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91.
We developed a virtual reality test to assess the cognitive function of Japanese people in near-daily-life environment, namely, a virtual shopping test (VST). In this test, participants were asked to execute shopping tasks using touch panel operations in a “virtual shopping mall.” We examined differences in VST performances among healthy participants of different ages and correlations between VST and screening tests, such as the Mini–Mental State Examination (MMSE) and Everyday Memory Checklist (EMC). We included 285 healthy participants between 20 and 86 years of age in seven age groups. Therefore, each VST index tended to decrease with advancing age; differences among age groups were significant. Most VST indices had a significantly negative correlation with MMSE and significantly positive correlation with EMC. VST may be useful for assessing general cognitive decline; effects of age must be considered for proper interpretation of the VST scores.  相似文献   
92.
93.
By having subjects drive a virtual taxicab through a computer-rendered town, we examined how landmark and layout information interact during spatial navigation. Subject-drivers searched for passengers, and then attempted to take the most efficient route to the requested destinations (one of several target stores). Experiment 1 demonstrated that subjects rapidly learn to find direct paths from random pickup locations to target stores. Experiment 2 varied the degree to which landmark and layout cues were preserved across two successively learned towns. When spatial layout was preserved, transfer was low if only target stores were altered, and high if both target stores and surrounding buildings were altered, even though in the latter case all local views were changed. This suggests that subjects can rapidly acquire a survey representation based on the spatial layout of the town and independent of local views, but that subjects will rely on local views when present, and are harmed when associations between previously learned landmarks are disrupted. We propose that spatial navigation reflects a hierarchical system in which either layout or landmark information is sufficient for orienting and wayfinding; however, when these types of cues conflict, landmarks are preferentially used.  相似文献   
94.
The objective of this work was to study the dynamics of human emotional states in the process of social interaction in a virtual environment. The previously developed for this purpose prototypes of the virtual actor (NPC) and its virtual environment simulator “Teleport” underwent significant re-design and modification. The experimental platform was re-implemented and used in experiments with college student participants, combining electromyography, emotion recognition in facial recordings and model-based game log analysis in a social videogame paradigm. Participants interacted with two virtual actors implemented based on the eBICA cognitive architecture (Samsonovich, 2013, 2018). Positive correlations were found between eBICA model predictions and participant affects extracted from their facial expressions and facial muscle activity. Affective dynamics of social phenomena, such as the establishment of partnership or an act of betrayal, were characterized and found consistent with the model predictions. Other findings include a gradually developing emotional reaction, possibly due to the integration of appraisals of game events. Overall, obtained results confirm the eBICA model, suggesting its further extension and refinement.  相似文献   
95.
Avoidance behaviour is a crucial component of fear and is importantly involved in the maintenance of anxiety disorders. Presumably, fear conditioning leads to avoidance of the feared object or context. A virtual reality contextual fear conditioning paradigm was used to investigate the association between explicit conditioning effects and subsequent avoidance behaviour. Mild electric shocks were administered in one context (anxiety context), but never in a second context (safety context). Subsequent avoidance behaviour was assessed by asking participants to choose two out of three contexts (a neutral context was added) to visit again. Participants avoided the anxiety context, but did not prefer the safety over the neutral context. Participants with substantial conditioning effects, as reflected in differential valence, arousal and anxiety ratings, avoided the anxiety context but not the safety context. In sum, we demonstrated an association between context conditioning effects on an explicit level and later avoidance behaviour.  相似文献   
96.
Millions of people interact in the context of massively-multi-player-online-role-play-games (MMORPGs). Here we address whether MMORPG usernames convey accurate information about users’ personalities. Impressions based on email addresses show some accuracy but MMORPG’s are different because they provide little accountability, with little expectation that users will ever meet in person. We assessed consensus and accuracy in impressions based on 1357 (153 females) World of Warcraft users. Ratings of the usernames in terms of the Big Five dimensions yielded strong consensus (mean ICC = .46) but low accuracy (mean r = .01). Lens-model analysis suggest that features of the usernames have little validity, but observers used them anyway. Discussion focuses on why results might differ from those based on email addresses.  相似文献   
97.
Abstract

The emergence of a diverse range of virtual schools in recent times raises ethical concerns. The paper considers historical antecedents, and reflects on the contribution that virtual schools might make to individuals and to society. Despite their potential, virtual schools are seen as unsuitable for some students, and there are indications that they have sometimes been supported for inappropriate reasons. Concerns are also raised about the effectiveness of socialization, communications in a virtual school, and the moral distancing effect of educational technologies. Suggestions related to ethical issues are offered for parents who are considering virtual schools for their children.  相似文献   
98.
Abstract

Two open trials of Virtual Reality based exposure therapy (VRE) to desensitize Vietnam veterans with Posttraumatic Stress Disorder (PTSD) to some of their traumatic memories are described. A total of 21 patients were exposed to one of two virtual Vietnam computer-generated environments in which their individual traumatic experiences were simulated in response to their recounting these events. Although two patients experienced significant increases in symptoms during VRE, all patients' PTSD symptoms were below baseline by the 3-month post-treatment assessment. When the data from the two open trials was combined, clinically meaningful and statistically significant reductions in PTSD symptoms were found. These changes were long lasting as evidenced by the 6-month follow-up assessments. Two case examples are provided and future applications of this treatment are discussed.  相似文献   
99.
BraLearning is one of the most complex cognitive processes that living beings have. This process is distributed within the brain and each independent cognitive function contributes to a small or large extent to it. Particularly, affective learning is a process that allows us to identify stimuli in the environment and discriminate them based on our tastes or preferences. Within this work we will address a type of affective evaluation generated by the perceptual circuit of taste that allows us to determine flavors from the environment and how this information becomes part of the perceptual affective evaluation. We will start this work by identifying other computational works that address affective processes oriented to taste or that involve some other affective evaluation. Subsequently, we analyze of neuroscientific information that allows us to build an informal model of the perceptual circuit of taste. Finally, we propose a cognitive architecture for the generation of autonomous responses oriented to taste in virtual creatures and we will demonstrate its functionality through an implementation of this model in some case studies through distributed modules and discuss the results obtained.  相似文献   
100.
Driving simulators are highly valuable tools for various applications such as research, training, and rehabilitation. However, they are also known to cause simulator sickness, a special form of traditional motion sickness. Common side effects of simulator sickness include nausea, headache, dizziness, eye-strain, and/or disorientation, all symptoms which may negatively impact driving performance. The goal of the present study was to investigate the relationship between simulator sickness and driving performance obtained in a high-fidelity driving simulator. Twenty-one healthy participants were engaged in a simulated driving task containing rural, city, and highway sections for approx. 25 min. Participants were asked to drive naturally while obeying traffic rules and completing common driving maneuvers (including reactions to sudden events). Driving performance was evaluated based on various driving measures, such as lane positioning, speed measures, following distance, or the number of steering reversals. Simulator sickness was measured before, during, and after the simulated drive using a combination of the Simulator Sickness Questionnaire and the Fast Motion Sickness scale. Overall, correlations between the level of simulator sickness and driving performance measures were low to moderate (r’s from -0.37 to 0.40) and were not significant. Additionally, participants who reported higher levels of simulator sickness did not differ with regards to their driving performance from those who reported lower simulator sickness scores. Our results suggest that the presence of simulator sickness is not strongly related to performance in a driving simulator.  相似文献   
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