首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   996篇
  免费   154篇
  国内免费   117篇
  2024年   4篇
  2023年   37篇
  2022年   27篇
  2021年   56篇
  2020年   88篇
  2019年   80篇
  2018年   56篇
  2017年   76篇
  2016年   54篇
  2015年   47篇
  2014年   48篇
  2013年   144篇
  2012年   35篇
  2011年   41篇
  2010年   29篇
  2009年   33篇
  2008年   44篇
  2007年   43篇
  2006年   32篇
  2005年   37篇
  2004年   31篇
  2003年   21篇
  2002年   18篇
  2001年   11篇
  2000年   13篇
  1999年   15篇
  1998年   12篇
  1997年   12篇
  1996年   12篇
  1995年   7篇
  1994年   9篇
  1993年   10篇
  1992年   13篇
  1991年   5篇
  1990年   7篇
  1989年   6篇
  1988年   3篇
  1987年   6篇
  1986年   4篇
  1985年   8篇
  1984年   7篇
  1983年   8篇
  1982年   3篇
  1981年   4篇
  1980年   1篇
  1979年   4篇
  1978年   2篇
  1977年   2篇
  1976年   2篇
排序方式: 共有1267条查询结果,搜索用时 15 毫秒
41.
The teaching interaction procedure is a behavior analytic procedure that has been used to target the development of social skills. The teaching interaction procedure consists of labeling the target skill, providing a meaningful rationale, describing the steps of the target skill, modeling the skill, role‐play, and providing feedback throughout the interaction. Although the teaching interaction procedure has been used to teach a variety of social skills for individuals diagnosed with autism spectrum disorder (ASD), it has only been used to train staff in two studies. The purpose of this study was to evaluate the use of the teaching interaction procedure to teach three interventionists to implement the Cool versus Not Cool? procedure to target the development of social skills for children diagnosed with ASD. The results of a multiple baseline design demonstrated that the teaching interaction procedure was effective for all three interventionists. Results of the child participants' skill acquisition are also provided.  相似文献   
42.
Securing appropriate driver responses to conflicts is essential in automation that is not perfect (because the driver is needed as a fall-back for system limitations and failures). However, this is recognized as a major challenge in the human factors literature. Moreover, in-depth knowledge is lacking regarding mechanisms affecting the driver response process. The first aim of this study was to investigate how driver conflict response while using highly reliable (but not perfect) supervised automation differ for drivers that (a) crash or avoid a conflict object and (b) report high trust or low trust in automation to avoid the conflict object. The second aim was to understand the influence on the driver conflict response of two specific factors: a hands-on-wheel requirement (with vs. without), and the conflict object type (garbage bag vs. stationary vehicle). Seventy-six participants drove with highly reliable but supervised automation for 30 min on a test track. Thereafter they needed to avoid a static object that was revealed by a lead-vehicle cut-out. The driver conflict response was assessed through the response process: timepoints for driver surprise reaction, hands-on-wheel, driver steering, and driver braking. Crashers generally responded later in all actions of the response process compared to non-crashers. In fact, some crashers collided with the conflict object without even putting their hands on the wheel. Driver conflict response was independent of the hands-on-wheel requirement. High-trust drivers generally responded later than the low-trust drivers or not at all, and only high trust drivers crashed. The larger stationary vehicle triggered an earlier surprise reaction compared to the garbage bag, while hands-on-wheel and steering response were similar for the two conflict object types. To conclude, crashing is associated with a delay in all actions of the response process. In addition, driver conflict response does not change with a hands-on-wheel requirement but changes with trust-level and conflict object type. Simply holding the hands on the wheel is not sufficient to prevent collisions or elicit earlier responses. High trust in automation is associated with late response and crashing, whereas low trust is associated with appropriate driver response. A larger conflict object trigger earlier surprise reactions.  相似文献   
43.
Supplying training to drivers that teaches them about automated driving and requests to intervene may help them to build and maintain a mental representation of how automation works and thereby improve takeover performance. We aimed to investigate the effect of different types of training programmes about the functioning of automated driving on drivers’ takeover performance during real driving. Fifty-two participants were split into three groups for training sessions: paper (short notice), video (3-minute tutorial) and practice (short drive). After the training, participants experienced automated driving and both urgent and non-urgent requests to intervene in a Wizard-of-Oz vehicle on public roads. Participants’ takeover time, visual behaviour, mental workload, and flow levels during the requests to intervene were assessed. Our results indicated that in urgent circumstances, participants’ takeover response times were faster in the practice training condition compared to the other training conditions. Nevertheless, the practice training session did not present any other positive effect on drivers’ visual behaviour. This could indicate that prior training, particularly when reinforcing drivers' motor skills, improved their takeover response time at the latest motor stages rather than in the early sensory states. In addition, the analysis of in-vehicle videos revealed that participants’ attention was captured in the first place by the in-vehicle human-machine interface during the urgent request to intervene. This highlights the importance for designers to display information on the HMI in an appropriate way to optimise drivers’ situation awareness in critical situations.  相似文献   
44.
随着网络教学和视频学习的普及, 近期大量研究关注视频学习过程中教师角色的作用。真人教师对学习的作用存在不同的理论解释:准社会交往理论、社会存在理论和社会代理理论支持真人教师能够促进学习; 而多媒体学习认知理论、认知负荷理论等则认为教师的存在会阻碍视频学习。汇总以往实证研究发现:第一, 教师对视频学习效果有比较弱的促进效应, 这主要体现在保持测验(d = 0.23)和迁移测验(d = 0.1)中; 第二, 教师对视频学习主观体验的影响主要体现在学习感知(d = 0.49), 学习兴趣(d = 0.5)和学习满意度(d = 2.21)上, 显示中等及大的效应; 第三, 教师的存在会降低学习者对视频学习材料的注视时间(d = -2.02)。未来研究仍需要从真人教师呈现方式、学习者特征、学习材料特征以及测量方式等方面加以探讨。  相似文献   
45.
对1353名高中生进行问卷调查,探究亲子间科技干扰与青少年网络人际关系成瘾之间的关系,相对剥夺感的中介作用及内在觉知的调节作用,结果表明:(1)亲子间科技干扰正向预测青少年网络人际关系成瘾;(2)相对剥夺感是亲子间科技干扰与网络人际关系成瘾之间的中介变量;(3)亲子间科技干扰与网络人际关系成瘾的间接效应前半段受到内在觉知的调节。因此,亲子间科技干扰和网络人际关系成瘾之间存在有调节的中介效应。  相似文献   
46.
The interaction and engagement patterns of 13 supported employees and 38 regular Adult Training Centre (ATC) attenders were compared. Data were obtained through direct observation within 13 employment sites and a representative sample of ATC organised activities. Results indicated that individual involvement was significantly higher in employment, compared to ATCs, but that the ATC group experienced significantly more social interaction, mainly due to higher levels of task specific dialogue between individuals and the service staff within ATCs. A breakdown of with whom interactions occurred revealed that individuals in ATCs tended to interact more often with care staff than anyone else. Individuals tended to interact more often during work with their non-disabled co-workers and a substantial proportion of time was spent interacting with the public. These findings suggest that the supported employment option yields advantages for individuals in some key aspects of community integration, compared to ATCs.  相似文献   
47.
48.
Researchers have recently begun to evaluate video-based preference assessments; however, only two studies have evaluated the efficacy of this preference assessment modality in assessing preference for social interactions. Four individuals diagnosed with autism spectrum disorder who could not match pictures or graphic-interchange-format images (GIFs) of social interactions to in vivo interaction participated. We compared picture and GIF-based paired-stimulus preference assessments for social interaction and evaluated the preference assessment hierarchies by conducting a concurrent-operant reinforcer assessment including all social interactions. The GIF-based preference assessment produced similar hierarchies to the reinforcer assessment for all participants, whereas the picture-based preference assessments produced similar hierarchies to the reinforcer assessment for 2 of 4 subjects. Additionally, we conducted a modality preference assessment in which we evaluated participants' preference for viewing GIFs or pictures of social interactions, and found that 3 out of 4 subjects displayed a preference for GIFs.  相似文献   
49.
Researchers have evaluated a variety of methods for assessing preference for social interactions, and generally have found that such assessments accurately identify differentially reinforcing, preferred interactions. However, few researchers have compared methods for assessing preference for social interactions, and none have done so with participants across different skill levels. The current study compared the stability and validity of hierarchies produced by social interaction preference assessments (SIPA) and picture-based multiple stimulus without replacement preference assessments (MSWO) with 8 individuals diagnosed with autism spectrum disorder (ASD). The MSWO most often produced valid hierarchies for participants who could match, identify, and tact pictures of social interactions and that the SIPA most often produced valid hierarchies for participants who could not identify or tact pictures of social interactions. A vocal paired-stimulus preference assessment (PSPA) was also conducted with a subset of participants who communicated vocally, and it produced valid hierarchies. Considerations and recommendations for selecting a method of assessing preference for social interactions are discussed.  相似文献   
50.
Given the recent emphasis on exploring valence in creative behavior, this study examines negative creativity via a person–situation interactionist perspective. By manipulating goal valence (uses or misuses) and object valence (positive or negative), four conditions of an adapted Divergent Thinking task were used to predict positive and negative creativity. Participants (N = 178, 103 females, Mage = 23.82, SD = 4.03, range: 18–38) responded to a single condition along with the Big Five and Dark Triad personality scales in a between-groups design. Hierarchical multiple regressions revealed that goal and object valence significantly explained variance in valences of creative responses, beyond individual differences of personality. Furthermore, the congruence between goal and object valence predicted valenced creativity; that is, the positive objects and goals condition yielded more positive-original ideas, and the negative objects and goals condition yielded more negative-original ones. Object valence alone (material presses) did not contribute significantly to explaining valenced creativity. Negative-original responses were inversely related to conscientiousness, and directly to intellect/imagination and secondary psychopathy. Thus, negative creativity was attributed relatively more to person as compared to situation variables. Results are discussed from a valence-based and interactionist perspective.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号