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Dudley David Blake Frank Andrasik 《Journal of psychopathology and behavioral assessment》1986,8(3):227-240
The purpose of the present study was to assess the between-measure consistency of general and specific social-skills assessment strategies. Nineteen mentally retarded adults were assessed using both common and newly devised measures of social skills: (1) specific (molecular) behavior ratings from role-play assessments, (2) general (molar) ratings based on the role plays, staff (3) molar and (4) molecular predictions of client social skills use in the described role-play situations, (5) peer sociometric ratings, and molecular in vivoobservations conducted in (6) cafeteria and (7) party settings. For all molecular measures, the subjects were assessed on eye contact, response relevance, response latency, voice volume, and appropriate affect, which allowed for direct comparisons to be made between each of these assessment modalities. In addition, the role-play assessment was conducted under two distinct conditions to determine whether role-play performance varied between standard and reinforced administrations; however, multivariate analyses (MANOVA) revealed no differences between the two assessments. Correlations between the molar and the molecular measures suggested a substantial overlap between the measures, with staff ratings having the highest consistency with the other measures. Furthermore, MANOVAs calculated between role-play ratings and those of staff revealed little difference between the two. The limitations on and practical significance of these findings are discussed. 相似文献
43.
传统空间语言学研究范式已经难以适应符号学当前研究的需要,本文探讨了以虚拟现实技术为支持的虚拟空间语言学的现存研究范例及其在下列七大方面的创新点 :兼顾高内部效度和外部效度、保证个人空间的无意识加工特性、可精确控制非言语行为额外变量、保证凝视的平衡作用、实现拥挤压力源的实验研究、实现对实验环境和实验刺激精确的可重复性、优化传统数据收集方法。最终提出了该创新研究范式在本土化符号学和跨文化非言语交际学研究领域中所呈现出的重要理论价值和实践意义。 相似文献
44.
交互记忆系统(Transactive Memory System,TMS),团队成员在交流的过程中形成的一种合作性分工系统,简单来说就是团队成员对于“谁知道什么”的一种共同认知.通过TMS,团队成员能够协调彼此的专长从而提高团队知识整合和共享水平.文章回顾了TMS和虚拟团队的相关概念,重点从虚拟团队中TMS的形成、效用以及虚拟性与TMS的关系三个角度对虚拟团队中TMS的相关研究进行了归纳,最后指出未来不仅需要深入研究团队输入、输出和调节因素的影响,还需考虑到不同的信息技术的影响以及研究方法和范围的完善. 相似文献
45.
随着虚拟世界的迅速发展,特别是虚拟现实环境与现实生活的日趋融合,虚拟现实环境对用户的影响引起了研究者的重视。在基于自我呈现的线上互动中,化身特点会有意或无意地影响到用户的知觉、态度和行为,即普罗透斯效应(Proteus Effect)。近年来,有研究者围绕着普罗透斯效应进行了一系列研究,对这一效应的概念、潜在发生机制、影响因素以及对用户个体和群体水平的影响等方面进行了一些探讨,并取得一定进展,这为国内学者开展虚拟世界中心理现象的探究提供了新的切入点。在未来研究中,普罗透斯效应的研究方法和范式仍需拓展,研究样本仍需丰富,本土化研究、跨文化研究以及应用研究也有待逐步展开。 相似文献
46.
This work offers a multidisciplinary perspective on the Metaverse, focusing on its potential implications for consumer behavior. We begin by proposing a conceptualization of the Metaverse as being uniquely defined by the convergence of five key elements—it is digitally mediated, spatial, immersive, shared, and operates in real-time. We then discuss how these components might collectively alter our understanding of consumer behavior in three domains: consumer identity, social influence, and ownership. We conclude by outlining an agenda for future research to help broaden our understanding of the Metaversal marketplace and its impact on consumer behavior. This work serves as a starting point to characterize a shift that is unfolding in the marketplace and to consider, through a consumer behavior lens, the numerous changes it may bring. 相似文献
47.
Interpersonal distance plays an important role in human social interaction. With the increasing usage of virtual reality in social interaction, people's interpersonal distance in virtual space attracts great attention. It remains unclear whether and to what extent human-required interpersonal distance is altered by crowded virtual scenes. In this study, we manipulated crowd density in virtual environments and used the classical stop-distance paradigm to measure required interpersonal distances at different crowd densities. We found that people's required interpersonal distance decreased with increased social crowdedness but not with physical crowdedness. Moreover, the decrease of two types of interpersonal distance was associated with the globally averaged crowd density rather than local crowd density. The reduction is not due to the imitation of other virtual humans in the crowd. Moreover, we developed a model to describe the quantitative relationships between the crowdedness of the environment and the required interpersonal distance. Our finding provides insights into designing user-friendly virtual humans in metaverse virtual worlds. 相似文献
48.
In the design of user-friendly robots, human communication should be understood by the system beyond mere logics and literal meaning. Robot communication-design has long ignored the importance of communication and politeness rules that are ‘forgiving’ and ‘suspending disbelief’ and cannot handle the basically metaphorical way humans design their utterances. Through analysis of the psychological causes of illogical and non-literal statements, signal detection, fundamental attribution errors, and anthropomorphism, we developed a fail-safe protocol for fallacies and tropes that makes use of Frege’s distinction between reference and sense, Beth’s tableau analytics, Grice’s maxim of quality, and epistemic considerations to have the robot politely make sense of a user’s sometimes unintelligible demands. 相似文献
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Muhammad A. J. Qadri Sean Reid Robert G. Cook 《Journal of the experimental analysis of behavior》2016,105(1):211-229
We tested two pigeons in a continuously streaming digital environment. Using animation software that constantly presented a dynamic, three‐dimensional (3D) environment, the animals were tested with a conditional object identification task. The correct object at a given time depended on the virtual context currently streaming in front of the pigeon. Pigeons were required to accurately peck correct target objects in the environment for food reward, while suppressing any pecks to intermixed distractor objects which delayed the next object's presentation. Experiment 1 established that the pigeons’ discrimination of two objects could be controlled by the surface material of the digital terrain. Experiment 2 established that the pigeons’ discrimination of four objects could be conjunctively controlled by both the surface material and topography of the streaming environment. These experiments indicate that pigeons can simultaneously process and use at least two context cues from a streaming environment to control their identification behavior of passing objects. These results add to the promise of testing interactive digital environments with animals to advance our understanding of cognition and behavior. 相似文献