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11.
Dual-task methodology often directs participants’ attention towards a gross motor skill involved in the execution of a skill, but researchers have not investigated the comparative effects of attention on fine motor skill tasks. Furthermore, there is limited information about participants’ subjective perception of workload with respect to task performance. To examine this, the current study administered the NASA-Task Load Index following a simulated shooting dual-task. The task required participants to stand 15 feet from a projector screen which depicted virtual targets and fire a modified Glock 17 handgun equipped with an infrared laser. Participants performed the primary shooting task alone (control), or were also instructed to focus their attention on a gross motor skill relevant to task execution (gross skill-focused) and a fine motor skill relevant to task execution (fine skill-focused). Results revealed that workload was significantly greater during the fine skill-focused task for both skill levels, but performance was only affected for the lesser-skilled participants. Shooting performance for the lesser-skilled participants was greater during the gross skill-focused condition compared to the fine skill-focused condition. Correlational analyses also demonstrated a significant negative relationship between shooting performance and workload during the gross skill-focused task for the higher-skilled participants. A discussion of the relationship between skill type, workload, skill level, and performance in dual-task paradigms is presented.  相似文献   
12.
Rubber-hand and virtual-hand illusions show that people can perceive body ownership for objects under suitable conditions. Bottom-up approaches assume that perceived ownership emerges from multisensory matching (e.g., between seen object and felt hand movements), whereas top-down approaches claim that novel body parts are integrated only if they resemble some part of a permanent internal body representation. We demonstrate that healthy adults perceive body ownership for a virtual balloon changing in size, and a virtual square changing in size or color, in synchrony with movements of their real hand. This finding is inconsistent with top-down approaches and amounts to an existence proof that non-corporeal events can be perceived as body parts if their changes are systematically related to one’s actions. It also implies that previous studies with passive-stimulation techniques might have underestimated the plasticity of body representations and put too much emphasis on the resemblance between viewed object and real hand.  相似文献   
13.
This paper seeks to demonstrate the possibility of manipulating the frequency of stuttering using virtual reality environments (VREs). If stuttering manifests itself in VREs similarly to the way it manifests itself in real world interactions, then VREs can provide a controlled, safe, and confidential method for treatment practice and generalization. Though many researchers and clinicians recognize the need for generalization activities in the treatment of stuttering, achieving generalization in a clinical setting poses challenges to client confidentiality, safety, and the efficient use of a professionals’ time. Virtual reality (VR) technology may allow professionals the opportunity to enhance and assess treatment generalization while protecting the safety and confidentiality of their clients. In this study, we developed a VR job interview environment which allowed experimental control over communication style and gender of interviewers. In this first trial, persons who stutter (PWS) experienced both challenging and supportive VR job interview conditions. The percentage of stuttered syllables was calculated for both interviews for each participant. Self-reported ratings of communication apprehension and confidence were also obtained, and were not significantly correlated with stuttering severity. Results indicated that interviewer communication style affected the amount of stuttering produced by participants, with more stuttering observed during challenging virtual interviews. Additionally, the amount of stuttering observed during the VR job interviews was significantly, positively correlated with the amount of stuttering observed during an interview with the investigator prior to VR exposure. Participants’ subjective reports of the VR experience indicate reactions similar to those they report experiencing in the real world. Possible implications for the use of VR in the assessment and treatment of stuttering are discussed.

Educational objectives: After reading this article, the reader will be able to—(1) list some of the challenges to treatment generalization; (2) describe how virtual reality technology can assist in alleviating some of these challenges; (3) describe how the frequency of stuttering varies across two different virtual environments.  相似文献   

14.
So far, evidence for unskilled social behavior in high socially anxious individuals (HAs) is equivocal. One reason may be that shortcomings are often not directly observable. An important shortcoming would be a lack of unintentional mimicry because it communicates sympathy and rapport with the interaction partner. Therefore, we tested whether HAs show less unintentional mimicry of others. Twenty-nine HAs and 43 low socially anxious individuals (LAs) - all female - watched a virtual man (avatar) who displayed a fixed set of head movements while giving an opinionated speech. Four raters scored whether the participants mimicked the avatar's movements within 4 s. The results indicate that HAs did indeed mimic significantly less than LAs. Lacking such pro-social behavior, HAs may indeed be evaluated as less sympathetic by others, confirming their fears of being disliked.  相似文献   
15.
Although it has been shown that immersive virtual reality (IVR) can be used to induce illusions of ownership over a virtual body (VB), information on whether this changes implicit interpersonal attitudes is meager. Here we demonstrate that embodiment of light-skinned participants in a dark-skinned VB significantly reduced implicit racial bias against dark-skinned people, in contrast to embodiment in light-skinned, purple-skinned or with no VB. 60 females participated in this between-groups experiment, with a VB substituting their own, with full-body visuomotor synchrony, reflected also in a virtual mirror. A racial Implicit Association Test (IAT) was administered at least three days prior to the experiment, and immediately after the IVR exposure. The change from pre- to post-experience IAT scores suggests that the dark-skinned embodied condition decreased implicit racial bias more than the other conditions. Thus, embodiment may change negative interpersonal attitudes and thus represent a powerful tool for exploring such fundamental psychological and societal phenomena.  相似文献   
16.
This brief report presents an experiment testing the effect of immersion on emotional responses and cognitive genre categorisation of film viewers. Immersion of a film presentation was varied by presenting an animated movie either in a 3D-viewing condition (low immersive condition) or in a CAVE condition (high immersive condition, comparable to virtual reality experience). Viewers rated their emotions and categorised the movies into four basic film genres (action, drama, comedy, and non-fiction). Two distinct types of emotion were measured: Fictional World emotions (e.g., sadness) in response to the presented fictional events and Artefact emotions in response to the film as an artefact (e.g., fascination). Results showed that stronger immersion led to more intense emotions but did not influence genre categorisation. In line with expectations, both types of emotional response were intensified by high immersion. The results are explained by suggesting that highly immersive cinema has its impact on a basic dimension of emotion, namely arousal that underlies both types of emotions.  相似文献   
17.
This study employed an immersed virtual environment (IVE) in the Nijmegen RIVERlab to study spider fearfuls’ attentional and motor reactions to virtual spiders. The participants were exposed to virtual spiders while completing an unrelated task, walking freely through a virtual museum. Compared to non-fearful controls, spider fearfuls showed an increase in state anxiety, they spent more time looking at spiders, and they exhibited spontaneous behavioural avoidance of spiders and visually similar objects. The results extend, and to some degree contradict, those of earlier studies with static pictures, and they speak to the usefulness of state-of-the-art IVEs in fundamental anxiety research.  相似文献   
18.
Feeling lonely motivates people to reconnect with others, but it can also trigger a vicious cycle of cognitions and behaviours that reinforces their loneliness. In this study, we examined the behavioural consequences of loneliness in a virtual social environment. A total of 176 participants navigated a character (protagonist) through a two-dimensional browser game and rated the character's loneliness multiple times during the game. In the first part of the game, another character is introduced as the protagonist's spouse. At one point, the spouse leaves for an undetermined period of time but later returns. Immediately before this separation, higher ascribed loneliness of the protagonist was associated with more frequent interactions with the spouse. After the reunion, however, higher ascribed loneliness was associated with less frequent interactions with the spouse. Ascribed loneliness was not significantly related to the frequency of interactions with others nor to the frequency of solitary activities. These patterns held after controlling for ascribed positive affect. Participants' levels of loneliness were related to the level of ascribed loneliness only when the spouse was present but not when the spouse was absent. In sum, these findings suggest that the conditions that trigger the vicious cycle of loneliness are person- and situation-specific.  相似文献   
19.
Neurophysiological data indicate that the reachable peripersonal space and the unreachable extrapersonal space are represented in segregated parietofrontal circuits and that when the unreachable space becomes reachable because of tool use, it is automatically coded by the network selective for peripersonal space. Here we directly tested the role of action's consequences in space coding. Thirty-eight participants bisected lines at either a reachable distance (60 cm) or unreachable distance (120 cm) using either a laser pointer or laser cutter. The laser cutter but not the laser pointer had an action consequence; the line broke into two pieces. The results showed that distance moderated the effect of action. At an unreachable distance, the mean bisection point was closer to the centre when participants used the laser cutter compared to when they used the laser pointer. There were no differences at a reachable distance (60 cm). This result suggests that the space in which the individual may determine a physical consequence is categorized as peripersonal space, independently from its actual distance from the individual's body.  相似文献   
20.
The nature of the relationship between the concepts of space and time in the human mind is much debated. Some claim that space is primary and that it structures time (cf. Lakoff & Johnson, 1980) while others (cf. Walsh, 2003) maintain no difference in status between them. Using fully immersive virtual reality (VR), we examined the influence of object distance and time of appearance on choice of demonstratives (this and that) to refer to objects. Critically, demonstratives can be used spatially (this/that red triangle) and temporally (this/that month). Experiment 1 showed a pattern of demonstrative usage in VR that is consistent with results found in real‐world studies. Experiments 2, 3, and 4 manipulated both when and where objects appeared, providing scenarios where participants were free to use demonstratives in either a temporal or spatial sense. Although we find evidence for time of presentation affecting object mention, the experiments found that demonstrative choice was affected only by distance. These results support the view that spatial uses of demonstratives are privileged over temporal uses.  相似文献   
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