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101.
交互显示技术是近年人机界面显示技术中形成的一种新型显示技术。这种技术能根据用户的即时输入或操作特点改变初始界面中的显示内容或方式。交互显示技术可分为简单交互显示技术,如鱼眼技术及其应用,和智能交互显示技术,如速率耦合平滑技术,目标气泡技术等。目前的交互显示技术具有动态性、即时性和智能性等特点,但仍存在如交互方式单一,智能性不高等问题,未来研究需强调显示内容变化、交互形式的多样性及其高级智能交互技术等方面的研究。  相似文献   
102.
The current study examined the effects of bite placement with a flipped versus upright spoon on expulsion and mouth clean (product measure of swallowing) in the treatment of 3 children diagnosed with a pediatric feeding disorder and oral-motor deficits. For all 3 participants, extinction in the form of nonremoval of the spoon led to improvements in inappropriate mealtime behavior and acceptance of bites; however, re-presentation did not reduce expulsion or improve mouth clean. Results showed a lower level of expulsion and higher percentage of mouth clean during flipped spoon presentations and re-presentations for all participants. Findings from follow-up analyses supported transitioning back to an upright spoon in all 3 cases, although the time required for this to occur differed across participants.  相似文献   
103.
This study is the first demonstration of the effect of motivational focus (approach vs. avoidance) on the interpretation of graphical view of personal data, specifically, weight loss progress. In two experiments, participants were randomly assigned to see the bogus weight loss data charted against either a goal or a baseline reference line. In the first experiment, we accessed participants' chronic motivational focus. In the second study, we primed motivation by exposing the participants to either a gain- or loss-focused health message. The results demonstrate that participants with either chronic or manipulated approach motivation predicted higher future weight loss in the goal reference line condition than in the baseline reference line condition. The opposite pattern was observed for participants with either chronic or manipulated avoidance motivation. The potential of matching graphical data display to personality characteristics to promote effective health management is discussed.  相似文献   
104.
Most philosophers agree that an argument's presentation is relevant to its philosophical merit. This paper explains why David Hume considered presentation philosophically important. On Hume's epistemology, presentation is closely connected with two principal aims of philosophical arguments: persuasion and epistemic justification. Hume's views imply that presentation is a factor determining an argument's persuasiveness and that, by philosophical standards of justification, presentation is also a factor determining the extent to which an argument's conclusion is justified.  相似文献   
105.
ABSTRACT

This study aimed to investigate whether aging results in an increased attentional blink effect in older adults as compared to young adults. A rapid serial visual presentation (RSVP) paradigm was employed in which participants were asked to identify two targets (dual-task condition) presented in rapid succession. These targets were separated by various intervals in a stream of stimuli. The performance for identifying the second target was normally diminished as compared to identification of a single-task target. Various combinations of tasks, such as two perceptual tasks or one perceptual and one action task, as well as different types of pointing action, such as pointing to a displaced target, pointing to a stationary target or pointing to a disappeared target, were manipulated in this study to see if aging may further impact these variables. The results of this study showed that in young adults, successful identification of the first target interfered with identifying the second target, as well as the initiation time (action planning) of pointing to the second target. However, identification of the first target did not interfere with pointing movement time and pointing accuracy, even when the target was displaced, which required online control of action. Conversely, for older adults, successful central identification not only interfered with identifying the second target and with the pointing initiation time, but also interfered with pointing movement time for a displaced target. This suggests that older adults seem to be unable to concurrently identify the first target and correct their already-initiated pointing movement compared to young adults.  相似文献   
106.
A triadic coalition game was structured as an achievement-oriented situation by inclusion of a skill-based game task. Deductions regarding coalition partner choices were derived from Atkinsons' model of achievement motivation with the expectation that achievement-oriented players (Ms < Maf) would prefer moderate-risk strategy options while failure-avoidant players (Maf < Ms) would avoid moderate-risk strategies.

Observation was made of the coalition partner preferences of 126 college sophomore males and females who played the game in same-sex triads. The Ss were categorized into motive configuration groups on the basis of scores derived from the Test of Insight and the Test Anxiety Questionnaire.

The results were supportive of the hypotheses, since the Ms < Maf group chose moderate-risk coalition options more frequently than did the Maf < Ms group. By contrast the Maf < Ms group chose low-risk strategies and tended to avoid moderate-risk coalition options. While other coalition-game studies have shown differences in strategy behavior between males and females, sex differences did not occur in the present game. The lack of sex differences was explained by the high level of concern for winning among members of both sexes generated by the achievement nature of the game task.  相似文献   
107.
Effective management has traditionally been associated with men and masculine characteristics. In this study, I focused on manager communication, specifically the perceived effects of stereotypical gender/power speech styles. Union members viewed and rated a male and a female manager on videotape using three gender/power speech styles: stereotypical masculine (powerful), stereotypical feminine (powerless), and mixed gender/power. Union respondents judged both the male and female manager using the mixed gender/power speech style as most effective and as being associated with the most satisfied employees.  相似文献   
108.
以往研究显示,动画教学的效果很可能受到学习者先前知识经验与动画速度的影响。研究选取高经验和低经验的学习者,操纵动画播放速度为快、中和慢三个水平,利用眼动仪记录学习过程中的注意,探讨学习者经验和动画速度对学习效果和注意分配的影响。结果发现,在即时测验上,学习者经验和动画速度没有交互作用;在延迟测验上,低经验者在快速下成绩优于中速;高经验者对图片注视时间长于低经验者。研究认为,在即时测验上,学习者的经验水平不会影响动画速度的教学效果;在延迟测验上,低经验者在快速呈现动画时学习效果更好,学习者经验和动画速度对学习效果的影响更可能随着时间推移体现出来;基于整体型学习材料,高经验者比低经验者更关注图片。  相似文献   
109.
This article demonstrates the use of a digital word search method designed to provide greater accuracy, objectivity, and speed in the study of dreams. A revised template of 40 word search categories, built into the website of the Sleep and Dream Database (SDDb), is applied to four “classic” sets of dreams: The male and female “Norm” dreams of Hall and Van de Castle (1966), the “Engine Man” dreams discussed by Hobson (1988), and the “Barb Sanders Baseline 250” dreams examined by Domhoff (2003). A word search analysis of these original dream reports shows that a digital approach can accurately identify many of the same distinctive patterns of content found by previous investigators using much more laborious and time-consuming methods. The results of this study emphasize the compatibility of word search technologies with traditional approaches to dream content analysis.  相似文献   
110.
依恋内部工作模式的社会认知研究   总被引:5,自引:0,他引:5  
社会认知取向的成人依恋研究,在验证依恋理论的核心假设和探索与情绪调节策略、依恋系统活动有关的心理活动过程方面取得了长足的进步。这种把当前社会认知理论特别是心理表征这一重要概念运用到理解依恋的内部工作模式(internalworkingmodel)中去的价值已经逐渐显露。文章概述了关于内部工作模式与心理表征的关系及其在启动效应、可得性与通达性、记忆、情绪、归因等五个重要方面的研究进展,并对将来的研究进行了思考与展望  相似文献   
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