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21.
The advent of relatively inexpensive 360‐degree cameras and virtual reality (VR) headsets brings new possibilities to the study of religion by allowing students to become virtually immersed in distant religious environments at very little cost. These tools can serve as the basis for assignments that help to engage students and meet core learning outcomes such as empathetic understanding and ethnographic analysis of religious place, ritual, and behavior in light of theories of religion. This article describes and reflects on the experimental incorporation of these technologies in two sections of an introductory religious studies course at a small two‐year campus in the University of Wisconsin System.  相似文献   
22.
In this study, Knauff and Johnson‐Laird's (2002) visual impedance hypothesis (i.e., mental representations with irrelevant visual detail can impede reasoning) is applied to the domain of external representations and diagrammatic reasoning. We show that the use of real objects and augmented real (AR) objects can control human interpretation and reasoning about conditionals. As participants made inferences (e.g., an invalid one from "if P then Q" to "P"), they also moved objects corresponding to premises. Participants who moved real objects made more invalid inferences than those who moved AR objects and those who did not manipulate objects (there was no significant difference between the last two groups). Our results showed that real objects impeded conditional reasoning, but AR objects did not. These findings are explained by the fact that real objects may over‐specify a single state that exists, while AR objects suggest multiple possibilities.  相似文献   
23.
Many elementary school students lack school relationships required for positive personal, social, and academic interactions. Reality therapy and play therapy both seek to address these relationships through developmentally appropriate and effective interventions. Integrating these 2 approaches has the potential for elementary school counselors to provide students with opportunities to create positive relationships and develop problem-solving skills. In this study, 8 school counselors participated in a series of trainings introducing reality play-therapy techniques to assess this potential. A thematic analysis conducted on feedback sessions following the trainings yielded themes related to the participants’ positive perceptions to the training and possible application.  相似文献   
24.
This paper seeks to demonstrate the possibility of manipulating the frequency of stuttering using virtual reality environments (VREs). If stuttering manifests itself in VREs similarly to the way it manifests itself in real world interactions, then VREs can provide a controlled, safe, and confidential method for treatment practice and generalization. Though many researchers and clinicians recognize the need for generalization activities in the treatment of stuttering, achieving generalization in a clinical setting poses challenges to client confidentiality, safety, and the efficient use of a professionals’ time. Virtual reality (VR) technology may allow professionals the opportunity to enhance and assess treatment generalization while protecting the safety and confidentiality of their clients. In this study, we developed a VR job interview environment which allowed experimental control over communication style and gender of interviewers. In this first trial, persons who stutter (PWS) experienced both challenging and supportive VR job interview conditions. The percentage of stuttered syllables was calculated for both interviews for each participant. Self-reported ratings of communication apprehension and confidence were also obtained, and were not significantly correlated with stuttering severity. Results indicated that interviewer communication style affected the amount of stuttering produced by participants, with more stuttering observed during challenging virtual interviews. Additionally, the amount of stuttering observed during the VR job interviews was significantly, positively correlated with the amount of stuttering observed during an interview with the investigator prior to VR exposure. Participants’ subjective reports of the VR experience indicate reactions similar to those they report experiencing in the real world. Possible implications for the use of VR in the assessment and treatment of stuttering are discussed.

Educational objectives: After reading this article, the reader will be able to—(1) list some of the challenges to treatment generalization; (2) describe how virtual reality technology can assist in alleviating some of these challenges; (3) describe how the frequency of stuttering varies across two different virtual environments.  相似文献   

25.
So far, evidence for unskilled social behavior in high socially anxious individuals (HAs) is equivocal. One reason may be that shortcomings are often not directly observable. An important shortcoming would be a lack of unintentional mimicry because it communicates sympathy and rapport with the interaction partner. Therefore, we tested whether HAs show less unintentional mimicry of others. Twenty-nine HAs and 43 low socially anxious individuals (LAs) - all female - watched a virtual man (avatar) who displayed a fixed set of head movements while giving an opinionated speech. Four raters scored whether the participants mimicked the avatar's movements within 4 s. The results indicate that HAs did indeed mimic significantly less than LAs. Lacking such pro-social behavior, HAs may indeed be evaluated as less sympathetic by others, confirming their fears of being disliked.  相似文献   
26.
This paper discusses the view that fantasizing, understood as a flight into fantasy, belongs to a type of mental functioning distinct from imaginative fantasy. From this the idea emerges, proposed by Winnicott, that withdrawal into fantasy assumes a dissociative quality, which is formed early on as a defensive solution following the loss of hope in object relations. Such a defence becomes the foundation for a dangerous enclave in which the individual ends up enclosing himself, experiencing an illusory self-sufficiency. In this perspective, the author maintains that the flight into fantasy must be understood as a risk factor for the draining of the self or for a crystallization into psychopathological structures, becoming an automatic activity of 'non-thought' that substitutes for the working-through processes necessary for the development of the mind. The paper investigates this psychopathological dynamic, which was already present in Breuer and Freud's writings, examining subsequent contributions of various authors. Clinical material (of both children and adults) illustrates how the flight into fantasy may take the form of an anti-relational realm of the mind, compromising the operations necessary to the integration of psychic life. There is also a discussion of which therapeutic tools may help the patient to gradually abandon the withdrawal in favour of an authentically nourishing relational nature.  相似文献   
27.
Abstract: This contribution describes some aspects of the work with a four‐year‐old autistic child who was treated for many years with four times weekly sessions of psychotherapy. The fluctuations between the symbolic and non‐symbolic use of external objects are described, as well as the ever changing quality of the child's object relations. The rhythmical element in the analysand‐analyst interplay is of great importance: the construction of the temporal shapes (Alvarez) and the modulation of presence and absence are relevant as regards the progressive capacity to name aspects of external reality and subjective experience. From a theoretical point of view, the contributions of both the post‐Jungian, including Michael Fordham, and the post‐Kleinian traditions are outlined. The notions of pre‐conception (Bion) and of archetype (Jung) are immensely helpful in working with autistic children as they actually help the analyst in assuming that some proto‐trace of representational potential is always present in the individual.  相似文献   
28.
Although it has been shown that immersive virtual reality (IVR) can be used to induce illusions of ownership over a virtual body (VB), information on whether this changes implicit interpersonal attitudes is meager. Here we demonstrate that embodiment of light-skinned participants in a dark-skinned VB significantly reduced implicit racial bias against dark-skinned people, in contrast to embodiment in light-skinned, purple-skinned or with no VB. 60 females participated in this between-groups experiment, with a VB substituting their own, with full-body visuomotor synchrony, reflected also in a virtual mirror. A racial Implicit Association Test (IAT) was administered at least three days prior to the experiment, and immediately after the IVR exposure. The change from pre- to post-experience IAT scores suggests that the dark-skinned embodied condition decreased implicit racial bias more than the other conditions. Thus, embodiment may change negative interpersonal attitudes and thus represent a powerful tool for exploring such fundamental psychological and societal phenomena.  相似文献   
29.
The authors examined the resolution of a discrepancy between visual and proprioceptive estimates of arm position in 10 participants. The participants fixed their right shoulder at 0°, 30°, or 60° of transverse adduction while they viewed a video on a head-mounted display that showed their right arm extended in front of the trunk for 30 min. The perceived arm position more closely approached the seen arm position on the display as the difference between the actual and visually displayed arm positions increased. In the extreme case of a 90° discrepancy, the seen arm position on the display was very gradually perceived as approaching the actual arm position. The magnitude of changes in sensory estimates was larger for proprioception (20%) than for vision (< 10%).  相似文献   
30.
The present paper attempts to clarify the cognitive conditions which make it possible to define so‐called reality from five individual criteria and a confrontation to the paradigms of the community. Reality unfolds from potentially infinite reiteration, but can actually be caught only through finite operations. Our access to discoveries and increased knowledge depends upon abduction which enables us to probe the viability of unlikely hypotheses. Man becomes autonomous through using abduction; that is to say through interacting within the family and the constraints of social ecosystems which built his identity, and his conflictual access to the construction of reality.  相似文献   
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