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11.
Accurately predicting other people's actions may involve two processes: internal real‐time simulation (dynamic updating) and matching recently perceived action images (static matching). Using a priming of body parts, this study aimed to differentiate the two processes. Specifically, participants played a motion‐controlled video game with either their arms or legs. They then observed arm movements of a point‐light actor, which were briefly occluded from view, followed by a static test pose. Participants judged whether this test pose depicted a coherent continuation of the previously seen action (i.e., “action prediction task”). Evidence of dynamic updating was obtained after compatible effector priming (i.e., arms), whereas incompatible effector priming (i.e., legs) indicated static matching. Together, the results support action prediction as engaging two distinct processes, dynamic simulation and static matching, and indicate that their relative contributions depend on contextual factors like compatibility of body parts involved in performed and observed action.  相似文献   
12.
Aggressive driving is defined in terms of the frustration–aggression model. In that context aggressive driving is a syndrome of frustration-driven behaviors, enabled by the driver's environment. These behaviors can either take the form of instrumental aggression—that allows the frustrated driver to move ahead at the cost of infringing on other road users’ rights (e.g., by weaving and running red lights)—or hostile aggression which is directed at the object of frustration (e.g., cursing other drivers). While these behaviors may be reflective of individual differences in aggression, it is argued that the exclusive focus on the characteristics of the aggressive drivers and how to control them is short-sighted. Instead, this paper proposes a multi-factor approach to the problem. Five studies conducted so far tend to support this approach, by showing that specific aggressive behaviors—such as honking and running red lights—are associated with cultural norms, actual and perceived delays in travel, and congestion. Ergonomics-oriented approaches that involve environmental modifications are proposed.  相似文献   
13.
电子媒体设备日益流行的同时, 睡眠问题也日趋加重, 主客观研究均发现电子媒体使用会对睡眠产生消极影响.背后的加工机制涉及睡眠置换,唤醒,屏幕光和电磁辐射.可以通过睡眠卫生教育,限制电子媒体使用,屏蔽屏幕蓝光等方式进行干预.未来研究需要从理论机制的整合,因果关系的确定,测量方式的客观化和标准化,使用情况细化和本土化研究方面做努力.  相似文献   
14.
Flickering light induces visual hallucinations in human observers. Despite a long history of the phenomenon, little is known about the dependence of flicker-induced subjective impressions on the flicker frequency. We investigate this question using Ganzfeld stimulation and an experimental paradigm combining a continuous frequency scan (1–50 Hz) with a focus on re-occurring, whole percepts. On the single-subject level, we find a high degree of frequency stability of percepts. To generalize across subjects, we apply two rating systems, (1) a set of complex percept classes derived from subjects’ reports and (2) an enumeration of elementary percept features, and determine distributions of occurrences over flicker frequency. We observe a stronger frequency specificity for complex percept classes than elementary percept features. Comparing the similarity relations among percept categories to those among frequency profiles, we observe that though percepts are preferentially induced by particular frequencies, the frequency does not unambiguously determine the experienced percept.  相似文献   
15.
光照除了传统的视觉作用外, 还具有一定的非视觉效应, 包括调节昼夜节律、褪黑素分泌和警觉性等生理功能和行为表现。随着光照对生理节律影响研究的不断深入, 近来很多学者开始关注光照的警觉性作用。我们根据最新研究进展总结了:(1)警觉性的测量工具; (2)光照强度、时长、时间点、波长、色温等对光照警觉性作用的影响; (3)光照在治疗情绪障碍、调节生理节律、完善办公照明方面的应用; (4)提出了继续探讨光照警觉性作用的神经机制、优化参数特征和探讨混淆变量的研究方向。  相似文献   
16.
许宗惠  林仲贤 《心理科学》1997,20(4):303-306
本研究采用类例判断法,在不同光源下对22张图片肤色样本逐一地进行主观评价。使用的照明光源为D65、CWF和A三种标准光源,色温分别为6500K、4150K和2856K。垂直照明,45°观察.肤色样本的视角为2°。实验结果表明:观察者在A光源下比D65光源更容易地评价肤色样本的质量,即在D65光源下的满意样本,在A光源下其喜爱程度趋于提高,而对不满意样本的喜爱程度趋于降低或基本相同;在三种照明条件下,被评为最佳肤色的样本与真实肤色有些偏离,色调略为偏黄,亮度较高,饱和度则非常接近;在肤色的波长范围内,亮度较高而饱和度偏低的肤色样本往往是优选样本。  相似文献   
17.
18.
Two neonatal intensive care units (NICU) were observed every 15 minutes for at least 72 consecutive hours. Although infants on both NICUs were exposed to considerable amounts of stimulation, there were differences between the units for each environmental measure in the amount of stimulation and/or the pattern of circadian periodicity. The two NICUs also differed in the amount of time infants spent in various states and in the pattern of state periodicity. In general, the diurnal rhythms of the infant states were associated with the diurnal rhythms of different environmental events; furthermore, the patterns of association were not the same on the two NICUs. The results point to potential problems in depicting a “typical” NICU. More importantly, they suggest that the environmental of NICUs has a recognizable influence on aspects of their inhabitants' behavior and that the nature of influence is different from NICU to NICU. The effects are potentially significant for physical, social, and cognitive development.  相似文献   
19.
The increased risk of falls in the older aged population demands the development of assistive robotic devices capable of effective balance support. For the development and increased user acceptance of such devices, which provide balance support in a human-like way, it is important to understand the simultaneous occurrence of entrainment and sway reduction in human-human interaction. However, sway reduction has not been observed yet during a human touching an external, continuously moving reference, which rather increased human body sway. Therefore, we investigated in 15 healthy young adults (27.20±3.55 years, 6 females) how different simulated sway-responsive interaction partners with different coupling modes affect sway entrainment, sway reduction and relative interpersonal coordination, as well as how these human behaviours differ depending on the individual body schema accuracy. For this, participants were lightly touching a haptic device that either played back an average pre-recorded sway trajectory (“Playback”) or moved based on the sway trajectory simulated by a single-inverted pendulum model with either a positive (Attractor) or negative (Repulsor) coupling to participant's body sway. We found that body sway reduced not only during the Repulsor-interaction, but also during the Playback-interaction. These interactions also showed a relative interpersonal coordination tending more towards an anti-phase relationship, especially the Repulsor. Moreover, the Repulsor led to the strongest sway entrainment. Finally, a better body schema contributed to a reduced body sway in both the “reliable” Repulsor and the “less reliable” Attractor mode. Consequently, a relative interpersonal coordination tending more towards an anti-phase relationship and an accurate body schema are important to facilitate sway reduction.  相似文献   
20.
It is often considered desirable to have the same ordering of the items by difficulty across different levels of the trait or ability. Such an ordering is an invariant item ordering (IIO). An IIO facilitates the interpretation of test results. For dichotomously scored items, earlier research surveyed the theory and methods of an invariant ordering in a nonparametric IRT context. Here the focus is on polytomously scored items, and both nonparametric and parametric IRT models are considered.The absence of the IIO property in twononparametric polytomous IRT models is discussed, and two nonparametric models are discussed that imply an IIO. A method is proposed that can be used to investigate whether empirical data imply an IIO. Furthermore, only twoparametric polytomous IRT models are found to imply an IIO. These are the rating scale model (Andrich, 1978) and a restricted rating scale version of the graded response model (Muraki, 1990). Well-known models, such as the partial credit model (Masters, 1982) and the graded response model (Samejima, 1969), do no imply an IIO.  相似文献   
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