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231.
We argue that moral judgment studies currently conducted utilizing virtual reality (VR) devices must confront a dilemma as a result of how virtual environments are designed and how those environments are experienced. We first begin by describing the contexts present in paradigmatic cases of naturalistic moral judgments. We then compare these contexts to current traditional (vignette-based) and VR-based moral judgment research. We show that, contra to paradigmatic cases, vignette-based and VR-based moral judgment research often fails to accurately model the situational features of paradigmatic moral judgments. In particular, we compare and contrast six recent VR studies to support our view that only simulations high in context-realism and perspectival-fidelity can produce “virtually-real experiences.” After analyzing the constituents of a virtually-real experience, we go on to propose guidelines for the creation of VR studies. These guidelines serve two purposes. First, we aim to increase the ecological validity of such studies to advance our understanding of moral judgments. Second, we believe that such guidelines should inform how Institutional Review Boards assess VR research. We show that our guidelines are urgently needed, given the current lax review standards in place.  相似文献   
232.
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   
233.
幻想(Fantasy)是指向未来, 与个人愿望相联系的想象, 且不一定以客观规律为依据。现实(Reality)是存在于日常生活中, 或者与我们生活法则相一致的事物或现象。准确地区分幻想和现实有利于在保护儿童想象力的同时, 确保他们的人身安全。国内外研究发现, 儿童区分幻想和现实的能力随着年龄的增长而提高; 受外部(实验材料的情感色彩、人物和主题类型)和内部(个体情绪感知强度、经验)因素的影响; 语言、元认知、心理理论和认知神经等可能是儿童区分幻想和现实的作用机制。未来研究需探索各种作用机制在儿童年龄与区分幻想和现实能力之间可能的调节效应, 以及儿童混淆幻想和现实的认知神经。在此基础上, 进一步明确既保护儿童想象力又确保其人身安全的有效措施。  相似文献   
234.
空间导航是日常生活所必需的高级认知功能, 参与空间导航的海马及内嗅皮层等脑区易受到老化的影响并导致结构萎缩或功能紊乱。早期研究多利用动物实验、纸笔测验、现实环境等实验范式考察老年人的空间导航老化特点。由于具有与现实环境相似的场景、兼容磁共振成像扫描以及导航者可以与场景交互等优点, 虚拟现实技术被越来越多地被应用到空间导航的老化研究中, 并进一步揭示了海马等内侧颞叶脑区在空间导航老化中的重要作用。  相似文献   
235.
The author shows, through the use of clinical material, how an early failure in love can give rise to a severely crippling superego. The experience of a hateful relation with the mother is not simply internalized as a persecuting internal object, but is grafted onto the very roots of superego formation. As a result, the development of other parts of the psyche are affected – specifically the relation between the ego and self and the development of sexuality. The alienation between ego and self impairs thinking and the perception of external reality, which is modified and denied in the service of maintaining a pathological superego. By allowing the patient's hateful feelings to come out in the transference, without making him feel guilty, he is then able to risk expressing his loving feelings without the fear of rejection or abandonment. Through this process, the pathological superego can be dismantled and a more benign superego constructed.  相似文献   
236.
Fragments of the analytic voyage of a forty year old patient, haunted by the idea of her death since infancy when confronted with the anguish that accompanies the discovery of a potentially death dealing illness. In three years of intensive analytic work, her way of functioning psychically changed dramatically (her flight from imaginative life, total disaffectation of her emotional life, psychic deafness regarding her body and its messages ≡). These discoveries led to my analysand's resuming her psychoanalytic voyage in these words: 'Even if I am destined to die of this cancer, at least I shall have lived'.  相似文献   
237.
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   
238.
中国经济伦理学的研究虽然成果显著,但还存在着需要进一步澄清的三个相互关联的重要问题,即“理论性”与“应用性”问题、“伦理学”与“经济学”问题、以及“理想性”与“现实性”问题。这三个问题的正确理解有助于关于经济伦理学学科性质的合理界定,也有助于中国经济伦理学研究的继续深入。  相似文献   
239.
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   
240.
The aim of analysis is to enable our patients to differentiate themselves from their past. The question we face as analysts is whether we are in fact neurotically bound to repeat the past. This paper addresses this question by considering some of the reasons that there is a 'crisis in analysis'. Two central problems within the practice of analysis are identified as contributing to this 'crisis': 1) a view of the patient as 'enemy', or as innately destructive; and 2) a trend towards here-and-now interpretations within the transference which disregards history and the role of external reality. The danger of such an approach is that it does not allow patients to separate from their hateful primal scenes and to become free of neurotic guilt. When we are anxious about our own destructiveness and aggression and do not link this to a failure to form a loving relation, we run the risk of fostering compliance and conformity within our patients and within our own professional societies. In contrast, it is the recognition of the past and its influence on the present that makes analysis a tool for revolution.  相似文献   
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