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A community development perspective suggests the value of using local resources to solve local problems. Two low-income staff of a community service center served as nonprofessional counselors after receiving a training program consisting of written instructions, practice, and performance feedback. The effects of the 40-hour training program were positive for both counseling and problem-solving skills. There was also evidence of generalization of counseling performance across clients, problems, and time. In addition, expert judges' ratings of performance were obtained as a measure of social validity. These findings suggest that the training procedures are effective in enhancing the counseling and problem-solving skills of low-income nonprofessionals.  相似文献   
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Longstreth (1984, 1986) and Carroll (1987) have recently raised questions concerning the effects of practice and order and retinal displacement in Jensen's use of the Hick paradigm. The results of this study indicate that the effect of practice and order is nonsignificant. The effect of retinal displacement, although significant, accounts for such a small amount of the variance as to be of little practical or theoretical importance in Jensen's investigations with the Hick paradigm.  相似文献   
3.
A necessary condition for visually guided action is that an organism perceive what actions are afforded by a given environmental situation. Warren (1984) proposed that an affordance such as the climbability of a stairway is determined by the fit between properties of the environment and the organism and can be characterized by optimal points, where action is most comfortable or efficient, and critical points, where a phase transition to a new action occurs. Perceiving an affordance, then, implies perceiving the relation between the environment and the observer's own action system. The present study is an extension of this analysis to the visual guidance of walking through apertures. We videotaped large and small subjects walking through apertures of different widths to determine empirically the critical aperture-to-shoulder-width ratio (A/S) marking the transition from frontal walking to body rotation. These results were compared with perceptual judgments of "passability" under static and moving viewing conditions. Finally, we tested the hypothesis that such judgments are based on intrinsic or body-scaled information specifying aperture width as a ratio of the observer's eyeheight. We conclude (a) that the critical point in free walking occurs at A/S = 1.30, (b) that static monocular information is sufficient for judging passability, and (c) that the perception of passability under such conditions is based on body-scaled eyeheight information.  相似文献   
4.
International Conference on Game Theory June 25–27, 1991, Fiesole (Florence)-Italy  相似文献   
5.
This study was conducted to explore the lifestyles of online game players who have adopted the virtual world as part of their life. An online survey was conducted on players of an Internet-based game, Lineage. Lineage is the largest online game where people assume new identities and play various roles in a virtual environment, accommodating over 6 million users worldwide. A total of 4,786 game players participated in this survey, and their lifestyles were compared with their values and attitudes in the virtual world. Upon classification of their real-world lifestyles, their tendencies and desires were compared to lifestyles in the virtual world. This study showed that game players have developed their own distinctive lifestyles, and their lifestyles were a strong criterion for explaining behavior patterns and desires in the virtual world. Lifestyles were classified into three general categories: (1) single-oriented player, (2) community-oriented player, and (3) off-Real world player. Each group displayed distinct differences in their values and game activities, as well as in their anti-social behavior tendencies. The differences reflected not only their personality but also their socio-economic status within the virtual world, which is constructed through game activities. This study serves as a model to understand how players from different real-life backgrounds will behave in various game features and how they adopt the virtual world for their new social identities.  相似文献   
6.
Selective spatial attention has a greater effect on detection of the absence of an amplitude change than it has on detection of the presence of such a change. Attention to one of four fingertips was manipulated by an 80% valid tactile cue in two-interval forced-choice tasks. In one task, the target was a vibrotactile amplitude change appearing among constant-amplitude distractors; in the other task, targets of constant amplitude had to be detected amid amplitude changes at the other fingertips. Cuing had a greater effect on the latter task than it did on the former. This asymmetry is consistent with the presence-absence asymmetry found in visual search and does not depend on the difficulty of the two tasks. A statistical model shows that a pooled activity mechanism could account for these experimental results.  相似文献   
7.
Generating some types of accounts-justifications, excuses, or apologies--for an organization's harm-doing increases condoning of a transgression compared with generating denials or not having to explain a transgression. In Experiment 1. students (N = 324) were required either to explain a corporation's use of child labor to manufacture its products or merely to read about it. Explaining decreased condemnation of the offense compared with when no explanation was required. In Experiment 2, students (N = 101) either justified the corporation's harm-doing or denied that the corporation had harmed employees, with justifications increasing condoning more than denials. In Experiment 3, students (N = 113) either wrote an apology or wrote a denial, with apologizers condoning harm-doing more than deniers. Differences appear to be due to some accounts eliciting cognitive elaboration on the misdeed.  相似文献   
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