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111.
PurposeVirtual reality environments (VREs) allow for immersion in speaking environments that mimic real-life interactions while maintaining researcher control. VREs have been used successfully to engender arousal in other disorders. The purpose of this study was to investigate the utility of virtual reality environments to examine physiological reactivity and subjective ratings of distress in persons who stutter (PWS).MethodSubjective and objective measures of arousal were collected from 10 PWS during four-minute speeches to a virtual audience and to a virtual empty room.ResultsStuttering frequency and physiological measures (skin conductance level and heart rate) did not differ across speaking conditions, but subjective ratings of distress were significantly higher in the virtual audience condition compared to the virtual empty room.ConclusionVREs have utility in elevating subjective ratings of distress in PWS. VREs have the potential to be useful tools for practicing treatment targets in a safe, controlled, and systematic manner.  相似文献   
112.
Virtual prejudice   总被引:1,自引:0,他引:1  
According to recent theorizing in social psychology, social behavior is controlled not only by reflective, but also by impulsive systems. The latter are based on associative links that may influence behavior without intent. The current study examined how prejudiced implicit associations affect physiological and automatic behavioral responses. Our native Dutch participants were immersed in a virtual environment in which they encountered virtual persons (avatars) with either White or Moroccan facial features. In line with our predictions, participants maintained more distance and showed an increase in skin conductance level when approaching Moroccan avatars as opposed to White avatars. Participants’ implicit negative associations with Moroccans moderated both effects. Moreover, evidence was found that the relation between implicit prejudice and distance effects was fully mediated by skin conductance level effects. These data demonstrate how prejudiced implicit associations may unintentionally lead to impulsive discriminatory responses.  相似文献   
113.
Manuel DeLanda is one of the few admitted realists in present-day continental philosophy, a position he claims to draw from Deleuze. DeLanda conceives of the world as made up of countless layers of assemblages, irreducible to their parts and never dissolved into larger organic wholes. This article supports DeLanda’s position as a refreshing new model for continental thought. It also criticizes his movement away from singular individuals toward disembodied attractors and topological structures lying outside all specific beings. While endorsing DeLanda’s realism, I reject his shift from the actual to the virtual.
Graham HarmanEmail:
  相似文献   
114.
Adults searched for or cached three objects in nine hiding locations in a virtual room or a real-space room. In both rooms, the locations selected by participants differed systematically between searching and hiding. Specifically, participants moved farther from origin and dispersed their choices more when hiding objects than when searching for hidden objects. In addition, in both virtual and real-space rooms, prior experience in the hiding task increased the distance participants traveled from origin and the dispersion of their choices during searching. Furthermore, gender differences appeared in the virtual room but not in the real-space room. Specifically, during hiding females travelled farther from origin than males and during searching they dispersed their choices more than males. Overall, the results suggest that strategies used by adult humans for searching and caching are consistent with those seen in non-human animals and children.  相似文献   
115.
When judging interior space, a dark ceiling is judged to be lower than a light ceiling. The method of metric judgments (e.g., on a centimetre scale) that has typically been used in such tasks may reflect a genuine perceptual effect or it may reflect a cognitively mediated impression. We employed a height-matching method in which perceived ceiling height had to be matched with an adjustable pillar, thus obtaining psychometric functions that allowed for an estimation of the point of subjective equality (PSE) and the difference limen (DL). The height-matching method developed in this paper allows for a direct visual match and does not require metric judgment. It has the added advantage of providing superior precision. Experiment 1 used ceiling heights between 2.90?m and 3.00?m. The PSE proved sensitive to slight changes in perceived ceiling height. The DL was about 3% of the physical ceiling height. Experiment 2 found similar results for lower (2.30?m to 2.50?m) and higher (3.30?m to 3.50?m) ceilings. In Experiment 3, we additionally varied ceiling lightness (light grey vs. dark grey). The height matches showed that the light ceiling appeared significantly higher than the darker ceiling. We therefore attribute the influence of ceiling lightness on perceived ceiling height to a direct perceptual rather than a cognitive effect.  相似文献   
116.
We systematically analyze the role of social comparison processes in organizations. Specifically, we describe how social comparison processes have been used to explain six key areas of organizational inquiry: (1) organizational justice, (2) performance appraisal, (3) virtual work environments, (4) affective behavior in the workplace, (5) stress, and (6) leadership. Additionally, we describe how unique contextual factors in organizations offer new insight into two widely studied sub-processes of social comparison, acquiring social information and thinking about that information. Our analyses underscore the merit of integrating organizational phenomena and social comparison processes in future research and theory.  相似文献   
117.
This study investigated the effects of transformational and transactional leadership styles and communication media on team interaction styles and outcomes. Teams communicated through one of the following three ways: (a) face-to-face, (b) desktop videoconference, or (c) text-based chat. Results indicated that transformational and transactional leadership styles did not affect team interaction styles or outcomes; that the mean constructive interaction score was higher in FTF than videoconference and chat teams, but not significantly higher in videoconference than chat teams; and that teams working in richer communication media did not achieve higher task performance than those communicating through less rich media. Finally, mean team cohesion scores were higher in FTF and videoconference than chat teams, but not significantly higher in FTF than videoconference teams. These results provide further evidence that communication media do have important effects on team interaction styles and cohesion.  相似文献   
118.
Three computer-based experiments which tested human participants in a non-immersive virtual watermaze task sought to determine factors which dictate whether the presence of a visual platform disrupts locale learning and taxon learning. In Experiment 1, the visible platform disrupted locale but not taxon learning based on viewpoint-independent and viewpoint-dependent information, respectively. In Experiment 2, taxon learning based on non-geometric cues providing viewpoint-dependent information was disrupted by the visible platform when the cues required relational information to disambiguate them from other cues. Experiment 3 placed participants in an isosceles triangular pool. The presence of the visible platform did not disrupt the encoding of relational information provided by shape of the pool. These results support the notion that geometric cues are encoded in a separate module which is impenetrable to non-geometric cues not creating the shape of the environment.  相似文献   
119.
Braitenberg vehicles are simple robotic platforms, equipped with rudimentary sensor and motor components. Such vehicles have typically featured as part of thought experiments that are intended to show how complex behaviours are apt to emerge from the interaction of inner control mechanisms with aspects of bodily structure and features of the wider (extra-agential) environment. The present paper describes a framework for creating Braitenberg-like vehicles, which is built on top of a widely used and freely available game engine, namely, the Unity game engine. The framework can be used to study the behaviour of virtual vehicles within a multiplicity of virtual environments. All aspects of the vehicle’s design, as well as the wider virtual environment in which the vehicle is situated, can be modified during the design phase, as well as at runtime. The result is a general-purpose simulation capability that is intended to provide the foundation for studies in so-called computational situated cognition—a field of study whose primary objective is to support the computational modelling of cognitive processes associated with the physically-embodied, environmentally-embedded, and materially-extended mind.  相似文献   
120.
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