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J I Yellott  J L Kaiwi 《Perception》1979,8(2):135-142
Inside-out relief masks of faces can be depth-inverted (i.e. seen in reverse perspective) during close-up binocular viewing. If a random-dot stereogram is projected onto such a mask, stereopsis can be achieved for the stereogram, and its depth planes are correctly seen while the mask itself, including the region covered by the stereogram, is simultaneously perceived as depth-inverted. This demonstration shows that binocular depth inversion cannot be explained by a complete loss of stereoscopic information (e.g. through monocular suppression), or by a process analogous to pseudoscopic viewing whereby retinal disparities are incorporated into perception, but with their signs uniformly reversed.  相似文献   
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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   
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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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Can independent dimensions of brightness and hue be used in a combined digital information code? This issue was addressed by developing 2 color-coding systems and testing them on informed and naive participants in signal beam detection and classification experiments for simulated sonar displays. Each coding system's results showed both groups efficiently used encoded information that varied simultaneously along the 2 dimensions of brightness and hue. Findings support the proposed procedures for developing color information codes and the validity of such information codes across different populations. Applied significance of these results is provided by the test of principled methods of color-code construction and the demonstration that extending the information content of user interfaces beyond 1 dimension is feasible in practice.  相似文献   
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