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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.
We implemented a virtual reality system to quantify differences in the use of visual feedback to maintain balance during walking between healthy young (n = 12, mean age: 24 years) and healthy old (n = 11, 71 years) adults. Subjects walked on a treadmill while watching a speed-matched, virtual hallway with and without mediolateral visual perturbations. A motion capture system tracked center of mass (CoM) motion and foot kinematics. Spectral analysis, detrended fluctuation analysis, and local divergence exponents quantified old and young adults’ dynamic response to visual perturbations. Old and young adults walked normally with comparable CoM spectral characteristics, lateral step placement temporal persistence, and local divergence exponents. Perturbed visual flow induced significantly larger changes in mediolateral CoM motion in old vs. young adults. Moreover, visual perturbations disrupted the control of lateral step placement and compromised local dynamic stability more significantly in old than young adults. Advanced age induces a greater reliance on visual feedback to maintain balance during waking, an effect that may compensate for degradations in somatosensation. Our findings are relevant to the early diagnosis of sensory-induced balance impairments and also point to the potential use of virtual reality to evaluate sensory rehabilitation and balance training programs for old adults.  相似文献   
103.
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   
104.
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   
105.
There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7–12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (p < .001). Children with previous experience playing Wii Fit games demonstrated greater movement quantity during Wii Fit game play (p < .001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments.  相似文献   
106.
The present study investigates the influence of depth on pseudoneglect in healthy young participants (n = 18) within three-dimensional virtual space, by presenting a variation of the greyscales task and a landmark task, which were specifically matched for stimulus–response compatibility, as well as perceptual factors within and across the tasks. Tasks were presented in different depth locations (peripersonal, extrapersonal) and different orientations (horizontal, vertical) within three-dimensional virtual space, using virtual reality technique. A horizontal leftward bias (pseudoneglect) for both tasks was found, which was stronger in peripersonal than in extrapersonal space. For the vertical condition, an upward bias was observed in the greyscales task, but not in the landmark task. These results support the hypotheses of right hemispheric dominance for visual spatial attention and our study is the first to examine horizontal and vertical orienting biases with the greyscales task in peri- and extrapersonal space. Furthermore, the differences in attentional asymmetries with respect to depth suggest dissociable neural mechanisms for visual attentional processing in near and far space and the lack of significant correlations implies independence of horizontal and vertical stimulus processing.  相似文献   
107.
Despite the tremendous growth of telework and other forms of virtual work, little is known about its impact on organizational commitment and turnover intentions, nor the mechanisms through which telework operates. Drawing upon the conservation of resources model as the theoretical framework, I posit telework’s impact is the result of resource stockpiling and flexibility as teleworkers are able to yield work and personal benefits and protect themselves from resource depletion in the office. Using a sample of 393 professional-level teleworkers in one organization, I therefore investigate the intervening role of work exhaustion in determining commitment and turnover intentions. Results indicate that telework is positively related to commitment and negatively related to turnover intentions, such that a higher degree of teleworking is associated with more commitment to the organization and weakened turnover intentions. Moreover, work exhaustion is found to mediate the relationships between teleworking and both commitment and turnover intentions.  相似文献   
108.
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   
109.
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   
110.
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   
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