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61.
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   
62.
脑卒中的康复治疗   总被引:13,自引:0,他引:13  
讨论和研究了遵循生物-心理-社会医学模式,从生物功能、心理功能、社会功能三个纬度综述脑卒中的康复治疗理论.一个以躯体生物功能损害为突出表现的脑卒中患者,要综合考虑他的受损的躯体功能、心理状态和社会功能,三者不宜偏废.  相似文献   
63.
A real-world open-field search task was implemented with humans as an analogue of Blaisdell and Cook’s (Anim Cogn 8:7–16, 2005) pigeon foraging task and Sturz, Bodily, and Katz’s (Anim Cogn 9:207–217, 2006) human virtual foraging task to 1) determine whether humans were capable of integrating independently learned spatial maps and 2) make explicit comparisons of mechanisms used by humans to navigate real and virtual environments. Participants searched for a hidden goal located in one of 16 bins arranged in a 4 × 4 grid. In Phase 1, the goal was hidden between two landmarks (blue T and red L). In Phase 2, the goal was hidden to the left and in front of a single landmark (blue T). Following training, goal-absent trials were conducted in which the red L from Phase 1 was presented alone. Bin choices during goal-absent trials assessed participants’ strategies: association (from Phase 1), generalization (from Phase 2), or integration (combination of Phase 1 and 2). Results were inconsistent with those obtained with pigeons but were consistent with those obtained with humans in a virtual environment. Specifically, during testing, participants did not integrate independently learned spatial maps but used a generalization strategy followed by a shift in search behavior away from the test landmark. These results were confirmed by a control condition in which a novel landmark was presented during testing. Results are consistent with the bulk of recent findings suggesting the use of alternative navigational strategies to cognitive mapping. Results also add to a growing body of literature suggesting that virtual environment approaches to the study of spatial learning and memory have external validity and that spatial mechanisms used by human participants in navigating virtual environments are similar to those used in navigating real-world environments.  相似文献   
64.
To build a true conscious robot requires that a robot’s “brain” be capable of supporting the phenomenal consciousness as human’s brain enjoys. Operational Architectonics framework through exploration of the temporal structure of information flow and inter-area interactions within the network of functional neuronal populations [by examining topographic sharp transition processes in the scalp electroencephalogram (EEG) on the millisecond scale] reveals and describes the EEG architecture which is analogous to the architecture of the phenomenal world. This suggests that the task of creating the “machine” consciousness would require a machine implementation that can support the kind of hierarchical architecture found in EEG.
Andrew A. FingelkurtsEmail:
  相似文献   
65.
Three computer based experiments, testing human participants in a non-immersive virtual watermaze task, used a blocking design to assess whether two sets of geometric cues would compete in a manner described by associative models of learning. In stage 1, participants were required to discriminate between visually distinct platforms. In stage 2, additional spatial information was provided by the shape or the color of the walls of the pool. In a test trial, the platforms were removed and the spatial knowledge acquired regarding the position of the platform was assessed. Experimental groups were compared against control groups which did not receive stage 1 training. The unique color of the correct platform, in Experiments 1 and 3, disrupted learning about the colored walls but not the geometry of the pool. In Experiment 2, the correct platform was identifiable from its position within the three platform array. Learning the relative position of the correct platform within the array disrupted learning about its position relative to the geometry of the pool, but not to the colored walls. The results suggest that learning the position of a goal in relation to the geometry of the environment can be blocked but only by an alternative geometric cue.  相似文献   
66.
A dynamic 3-D virtual environment was constructed for humans as an open-field analogue of Blaisdell and Cook's (2005) pigeon foraging task to determine if humans, like pigeons, were capable of integrating separate spatial maps. Participants used keyboard keys and a mouse to search for a hidden goal in a 4×4 grid of raised cups. During Phase 1 training, a goal was consistently located between two landmarks (Map 1: blue T and red L). During Phase 2 training, a goal was consistently located down and left of a single landmark (Map 2: blue T). Transfer trials were then conducted in which participants were required to make choices in the presence of the red L alone. Cup choices during transfer assessed participants’ strategies: association (from Map 1), generalization (from Map 2), or integration (combining Map 1 and 2). During transfer, cup choices increased to a location which suggested an integration strategy and was consistent with results obtained with pigeons. However, additional analyses of the human data suggested participants initially used a generalization strategy followed by a progressive shift in search behavior away from the red L. This shift in search behavior during transfer was responsible for the changes in cup choices across transfer trials and was confirmed by a control condition. These new analyses offer an alternative explanation to the spatial integration account proposed for pigeons.Electronic Supplementary Material Supplementary material is available for this article at  相似文献   
67.
This study explores the cautious behaviors of pedestrians in a typical local street environment using virtual reality (VR)-based experiments under various physical safety design scenarios for roadways. The built environment of this study focused on narrow local roads where frequent daily walking occurs within a neighborhood. VR experiments can provide an objective and accurate measurement of pedestrian behaviors, thus improving the understanding of complicated pedestrian behaviors. Based on experimental data from 200 university students, we identified pedestrians’ crossing behavior that is cautionary or risky concerning various physical safety designs of streets. This study found that there are trade-off relationships between various behaviors which should be systematically studied to produce safer street design guidelines. Furthermore, as the contexts and sequences matter in behaviors for intersection crossing, the interpretation of behaviors should carefully consider the context of built environments and sequential decisions made by pedestrians. This sequential understanding of before- and during-crossing behaviors and their connections expands our knowledge of pedestrians’ crossing behaviors.  相似文献   
68.
A wide range of individual, interpersonal and environmental factors influence the safety of pedestrians crossing the street, including human development (children take more risks than adolescents and adults) and sensation seeking (individuals higher in sensation seeking have greater risk). The interaction between those two variables has not been carefully studied, however. Does the effect of sensation seeking on pedestrian safety vary across human development as cognitive and other skills improve? This study investigated the primary effects of age and sensation seeking, plus their joint effects, on pedestrian crossing in a virtual reality environment. 209 children (10–13 years old), adolescents (14–18 years old) and young adults (20–24 years old) screened to be high and low level in sensation seeking participated. A 3 (age group: child vs adolescent vs young adult) × 2 (sensation seeking: high vs low) × 2 (traffic condition: easy vs harder crossing) mixed factorial design was conducted. Three pedestrian safety outcomes – start delay, missed opportunities and dangerous crossings – were considered. Results showed that when the traffic condition was easier to cross within, the start delay to enter traffic gaps was significantly shorter for children than for adolescents and young adults. There were no significant differences across age groups when the traffic condition was harder to cross within. Pedestrians also missed more opportunities to cross the road when the traffic condition was harder to cross within. Pedestrians low in sensation seeking missed more opportunities to cross than those high in sensation seeking. All age groups had more dangerous crossings during the harder crossing scenario than in the easier one, and adolescents had more dangerous crossings than young adults or children. Finally, the results of hierarchical regression models predicting dangerous crossings showed that traffic condition had a significant predictive effect on children's dangerous crossing behavior, and both high sensation seeking and harder traffic conditions predicted adolescents’ dangerous crossing behavior. No included variables significantly predicted adults' dangerous crossing behavior. We conclude that both age and sensation-seeking contribute to pedestrian safety. The effect of sensation seeking does not vary widely by age group, but its effect on adolescents was somewhat stronger than in the other age groups studied.  相似文献   
69.
In behavioral control, contextual information is used alongside incoming sensory inputs to reduce uncertainties about the unfolding situation. However, our understanding of this weighting process is limited; particularly regarding the applied question of whether individuals should be provided with information or whether they should rather generate it by themselves. We thus compared the provision of more or less valid (i.e., “true”) contextual information with a self-generation condition by examining the performance of elite and near-elite youth handball players (N = 30 + 27) in a virtual-reality defensive task. We measured response correctness, positioning as a function of the teammates’ defensive behaviors and the degree to which the experimentally induced patterns in the teammates’ strengths were detected. The results show that providing individuals with uncertain information neither enhances nor harms performance decisively. However, valid information enhances performance in congruent situations while degrading performance in incongruent situations, more pronouncedly in elite than in near-elite players. Consequently, individuals should be provided with explicit contextual information only if (i) their expertise level is not adequate enough to rely on self-generation, (ii) the situation-specific knowledge base cannot be sufficiently self-generated, and (iii) the instructor is sufficiently certain that the explicit information actually meets the upcoming situation.  相似文献   
70.
We have previously shown that aging deteriorates detection of spatial visual and auditory stimuli and prolongs reaction times measured during a virtual driving task. Sleep deprivation affected the young more than the old. Here we determined the effects of age and sleep deprivation on ERPs elicited by spatial visual and auditory stimuli during virtual driving. Participants were 22 young (18–35 years) and 19 old (65–79) healthy males. Experiments were run in normal daytime condition and after a night of sleep deprivation. Aging shortened the peak latencies of the early P1 and N1 but increased the P3 latency. Sleep deprivation slowed down and diminished the N1 peaks of the young. General right-side preference was seen in latencies. Thus, the effects of aging could be seen in decision making and working memory related processes (P3), whereas those of sleep deprivation could be found in alerting and orienting functions (N1) in the young.  相似文献   
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