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51.
Skilled performance in sport often relies on looking at the right place at the right time. Differences in visual behaviour can thus characterise expertise. The current study examined visual attention associated with surfing expertise. Expert (n = 12) and novice (n = 12) surfers viewed 360-degree surfing videos in a head-mounted display. Eye-gaze, presence, and engagement were measured. Experts were faster to detect approaching high, and low waves, spent more time overall attending to high-performance value areas-of-interest (AOIs; pocket, shoulder, lip), and were more physically engaged. Group differences were not found for presence or simulator sickness. Outcomes show that surfing expertise is associated with more optimal visual attention to cues informing wave approach and wave dynamics. Experts look at these areas earlier than novices, and for more time overall. The findings suggest the performance advantages of early planning of motor actions, along with moment-to-moment adjustments while surfing.  相似文献   
52.
Memory and learning are essential functions in human beings as they allow us to acquire and store in the brain representations of thoughts, experiences, and behaviors, which are required for problem-solving in our daily life and mainly for survival. Episodic memory is a type of memory that provides the ability to re-experience events in one’s life, and it is associated with their conscious recollection. Since episodic memory can represent our experiences about the environment, similar to a mental journey, it is desired in systems that attempt to create human-like behavior. Currently, the main problem is that state of the art proposals do not consider neuroscientific evidence like memory dynamics for forgetting or bottom-up inputs, and most of them do not consider episodic memory as a different memory but as part of general declarative memory. We consider these omissions to limit the generation of human-like behavior. In this work, we propose a bio-inspired cognitive architecture of episodic memory. Neuroscientific evidence provides us with the brain structures associated with this type of memory, the connections, and the operations these areas perform. We hypothesize that virtual entities endowed with our episodic memory cognitive architecture will plan and make decisions in a more human-like fashion. To test the capabilities of the proposal, we endowed a virtual creature with a distributed and concurrent implementation of our architecture, and it was given two tasks. The first task validated the functions of the memory independently, and in the second task, the creature used episodic memory to solve a planning problem. From the results of these experiments, we validate our proposal and show that it is possible to create a system that behaves as the human brain does.  相似文献   
53.
It has been suggested that measures of auditory processing (AP) are sensitive measures of attention resulting in the high comorbidity of auditory processing disorder (APD) and attention deficit/hyperactivity disorder (ADHD). Others have found that selected AP measures share significant variance with memory tasks. The current study investigated the relation between AP measures and various neuropsychological measures presumed to measure attention and memory in 36 children with a mean age of 7.78 years (SD = 1.61) referred to an outpatient facility. Results indicate that AP measures significantly correlated with each other as well as with some measures of attention, memory, and behavior ratings. Results suggest that although AP measures include elements of both attention and memory, these measures also appear to assess processes not tapped by other measures of attention and memory. The correlation of AP measures with parent-and teacher-rated withdrawal, parent-rated somatization, conduct, and depression, as well as teacher-rated attention, anxiety, learning problems, social skills, and leadership suggest that auditory processing problems may manifest in myriad behaviors across settings. Implications for practice and future research are presented.  相似文献   
54.
An important factor in single-sided accidents of older cyclists is that they ride off the cycle path onto the verge. Two experiments were performed to assess the feasibility of using virtual 3D objects in the verge to affect the lateral position of bicyclists. In the first experiment, different virtual objects were placed in the shoulder and 1150 passing bicyclists were observed using a fixed camera. The (standard deviation of the) lateral position and speed in four conditions with virtual objects differing in colour, structure, or 3D effect were compared with a control condition in which no virtual objects were applied. In a second experiment, the behaviour of 32 bicyclists aged 50 years or older was measured by mounting two digital action cameras with GPS on the participants’ bicycles. The participants cycled a route of approximately 12 km in which several locations were passed, one of these contained 15 virtual objects similar to the ones used in the first experiment placed in the shoulder of the cycle path. Cyclist behaviour was compared with behaviour at a control location consisting of a solitary two-way cycle path with a grass shoulder. Results indicate that the virtual objects in the tested format had little overall effect on cyclists’ behaviour. However, bicyclists were positioned closer to the virtual objects and the shoulder when they looked at the objects or when they reported that they saw them while cycling. This suggests that the overall visibility of the object design may have been too conservative.  相似文献   
55.
We address the problem of retrieving certain and consistent answers to queries posed to a mediated data integration system under the local-as-view paradigm with open sources and conjunctive and disjunctive view definitions. For obtaining certain answers a query program is run under the cautious stable model semantics on top of a normal deductive database with choice operator that specifies the class of minimal legal instances of the integration system. This methodology works for all monotone Datalog queries. To compute answers to queries that are consistent with respect to given global integrity constraints, the specification of minimal legal instances is combined with another disjunctive deductive database that specifies the repairs of those legal instances. This allows to retrieve the answers to any Datalog¬ query that are consistent with respect to global universal and referential integrity constraints.  相似文献   
56.
In this paper we take an interactivist perspective on the computer-mediated classroom, and explore the autopoietic teaching approach in the context of emergence of diversity in the classroom. The POPSICLE (Patterns in Orientation: Pattern-Aided Simulated Interaction Context-Learning Experiment) is presented and discussed, as well as its multiple consequences. POPSICLE is a study of learning in human subjects, as well as of interaction and transfer of knowledge between subjects in a collaborative environment.  相似文献   
57.
58.
Working memory in wayfinding-a dual task experiment in a virtual city   总被引:1,自引:0,他引:1  
This study examines the working memory systems involved in human wayfinding. In the learning phase, 24 participants learned two routes in a novel photorealistic virtual environment displayed on a 220° screen while they were disrupted by a visual, a spatial, a verbal, or—in a control group—no secondary task. In the following wayfinding phase, the participants had to find and to "virtually walk" the two routes again. During this wayfinding phase, a number of dependent measures were recorded. This research shows that encoding wayfinding knowledge interfered with the verbal and with the spatial secondary task. These interferences were even stronger than the interference of wayfinding knowledge with the visual secondary task. These findings are consistent with a dual-coding approach of wayfinding knowledge.  相似文献   
59.
The purpose of the present study was to assess the navigational behaviour of adult humans following a disorientation procedure that perturbed their egocentric frame of reference. The assessment was carried out in a virtual reality (VR) environment by manipulating the disorientation procedure, the retention interval, the relative positions of target and landmark. The results of experiment I demonstrated that adding a physical rotation to a virtual disorientation procedure did not yield an additional decrease in searching performance. The results of experiment II showed that shortening the delay between study and test phase decreased the errors more markedly for geometric than landmark ones. An orientation specificity effect due to the manipulation of the relative position between target and landmark was discussed across the experiments. In conclusion, VR seemed to be a valuable method for studying human reorientation. Moreover, the virtual experimental setting involved here promoted knowledge of the relationship between working memory and spatial reorientation paradigm.  相似文献   
60.
Millions use electronic tools to do their jobs away from the traditional office. Some labor in a “virtual office” with flexibility to work wherever it makes sense and others telecommute primarily from home. This IBM study compares how three work venues (traditional office, n=4316, virtual office, n=767, and home office, n=441) may influence aspects of work (job performance, job motivation, job retention, workload success, and career opportunity) and personal/family life (work/life balance and personal/family success). Perceptions, direct comparisons, and multivariate analyses suggest that the influence of the virtual office is mostly positive on aspects of work but somewhat negative on aspects of personal/family life. The influence of the home office appears to be mostly positive and the influence of traditional office mostly negative on aspects of both work and personal/life. Implications of these findings are discussed.  相似文献   
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