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121.
The purpose of this study was to examine whether offensive and defensive collective behaviours emerging in six-a-side football games (GK+5 vs. 5+GK) varied according to age-related practice experience of young, male players (U16, U17 and U19 yrs). Players’ were not instructed to implement specific tactical plans and their movement trajectories (2D analyses) were recorded using 10 GPS units. Four common measures of team dispersion investigated in previous research (surface area, stretch index, length and width of a team) were used to analyse team performance behaviours. After recording these collective variables, we used sample entropy (SampEn) and cross-sample entropy (Cross-SampEn) measures to assess the regularity and synchronization of participant actions in teams. Results demonstrated clear age-related variations in effects on the collective performance measures analysed. In attacking phases, older and more experienced players occupied a greater surface area and displayed higher values of team width and stretch index. In defensive phases, significant differences were observed in team length and stretch index. Cross-SampEn analysis demonstrated a greater synchronization between offensive and defensive surface areas and team width in older age groups (U17 and U19 yrs). Data suggest how coaches can manipulate practice task constraints to enhance development of team tactical performance behaviours in developing footballers between 16 and 19 yrs of age.  相似文献   
122.
This article presents a problem‐solving model to examine the often problematic relationship between expertise and creativity. The model has two premises, each the opposite of a common cliché. The first cliché asserts that creativity requires thinking outside‐the‐box. The first premise argues that experts can only think and problem solve inside the tool boxes of their expertise. The second cliché, that creativity requires freedom from constraints, points to the problem with expertise. Free to do anything, experts repeat what has worked best in the past. A solution is suggested by the second premise: to circumvent the liabilities of expertise, creativity requires constraints of a particular paired kind. The model is introduced as an expansion of prior process models focused on problem identification and construction. Problem‐finding is reanalyzed as constraint‐finding. A case study shows how one recognized creator, painter Chuck Close, uses constraints as a tool to solve the expertise‐creativity problem.  相似文献   
123.
This study aimed to measure how the change on targets information modifies teams’ tactical behavior during football small-sided games. 20 male senior professional players divided in 4 teams of 5 players participated in the study. Each team played two small-sided games, one with 2 official targets with goalkeeper and one with 6 small targets. Positional data of each player were recorded using a 15 Hz portable GPS. The distance between the centers of gravity (CG) of both team, the stretch index and the relative stretch index were measured and differences accessed via standardized differences, coefficient intervals and meta-analysis procedures. A moderate increase on the distance between the CG of each team and a small decrease on the stretch index and on the relative stretch index from 2 targets to the 6 targets games was observed. It was also identified that pitch location affected the interaction between teams. When the game was played in lateral corridors or defensive sectors, the differences between game conditions increased. Emphasizing the information for attacking team to shoot at goal, by manipulating the number of targets constrained tactical behavior of teams. The amplification of specific information on small-sided games can help coaches to promote players and teams’ emergent adapted behaviors.  相似文献   
124.
Can a human society be constrained in such a way that self-organization will thereafter tend to produce outcomes that advance the goals of the society? Such a society would be self-organizing in the sense that individuals who pursue only their own interests would none-the-less act in the interests of the society as a whole, irrespective of any intention to do so. The paper sketches an agent-based model that identifies the conditions that must be met if such a self-organizing society is to emerge. The model draws heavily on an understanding of how self-organizing societies have emerged repeatedly during the evolution of life on Earth. The model demonstrates that the key enabling requirement for a self-organizing society is ‘consequence-capture’. Broadly this means that all agents in the society must capture sufficient of the beneficial (and harmful) consequences of their actions for the goals of the society. ‘Consequence-capture’ can be organized in a society by appropriate management (systems of evolvable constraints) that suppresses free riders and supports pro-social actions. In human societies these constraints include institutions such as systems of governance and social norms. If a self-organizing society is to emerge, consequence-capture must apply to all agents in the society, including those involved in the establishment and adaptation of institutions. If this is achieved, the result will be a fully self-organizing society in which the interests of all agents (including individuals, firms, multi-national corporations, political organizations, institutions and governments) are aligned with the interests of the society as a whole.  相似文献   
125.

Introduction

The style of a leader's work influences their subordinates’ motivation and performance as well as the organisation's climate. Supervisors can either eliminate or exaggerate obstacles that impede employees’ pursuit of organisational goals. One of the sources of job stress is organisational constraints. Leaders may influence the degree of such impediments by helping employees or by creating additional demands, depending on how well they understand what their subordinates need. Therefore, a leader's emotional intelligence might be an important factor.

Objective

The aim of this paper is to examine relationships between the subordinates’ perception of their supervisor's’ leadership style and organisational constraints. For this purpose we turned to Goleman's leadership typology, which distinguishes six distinct styles, each springing from different components of emotional intelligence.

Method

Employees (n = 235) assessed their immediate supervisors with respect to the characteristics of six leadership styles based on Goleman's (2000) typology: authoritative, democratic, affiliative, coaching, coercive and pacesetting leadership. Using Organisational Constraints Scale (Spector & Jex, 1998), participants also rated the level of organisational constraints experienced in their workplace.

Results

The results of the hierarchical regression analysis showed that there is a negative relationship between authoritative and coaching leadership styles and organisational constraints levels. The more authoritative and the more coaching-orientated the supervisors were, the less pronounced employees’ reported job-related impediments were. The remaining four leadership styles did not allow us to predict the level of organisational constraints.

Conclusion

The study adds to the literature by demonstrating that certain leadership characteristics may buffer employees’ stress levels at work by means of minimising the organisational constraints. These findings are especially important in times of economic crisis, the consequences of which may be alleviated with proper leadership behaviours.  相似文献   
126.
Pedestrians can avoid collisions with other pedestrians by modifying some combination of their velocity and their path. The authors investigated how path constraints (constrained or unconstrained), interferer velocity (slow or fast), and vision (looking or not looking; time spent looking at the interferer) influenced collision avoidance to an oblivious interferer walking on a perpendicular path. Ten participants walked 6 m to either a point or line target on either a constrained or unconstrained path while wearing an eye-tracking device and avoiding an oblivious interferer that walked at 2 speeds. Looking behavior and interferer velocity were reliable predictors of determining whether a pedestrian would pass in front of or behind the interferer, while path constraints were less reliable. These findings highlight the degeneracy in human movement systems and suggest that, in complex environments, behavior may not always be optimized for efficiency.  相似文献   
127.
Constraints and dependencies among the elements of embodied cognition form patterns or microstrategies of interactive behavior. Hard constraints determine which microstrategies are possible. Soft constraints determine which of the possible microstrategies are most likely to be selected. When selection is non-deliberate or automatic the least effort microstrategy is chosen. In calculating the effort required to execute a microstrategy each of the three types of operations, memory retrieval, perception, and action, are given equal weight; that is, perceptual-motor activity does not have a privileged status with respect to memory. Soft constraints can work contrary to the designer’s intentions by making the access of perfect knowledge in-the-world more effortful than the access of imperfect knowledge in-the-head. These implications of soft constraints are tested in two experiments. In experiment 1 we varied the perceptual-motor effort of accessing knowledge in-the-world as well as the effort of retrieving items from memory. In experiment 2 we replicated one of the experiment 1 conditions to collect eye movement data. The results suggest that milliseconds matter. Soft constraints lead to a reliance on knowledge in-the-head even when the absolute difference in perceptual-motor versus memory retrieval effort is small, and even when relying on memory leads to a higher error rate and lower performance. We discuss the implications of soft constraints for routine interactive behavior, accounts of embodied cognition, and tool and interface design.  相似文献   
128.
Focusing on the thought of Mencius and Xunzi, this essay reconstructs and examines the classical Confucian position on the legitimate use of military force. It begins by sketching historically important political concepts, such as types of political leaders, politics of the kingly way versus politics of the hegemonic way, and the controversial role of lords‐protector. It then moves on to explore Confucian criteria for justifying resort to the use of force, giving special attention to undertaking punitive expeditions to interdict and punish aggression and tyranny. Following this discussion, the essay then attends to important Confucian moral constraints on how military force is properly employed, including prohibitions on attacking the defenseless, indiscriminate slaughter of enemy forces, destruction of civilian infrastructure, prisoner abuse, and non‐consensual annexation of territory. The essay concludes by first discussing an illustrative case from Mencius and then comparing its reconstruction of the Confucian position to those offered by other scholars.  相似文献   
129.
Source code is a form of human communication, albeit one where the information shared between the programmers reading and writing the code is constrained by the requirement that the code executes correctly. Programming languages are more syntactically constrained than natural languages, but they are also very expressive, allowing a great many different ways to express even very simple computations. Still, code written by developers is highly predictable, and many programming tools have taken advantage of this phenomenon, relying on language model surprisal as a guiding mechanism. While surprisal has been validated as a measure of cognitive load in natural language, its relation to human cognitive processes in code is still poorly understood. In this paper, we explore the relationship between surprisal and programmer preference at a small granularity—do programmers prefer more predictable expressions in code? Using meaning-preserving transformations, we produce equivalent alternatives to developer-written code expressions and run a corpus study on Java and Python projects. In general, language models rate the code expressions developers choose to write as more predictable than these transformed alternatives. Then, we perform two human subject studies asking participants to choose between two equivalent snippets of Java code with different surprisal scores (one original and transformed). We find that programmers do prefer more predictable variants, and that stronger language models like the transformer align more often and more consistently with these preferences.  相似文献   
130.
Abstract

Changing automatized movement patterns often leads to initial performance decrements caused by proactive interference. In this study, we scrutinized whether proactive interference could be reduced by inhibiting the to-be-changed movement pattern by means of a physical movement constraint and verbal inhibition instructions, and whether any of the two interventions may be superior. Skilled typists typed short texts as fast and accurately as possible on a regular QWERTZ keyboard. After baseline measures, a new rule prohibiting the use of the left index finger was introduced. Subsequently, participants took part in either a verbal instruction or an additional motor restriction intervention phase. Results revealed that the original rule change was successful in inducing proactive interference in skilled typists. Most importantly, the two interventions similarly reduced proactive interference both immediately following the rule change and after ten practice sessions. We conclude that reducing proactive interference by means of physical motor restrictions and verbal instructions may be equally effective.  相似文献   
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