequency) by executing horizontal rhythmic left-right oscillatory movements. Time to initiate movement (TIM), mean relative phase error (MnRP), and standard deviation of relative phase (SDRP) were calculated as indices of reaction time, deviation from the intended pattern of coordination, and coordination stability, respectively. Results showed that in anti-phase condition at 150% frequency, MnRP was lower with the angry and the female avatar. In addition, coordination was found to be more stable with the male avatar than the female one when both displaying neutral emotion. But the happy female avatar was found to elicit more stable coordination than the neutral female avatar. These results implied that individuals are more relaxed to coordinate with the female than the male, and the sensorimotor system becomes more flexible to coordinate with an angry person. It is also suggested social roles influence how people coordinate, and individuals attend more to interact with a happy female. In sum, the present study evidenced that social perception is embodied in the interactive behaviour during social interaction.  相似文献   
40.
Despite a high prevalence and broad interest in flying dreams, these exceptional experiences remain infrequent. Our study aimed to (1) induce flying dreams using a custom-built virtual reality (VR) flying task, (2) examine their phenomenological correlates and (3) investigate their relations to participant state and trait factors. 137 participants underwent VR-flying followed by a morning nap. They also completed home dream journals for 5 days before and 10 days after the VR exposure. VR-flying successfully increased the reporting of flying dreams during the laboratory nap and on the following morning compared to both baseline frequencies and a control cohort. Flying dreams were also changed qualitatively, exhibiting higher levels of Lucid-control and emotional intensity, after VR exposure. Factors such as prior dream-flying experiences and level of VR sensory immersion modulated flying dream induction. Findings are consistent with a new vection-based explanation of dream-flying and may facilitate development of dream flight-induction technologies.  相似文献   
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