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81.
虚拟团队理论研究及其发展趋势   总被引:17,自引:0,他引:17  
龚志周  王重鸣 《心理科学》2004,27(2):496-498
本文对近几年来有关虚拟团队产生的背景、基本理论研究思路、研究现状及其未来研究的发展趋势作了初步讨论。文章的主要结论是:对虚拟团队的理论研究正在从静态的、横向的、宏观的层次,向更为动态的、纵向的、微观的层次深入;将更加关注虚拟团队运作机制的研究;将更加关注电子商务背景下的项目虚拟团队;将更多的采用较为系统的现场和实验室研究的方法;将更加注重虚拟团队过程绩效的评估。  相似文献   
82.
This theoretical paper presents a person–environment fit framework that extends the Minnesota Theory of Work Adjustment to retirement transition and adjustment. The proposed Retirement Transition and Adjustment Framework (RTAF) also accommodates dynamic intra-individual and environment change over time, configural combinations of variables, and an ecological perspective to psychological-level decisions. The RTAF permits the collection of frequently sampled longitudinal person and environment data, allows for a detailed analysis of change and responsiveness, and can accommodate external influences from the family team, and social, economic and political policies. The paper concludes by using the RTAF to illustrate the types of psychological measurement and analysis opportunities likely to emerge in light of developments in the web, virtual reality, personal informatics and computing and information technology generally.  相似文献   
83.
The effect of initial planning on complex prospective memory was investigated using a virtual environment and a sample of healthy young adults (N?=?34). Participants were assigned to either an initial planning or a control condition and were asked to complete a series of time- and event-based prospective memory tasks. The planning group completed the tasks more quickly and accurately than the control group. However, the total time spent, including both planning and task execution, was comparable for the two groups. Within the planning group, tasks that were planned were more likely to be completed than unplanned tasks, but inclusion of overly detailed information in the plans resulted in poorer performance. These results suggest that although initial planning can be beneficial to task completion, the complexity of a plan may contribute to decrements in performance.  相似文献   
84.
We uncover new insights on the role of virtuality on team information sharing. A new two-dimensional conceptualization of information sharing (Mesmer-Magnus & DeChurch, 2009) enabled us to reconcile past inconsistencies in the virtual team literature. Recasting the findings of 94 studies (total number of groups = 5596; total N approximately = 19,702) into this framework reveals three key insights. First, virtuality improves the sharing of unique information, but hinders the openness of information sharing. Second, unique information sharing is more important to the performance of face-to-face teams than is open information sharing, whereas open information sharing is more important to the performance of virtual teams than is unique information sharing. Third, the effects of virtuality on information sharing are more curvilinear than linear – such that low levels of virtuality improve information sharing, but high levels hider it. Implications for research and practice are discussed.  相似文献   
85.
Emotions carry social influence, as evident by emotion contagion - an unconscious process attributed to mimicking of non-verbal cues. We investigate whether emotion contagion can occur in virtual teams; specifically, the emotional influence of text-based and behavior-based cues on participants’ emotion in 4-person virtual teams. In a 2 × 2 design a confederate textually communicated anger or happiness, while behaving in a resolute or flexible pattern. The team task required negotiation offering a performance based reward. We demonstrate that emotion contagion occurs in teams even when communication is only text-based. We show that behaviors are perceived as emotionally charged, resolute behavior interpreted as a display of anger, and flexibility as a display of happiness. Moreover, we demonstrate that incongruence between text-based communication of emotion and emotionally charged behaviors elicits negative emotion in fellow teammates. Our findings extend the boundaries of emotion contagion and carry implications for understanding emotion dynamics in virtual teams.  相似文献   
86.
Humans will naturally synchronize their posture to the motion of a visual surround, but it is unclear if this visuomotor entrainment can be attenuated with an increased sensitivity to somatosensory information. Sub-threshold vibratory noise applied to the Achilles tendons has proven to enhance ankle proprioception through the phenomenon of stochastic resonance. Our purpose was to compare visuomotor entrainment during walking and standing, and to understand how this entrainment might be attenuated by applying sub-threshold vibratory noise over the Achilles tendons. We induced visuomotor entrainment during standing and treadmill walking for ten subjects (24.5 ± 2.9 years) using a speed-matched virtual hallway with continuous mediolateral perturbations at three different frequencies. Vibrotactile motors over the Achilles tendons provided noise (0–400 Hz) with an amplitude set to 90% of each participant’s sensory threshold. Mediolateral sacrum, C7, and head motion was greatly amplified (4–8× on average) at the perturbation frequencies during walking, but was much less pronounced during standing. During walking, individuals with greater mediolateral head motion at the fastest perturbation frequency saw the greatest attenuation of that motion with applied noise. Similarly, during standing, individuals who exhibited greater postural sway (as measured by the center of pressure) also saw the greatest reductions in sway with sub-threshold noise applied in three of our summary metrics. Our results suggest that, at least for healthy young adults, sub-threshold vibratory noise over the Achilles tendons can slightly improve postural control during disruptive mediolateral visual perturbations, but the applied noise does not substantially attenuate visuomotor entrainment during walking or standing.  相似文献   
87.
In this paper, we evaluate the pragmatic turn towards embodied, enactive thinking in cognitive science, in the context of recent empirical research on the memory palace technique. The memory palace is a powerful method for remembering yet it faces two problems. First, cognitive scientists are currently unable to clarify its efficacy. Second, the technique faces significant practical challenges to its users. Virtual reality devices are sometimes presented as a way to solve these practical challenges, but currently fall short of delivering on that promise. We address both issues in this paper. First, we argue that an embodied, enactive approach to memory can better help us understand the effectiveness of the memory palace. Second, we present design recommendations for a virtual memory palace. Our theoretical proposal and design recommendations contribute to solving both problems and provide reasons for preferring an embodied, enactive account over an information-processing treatment of the memory palace.  相似文献   
88.
A chasm divides the huge corpus of maze studies found in the literature, with animals tested in mazes on the one side and humans tested with mazes on the other. Advances in technology and software have made possible the production and use of virtual mazes, which allow humans to navigate computerized environments and thus for humans and nonhuman animals to be tested in comparable spatial domains. In the present experiment, this comparability is extended even further by examining whether rhesus monkeys (Macaca mulatta) can learn to explore virtual mazes. Four male macaques were trained to manipulate a joystick so as to move through a virtual environment and to locate a computer-generated target. The animals succeeded in learning this task, and located the target even when it was located in novel alleys. The search pattern within the maze for these animals resembled the pattern of maze navigation observed for monkeys that were tested on more traditional two-dimensional computerized mazes.  相似文献   
89.
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335). In treatment completers no relationship was found between presence and anxiety. Early drop-outs experienced less acrophobic complaints and psychopathology in general at pre-test. They also experienced less presence and anxiety in the virtual environment used in session one as compared to patients that completed VRET.  相似文献   
90.
The controlled study of pedestrians’ crossing decision-making is relevant to the search for better safety conditions for this class of vulnerable road users. Several risk factors have been identified in the literature related to the crosswalks’ surrounding environment, the socio-demographic characteristics of the pedestrians crossing the road and the place where the crosswalks are inserted, as well as situational variables, such as speed and distance of the approaching vehicle during the crossing. In this work, the roles of visual and auditory cues in crossing decisions were analysed, comparing different speeds and distances, and taking into consideration different speed patterns of the approaching vehicle, aiming to identify what can affect pedestrians’ crossing behaviour. Experiments were performed in a virtual environment. Participants were presented with 10 different stimuli featuring a vehicle approaching with different speeds and movement patterns, combined with 2 auditory conditions: one concerning a vehicle with a gasoline combustion engine and another one with no sound cues. Participants were tasked with indicating the moment they decided to cross the street when they thought it was safe to do so by pressing a response button. Percentage of crossings, response time (RT), and time-to-passage (TTP) were recorded and subsequently analysed. The results showed that lower speeds and higher distances lead to higher percentages of crossings and RTs. The auditory condition did not significantly affect participants’ responses, leading to the conclusion that participants’ crossing decision was especially based on their visual perception of the movement characteristics of the approaching vehicle, particularly its speed and distance. These results may have relevance for the development of communication strategies between the vehicles, especially the automated ones, and pedestrians.  相似文献   
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