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41.
在心理咨询中,会遇到很多"老好人"来访者,这些老好人因不会拒绝别人而有苦难言。为更好地解决"老好人"式来访者的心理困惑,作者在交互分析理论的"人间游戏"基础上,发展并诠释了一个新的游戏——"老好人游戏"。通过对这一游戏模式的剖析,帮助咨询师充分了解"老好人"的行为模式及其背后的内心状态,对症咨询,真正实现心理咨询"助人自助"的目的。  相似文献   
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Abstract

Following its economic impact and rising popularity, ‘e-sports’ has become a theme within the academic debate on sports. The current discussion revolves around the definitions of sports provided by the philosophy and sociology of sports and how in turn, this can be adapted to e-sports. The premise of this article is the analysis of ‘institutionalisation’, which is claimed to be an element of modern sport. The governance and production aspects of e-sports will be the main focus where the nature of video games with their fractured production process, the lack of a monopolistic international organisation and its relative novelty will be emphasised. Furthermore, the shaky ground on which the term ‘institutionalisation’ stands will be touched on. It will conclude that the current debate on the recognition of e-sports as a sport may experience certain pitfalls if it does not solve the fundamental problems regarding institutionalisation and ignores the production process of video games and e-sports.  相似文献   
43.
The paper introduces a new model of argumentation, the Mixed Game Model, that no longer separates rule-governed competence from actual performance but starts from human beings and their ability of competence-in-performance. Human beings are able to orientate themselves in ever-changing surroundings and to negotiate diverging views in argumentative action games. Argumentation is thus described as a mixed game played by human beings according to principles of probability. These principles include constitutive, regulative and executive principles. Constitutive Principles focus on the basic components of the game, that is, action, dialogue, and coherence as the interplay of different communicative means. Regulative Principles mediate between correlated human abilities and interests. Executive Principles guide the sequencing of action according to cognitive strategies. The mixed game no longer rests on pre-established harmony but describes performance as a non-equilibrial process of negotiation that mediates between order and disorder and is based on the integration of various parameters such as rationality, reason, persuasion and emotion. How the model works is exemplified by an analysis of part of a debate in the European Parliament.  相似文献   
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Combining information across different sensory modalities is of critical importance for the animal's survival and a core feature of human's everyday life. In adulthood, sensory information is often integrated in a statistically optimal fashion, so that the combined estimates of two or more senses are more reliable than the best single one. Several studies have shown that young children use one sense to calibrate the others, which results in unisensory dominance and undermines their optimal multisensory integration abilities. In this study we trained children aged 4–5 years with action‐like mini games, to determine whether it could improve their multisensory as well as their visuo‐spatial skills. Multisensory integration abilities were assessed using a visuo‐haptic size discrimination task, while visuo‐spatial attention skills were investigated using a multiple object tracking task (MOT). We found that 2‐weeks training were sufficient to observe both optimal multisensory integration and visuo‐spatial enhancements selectively in the group trained with action‐like mini games. This plastic change persisted up to 3 months, as assessed in a follow‐up. Our novel findings reveal that abilities that are commonly known to emerge in late childhood can be promoted in younger children through action‐like mini games and have long‐lasting effects. Our data have clinical implications, in that they suggest that specific trainings could potentially help children with multisensory integration deficits.  相似文献   
46.
Evidence of the effects of playing violent video games on subsequent aggression has been mixed. This study examined how playing a violent video game affected levels of aggression displayed in a laboratory. A total of 43 undergraduate students (22 men and 21 women) were randomly assigned to play either a violent (Mortal Kombat) or nonviolent (PGA Tournament Golf) video game for 10 min. Then they competed with a confederate in a reaction time task that allowed for provocation and retaliation. Punishment levels set by participants for their opponents served as the measure of aggression. The results confirmed our hypothesis that playing the violent game would result in more aggression than would playing the nonviolent game. In addition, a Game × Sex interaction showed that this effect was larger for men than for women. Findings are discussed in light of potential differences in aggressive style between men and women.  相似文献   
47.
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.  相似文献   
48.
Gorniak P  Roy D 《Cognitive Science》2007,31(2):197-231
We introduce a computational theory of situated language understanding in which the meaning of words and utterances depends on the physical environment and the goals and plans of communication partners. According to the theory, concepts that ground linguistic meaning are neither internal nor external to language users, but instead span the objective-subjective boundary. To model the possible interactions between subject and object, the theory relies on the notion of perceived affordances: structured units of interaction that can be used for prediction at multiple levels of abstraction. Language understanding is treated as a process of filtering perceived affordances. The theory accounts for many aspects of the situated nature of human language use and provides a unified solution to a number of demands on any theory of language understanding including conceptual combination, prototypicality effects, and the generative nature of lexical items. To support the theory, we describe an implemented system that understands verbal commands situated in a virtual gaming environment. The implementation uses probabilistic hierarchical plan recognition to generate perceived affordances. The system has been evaluated on its ability to correctly interpret free-form spontaneous verbal commands recorded from unrehearsed game play between human players. The system is able to "step into the shoes" of human players and correctly respond to a broad range of verbal commands in which linguistic meaning depends on social and physical context. We quantitatively compare the system's predictions in response to direct player commands with the actions taken by human players and show generalization to unseen data across a range of situations and verbal constructions.  相似文献   
49.
The bystander effect refers to the phenomenon that individuals are less likely to help if there are potential other helpers present. For instance, past research revealed that participants were less likely to help computer-controlled characters if there were other computer-controlled characters present. Research has also shown that the bystander effect occurs if the presence of others is merely imagined. The present research examined the idea that the presence of multiple characters within a video game reduces the player's helping behavior even after the video game is over. In fact, participants who played a video game with multiple characters present were less likely to devote time to assisting in a future study than participants who had played the same video game with only a single character present.  相似文献   
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