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1.
Some simple models of iconic storage, based on the persisting responses of photoreceptors, were tested in two experiments. Substantial changes in such physical parameters as adapting luminance, stimulus luminance, and stimulus contrast produced little or no change in the duration of partial-report performance. This is at odds with most receptoral models. It seems unlikely that any model based on receptoral persistence can accommodate the results, thus forcing one to locate the icon beyond the receptors and probably beyond the retina as a whole.  相似文献   
2.
In three cued recall experiments, extralist retrieval cues that were congruous in meaning to an encoded target pair of words produced better recall of the targets than wh6n the cuetarget relation was incongruous. However, this result, which differs from that of other experiments, depended in some cases on scoring recall of a target pair when either member of the pair was recalled. It is argued that (1) pairs of words are typically stored as higher order units, (2) the best test procedure is to request recall of both members of the pair when an extralist cue is presented, and (3) semantic features provide an important dimension in the mnemonic representation of word events.  相似文献   
3.
This article describes the training program and collaborative effort between the Department of Mental Health, the Child Development Project at the University of Michigan, and community mental health agencies. The in-service training is described with special attention to content and process, including the role of case supervision. The effect of the training program as a catalyst to service development is noted.  相似文献   
4.
In order to determine the reflectance of a surface, it is necessary to discount luminance changes produced by illumination variation, a process that requires the visual system to respond differently to luminance changes that are due to illumination and reflectance. It is known that various cues can be used in this process. By measuring the strength of lightness illusions, we find evidence that straightness is, used as a cue: When a boundary is straight rather than curved, it has a greater tendency to be discounted, as if it were an illumination edge. The strongest illusions occur when a boundary has high contrast and has multiple X-junctions that preserve a consistent contrast ratio.  相似文献   
5.
This study examines how consuming alcohol differentially affects the communicative behavior and perceptions of high and low social self‐esteem (SSE) women as they engage in a brief interaction with a flirtatious male. Alcohol myopia theory proposes that alcohol affects behavior when it blocks a person's normal inhibitions about enacting a behavior. It was predicted that low SSE women would be more inhibited when talking to a flirtatious male than would high SSE women and, therefore administration of a social self‐esteem measure and random assignment to an alcoholic or nonalcoholic beverage condition, participants (N=50) talked with an attractive, flirtatious male confederate. Low SSE women were less anxious and self‐disclosed more when drinking than when sober, whereas high SSE women were not significantly affected by alcohol consumption. The discussion highlights the complex and often contradictory effects of alcohol consumption on social interaction.  相似文献   
6.
We present a set of psychophysical experiments that measure the accuracy of perceived three-dimensional (3-D) structure derived from relative motion in the changing two-dimensional image. The experiments are motivated in part by a computational model proposed by Ullman (1984), called the incremental rigidity scheme, in which an accurate 3-D structure is built up incrementally, by considering images of moving objects over an extended time period. Our main conclusions are: First, the human visual system can derive an accurate model of the relative depths of moving points, even in the presence of noise in their image positions; second, the accuracy of the 3-D model improves with time, eventually reaching a plateau; and third, the 3-D structure currently perceived appears to depend on previous 3-D models. Through computer simulations, we relate the results of our psychophysical experiments with the predictions of Ullman's model.  相似文献   
7.
Because of the aperture problem, local motion measurements must be combined across space. However, not all motions should be combined. Some arise from distinct objects and should be segregated, and some are due to occlusion and should be discounted because they are spurious. Humans have little difficulty ignoring spurious motions at occlusions and correctly integrating object motion, and are evidently making use of form information to do so. There is a large body of theoretical and empirical evidence supporting the importance of form processes involving junctions in the way motion is integrated. To assess the role of more complex form analysis, we manipulated nonlocal form cues that could be varied independently of local junctions. Using variants on diamond and plaid stimuli used in previous studies, we found that manipulations distant from the junctions themselves could cause large changes in motion interpretation. Nonlocal information often overrides the integration decisions that would be expected from local cues. The mechanisms implicated appear to involve surface segmentation, amodal completion, and depth ordering.  相似文献   
8.
The question of how novice and expert computer programmers represent and use programming concepts is addressed here. Lines of programming code forming three complete programs were presented one at a time and in random order in a multitrial free recall procedure. Qualitative and quantitative measures revealed clear but different subjective organization in the two groups. The novices used a syntax-based organization, whereas the experts used a more abstract hierarchical organization based on principles of program function.  相似文献   
9.
In this article, we discuss two approaches to design currently prevalent in the field of human- computer interaction. Proponents of one approach advocate working from first principles of psychological science; practitioners of the second, engineering, approach find that successful design is often the result of analogical discovery. However, these approaches have not yet been evaluated for the usability of their methods. Can designers work in each of these ways? What are the difficulties? How can they be overcome? In this paper, we take a first step in addressing these questions. We analyze the form in which principle-based design poses its questions, thereby uncovering some of the difficulty that is encountered in this way of working. Furthermore, we analyze the form in which engineering problems are expressed and identify an advantage of this typically analogical way of working. We then suggest a way in which analogy-based design can supplement both principle-based and empirically driven design.  相似文献   
10.
Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games. Directions for future programmatic research on video games are outlined.  相似文献   
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