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111.
Simulator sickness is a well-known side effect of driving simulation which may reduce the passenger well-being and performance due to its various symptoms, from pallor to vomiting. Numerous reducing countermeasures have been previously tested; however, they often have undesirable side effects. The present study investigated the possible effect of seat vibrations on simulator sickness. Three configurations were tested: no vibrations, realistic ones and some that might affect the proprioception. Twenty-nine participants were exposed to the three configurations on a four-minute long automated driving in a simulator equipped with a vibration platform. Simulator sickness was estimated thanks to the Simulator Sickness Questionnaire (SSQ) and to a postural instability measure. Results showed that vibrations help to reduce the sickness. Our findings demonstrate that some specific vibration configurations may have a positive impact on the sickness, thus confirming the usefulness of devices reproducing the road vibrations in addition to creating more immersion for the driver.  相似文献   
112.
Graphical variable message signs (VMSs) are infrastructure-based advanced traveler information systems widely used to provide drivers with real-time traffic condition information about a road section or area. However, there is a lack of research on the suitable volume of information to be shown on graphical VMSs. In practice, an overload of VMS information commonly exists, especially on China’s highways. Building on our earlier findings obtained through surveys and static cognitive experiments, this study introduces the use of dynamic simulation experiments to assess the influence of the volume of information (i.e., number of roads displayed) on graphical VMSs from the perspective of drivers’ visual perception characteristics. Thirty-two drivers participated in the driving simulation experiment and questionnaires. Five indexes, including legibility speed, legibility distance, legibility time, comprehension accuracy, and driver subjective scoring, were thoroughly analyzed to evaluate their relationships to different volumes of information (i.e., four, five, and six roads shown on a VMS). The results show that the legibility distance notably decreased with increasing volumes of information. The comprehension accuracy decreased significantly when the number of roads shown increased to six. The legibility speed, legibility time, and subjective scoring also deteriorated as the number of roads displayed on the VMS increased. The index scores were evaluated, in combination with the data of the drivers’ subjective scoring, data-based statistical analyses, and comprehensive evaluations using the TOPSIS method, to recommend that five is the recommended maximum number of roads to be shown on a graphical VMS. The results of this study support the goal of providing understandable and effective messages for drivers by addressing issues relating to how much information should be displayed on a VMS. These findings provide a basis for policy development to ensure consistent and practical designs of graphical VMSs on highways.  相似文献   
113.
近期研究发现时间可以分别在三个空间维度(左右、前后和上下)进行表征, 但不同维度心理时间线的起源和激活机制尚存争议。最新证据表明, 左右维度时间线主要起源于阅读/书写习惯所伴随的感觉运动经验, 其激活可能是一种低水平的感觉运动机制; 前后和上下维度时间线主要起源于语言中的空间隐喻, 其激活可能是一种高水平的语义机制。未来研究应更关注心理时间线的起源多样性、先天基础、神经机制以及时间线和数字线的类比。  相似文献   
114.
The grounded theory approach has become established as the qualitative methodology of choice for many counselling and psychotherapy researchers. It is now becoming apparent to many researchers that there are significant difficulties associated with defining what the grounded theory method actually is, and how is should be implemented. In addition, its popularity has tended to keep other qualitative approaches under‐explored and under‐utilised. This paper explores some of the methodological issues raised by the grounded theory approach, before presenting and then contrasting heuristic inquiry as a very different but equally useful form of qualitative methodology. Finally, the notion of researcher as bricoleur will be considered in the light of the need to develop pluralistic approaches to qualitative research in counselling and psychotherapy.  相似文献   
115.
Prior studies have observed that the attractiveness of playing a simple gamble (7/36 to win $9; otherwise win nothing) is greatly enhanced by introducing a small loss (7/36 win $9; otherwise lose 5¢). The present studies tested and confirmed an explanation of this finding based on the concept of evaluability and the affect heuristic. Evaluators of the “no‐loss” gamble lack a precise feeling for how good $9 is, hence give it little weight in their judgment. In the second gamble, comparison with the small loss makes $9 “come alive with feeling” and become weighted in the judgment, thus increasing the attractiveness of the gamble. These results demonstrate the importance of contextual factors in determining affect and preference for simple risk‐taking opportunities. They show that the meaning, utility, and weighting of even a very familiar monetary outcome such as $9 is not fixed, but depends greatly on these contextual factors. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   
116.
Communicating genetic-risk information is fraught with difficulties, and there are no universally accepted guidelines for clinical practice. In this paper, we suggest that information-processing models may offer some guidance for the communication of genetic risk. The paper reviews selected literature from health and social psychology, including defensive reactions to threatening health information, the Extended Parallel Process Model (EPPM) and Self Affirmation Theory. Ultimately, it presents the Heuristic-Systematic Model (HSM) of information processing as a useful perspective from which to view genetic-risk communication. Through our review of this literature, we identify some of the variables found to influence the systematic or heuristic processing of risk information and note their relevance to genetic counseling contexts. We suggest that systematic information processing is conducive to informed decision-making, as well as improved understanding of risk information. Clinical practice implications derived from our review of these literatures are noted.  相似文献   
117.
Moral decision procedures such as principlism or casuistry require intuition at certain junctures, as when a principle seems indeterminate, or principles conflict, or we wonder which paradigm case is most relevantly similar to the instant case. However, intuitions are widely thought to lack epistemic justification, and many ethicists urge that such decision procedures dispense with intuition in favor of forms of reasoning that provide discursive justification. I argue that discursive justification does not eliminate or minimize the need for intuition, or constrain our intuitions. However, this is not a problem, for intuitions can be justified in easy or obvious cases, and decision procedures should be understood as heuristic devices for reaching judgments about harder cases that approximate the justified intuitions we would have about cases under ideal conditions, where hard cases become easy. Similarly, the forms of reasoning which provide discursive justification help decision procedures perform this heuristic function not by avoiding intuition, but by making such heuristics more accurate. Nonetheless, it is possible to demand too much justification; many clinical ethicists lack the time and philosophical training to reach the more elaborate levels of discursive justification. We should keep moral decision procedures simple and user-friendly so that they will provide what justification can be achieved under clinical conditions, rather than trying to maximize our epistemic justification out of an overstated concern about intuition.  相似文献   
118.
决策与推理的双系统——启发式系统和分析系统   总被引:8,自引:0,他引:8  
近来,在决策与推理的研究中,研究者提出了双系统作用模型:基于直觉的启发式系统和基于理性的分析系统。启发式系统加工速度较快,不占用或占用很少的心理资源,容易受背景相似性、刻板印象的影响;分析系统加工速度慢,占用较多的心理资源,遵从逻辑和规则,而且两个系统有不同进化历史和神经基础。该文根据已有的相关研究,综述了双系统在决策与推理中可能的作用机制、相互关系、个体差异,同时指出了目前研究存在的不足  相似文献   
119.
120.
The aim of this paper was to explore effects of specific emotions on subjective judgment, driving performance, and perceived workload. The traditional driving behavior research has focused on cognitive aspects such as attention, judgment, and decision making. Psychological findings have indicated that affective states also play a critical role in a user’s rational, functional, and intelligent behaviors. Most applied emotion research has concentrated on simple valence and arousal dimensions. However, recent findings have indicated that different emotions may have different impacts, even though they belong to the same valence or arousal. To identify more specific affective effects, seventy undergraduate participants drove in a vehicle simulator under three different road conditions, with one of the following induced affective states: anger, fear, happiness, or neutral. We measured their subjective judgment of driving confidence, risk perception, and safety level after affect induction; four types of driving errors: Lane Keeping, Traffic Rules, Aggressive Driving, and Collision while driving; and the electronic NASA-TLX after driving. Induced anger clearly showed negative effects on subjective safety level and led to degraded driving performance compared to neutral and fear. Happiness also showed degraded driving performance compared to neutral and fear. Fear did not have any significant effect on subjective judgment, driving performance, or perceived workload. Results suggest that we may need to take emotions and affect into account to construct a naturalistic and generic driving behavior model. To this end, a specific-affect approach is needed, beyond the sheer valence and arousal dimensions. Given that workload results are similar across affective states, examining affective effects may also require a different approach than just the perceived workload framework. The present work is expected to guide emotion detection research and help develop an emotion regulation model and adaptive interfaces for drivers.  相似文献   
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