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This article presents an intervention process aiming at the prevention of PSRs: diagnosis followed by the development of an action plan produced during three collective meetings. Each meeting is based on a particular type of animation (with reminders focused on causes, with reminders on the solutions and enriched with the psychologist's expertise animations). The stake is to characterise each of these animation methods and to study their impact on the collective activity. The study proceeds in analysis of linguistic production produced. The intervention proceeded in a hospital setting. The development of the action plan implied a collective of 8 to 10 agents who met three times. The results show in particular that (1) style of speech is argumentative whatever either in the form of animation, (2) nature reminders and the issue of the meeting have an impact on the functional structure of the meetings and (3) reminders on the solutions lead the evocation of factual causes so that reminders focused on causes lead to identify more general causes.  相似文献   
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《Cognition》2014,130(3):271-277
The uncanny valley hypothesis states that the acceptability of an artificial character will not increase linearly in relation to its likeness to human form. Instead, after an initial rise in acceptability there will be a pronounced decrease when the character is similar, but not identical to human form (Mori, 1970/2012). Moreover, it has been claimed but never directly tested that movement would accentuate this dip and make moving characters less acceptable. We used a number of full-body animated computer characters along with a parametrically defined motion set to examine the effect of motion quality on the uncanny valley. We found that improving the motion quality systematically improved the acceptability of the characters. In particular, the character classified in the deepest location of the uncanny valley became more acceptable when it was animated. Our results showed that although an uncanny valley was found for static characters, the deepening of the valley with motion, originally predicted by Mori (1970/2012), was not obtained.  相似文献   
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This essay proposes a phenomenological approach to the viewing of Japanese hard-core animation (widely known in the West as “hentai”), a type of erotica frequently characterized by detailed, unusual and fantastic depictions of sexual activity habitually intended for sexual arousal. Pertinent instances of Japanese traditions of erotica and visual representation, as well as Japanese animation and its industry are briefly reviewed. The main theoretical focus is on the experience of viewing such animated material and is mostly informed by Western notions of pornography and film viewing, particularly Vivian Sobchack’s work on the phenomenology of film.
Mariana Ortega-BrenaEmail:
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This paper discusses the development of animation and imaginative activity in a case in which there has been previous severe deprivation. Clinical material from work with an 8-year-old boy will illustrate how omnipotent behaviour, which has the function of keeping fear and feeling from consciousness, can give way to imaginative interaction with the environment. I suggest that, when internal objects have been frozen, it may be safer for the child to see animation outside the room. This may be a necessary stage before a child can begin to play with the therapist inside the room. I am using the term 'animation' in the sense of new imaginative play that has been stimulated by an apprehension of beauty in nature. This is contrasted with driven manic defending against awareness of self and others.  相似文献   
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ObjectivesWhat type of visual presentation is best in helping learners to understand the functioning of a dynamic system and under what conditions? This study investigated the effect of content complexity on perceived cognitive load and performance resulting from studying depicted movements of team play either in an explicit manner (animation) or via arrow symbols (static diagram).DesignA 2 (treatment: diagram vs. animation) × 2 (content complexity: low vs. high) between subjects design was adopted in the experiment.MethodsForty-eight university students were randomly assigned to the four study conditions and required to perform a reconstruction test and rate their perceived cognitive load following the study phase.ResultsData analyses revealed that for low-complexity content, participants exposed to the animation treatment learned more efficiently – based on the combination of learning and cognitive load scores – than those exposed to the diagram treatment. On the other hand, for high-complexity content, participants exposed to the diagram treatment learned more efficiently than those exposed to the animation treatment.ConclusionThe findings stress the importance of considering the task complexity factor when designing and presenting instructional materials to learners.  相似文献   
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