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1.
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   
2.
What motivates people to consume and engage with food media on social networks? We adopt an evolutionary lens to suggest that the valence of people’s affective state varies by the implied caloric density of food media, which has a direct impact on social media engagement. First, we analyze a catalog of Buzzfeed’s Tasty videos based on nutritional content derived from the dish’s ingredients and find that visualizing caloric density (i.e., calories per serving) positively influences likes, comments, and shares on Facebook. We then replicate this phenomenon in an experiment, providing preliminary evidence for the role of affect as an explanatory mechanism. We conclude by isolating the role of affect with a classic misattribution task, which attenuates the elevated engagement resulting from exposure to calorie-dense food media. These findings contribute to the dialogue on the antecedents of social media engagement and offer implications for content developers, advertisers, consumer health advocates, and policymakers.  相似文献   
3.
Community-based participatory research (CBPR) has garnered increasing interest over the previous two decades as researchers have tackled increasingly complex health problems. In academia, professional presentations and articles are major ways that research is disseminated. However, dissemination of research findings to the people and communities who participated in the research is many times forgotten. In addition, little scholarly literature is focused on creative dissemination of research findings to the community using CBPR methods. We seek to fill this gap in the literature by providing an exemplar of research dissemination and partnership strategies that were used to complete this project. In this paper, we present a novel approach to the dissemination of research findings to our targeted communities through digital animation. We also provide the foundational thinking and specific steps that were taken to select this specific dissemination product development and distribution strategy.  相似文献   
4.
High Intensity Focused Ultrasound (HIFU) is identified as the truly non-invasive modality enabling tumor heating and ablation in treatment of breast tumor, uterine fibroid, bone tumor, prostate carcinoma, hepatic carcinoma, pancreatic neoplasm, and so on. However, as the conventional transducers are fixed on the probe relatively without position changes, there is a severely limit for the movable range of the focus. This article mainly introduced a real time multi-angle adjustable Phased High Intensity Focused Ultrasound (PHIFU) system, which could implement focusing at different positions by adjusting the angles between disparate transducers in real time under the driving of digital servos. The angle detectors are installed between two digital servos to acquire the precise angles in order to feed back to the system. In return, the angles could be also calculated if the position of the focus was given. This way improved the scope of the focused ultrasound therapy greatly from the results of the acoustic field simulations.  相似文献   
5.
This article examines images circulated through mobile media to emphasise the emotion work invested into familial relationships that are defined by place. Drawing on ethnographic fieldwork conducted in Trinidad, the article contributes a cross-cultural perspective to literature in digital visual communication and digital media in family relationships that has typically focused on peer-to-peer relationships between youth or that has focused on nuclear households in predominantly Western contexts. The consequences of uses of digital media platforms are strongly intertwined with the category of relationship (mother and daughter, or couples for example), their cultural inflections, relationship hierarchies and the life-stages of individuals. Digital visual communication functions to navigate, maintain and acknowledge relationships that varies across different platforms. The more public uses of images over Facebook to the more private circulation of images over WhatsApp provide examples that illustrate positive aspects of intimacy through constant contact as well as ambivalent feelings of obligation to reciprocate communication compelled by the availability afforded by mobile media. This article advances the understanding of the relationship between emotions, intimacy and mobile media by revealing how norms, ideals and expectations of familyhood and digital practices that are often essentialised are context-driven and specific.  相似文献   
6.
Reformers urge that representation no longer earns its explanatory keep in cognitive science, and that it is time to discard this troublesome concept. In contrast, we hold that without representation cognitive science is utterly bereft of tools for explaining natural intelligence. In order to defend the latter position, we focus on the explanatory role of representation in computation. We examine how the methods of digital and analog computation are used to model a relatively simple target system, and show that representation plays an in-eliminable explanatory role in both cases. We conclude that, to the extent that biologic systems engage in computation, representation is destined to play an explanatory role in cognitive science.
Jon OpieEmail: URL: http://arts.adelaide.edu.au/humanities/jopie/
  相似文献   
7.
‘Range anxiety’ is considered a barrier to market acceptance of electric vehicles (EVs), but perceptions of inadequate recharging infrastructure and limited battery range may be part of a more complex set of consumer concerns; experiences and practices of existing EV drivers – with reference to wider transport and energy systems – need to be understood in greater detail. Qualitative material from semi-structured interviews [n = 88] is used to formulate a chronological Typology of Electric Vehicle Driving which synthesises drivers’ decisions, actions and dynamic considerations before, during and after a journey. The typology outlines and tabulates spatio-temporal elements specific to driving an EV; describes adaptations and compromises in household routines and travel habits; draws out how or when drivers engage with external digital information sources – i.e. smartphone apps, social media – during journey-making; plots their intervention in behavioural changes; and could inform development of infrastructure, tools or services, policy or interventions to support EV uptake.  相似文献   
8.
Generalised anxiety disorder (GAD) is prevalent among college students in India; however, barriers like stigma, treatment accessibility and cost prevent engagement in treatment. Web- and mobile-based, or digital, mental health interventions have been proposed as a potential solution to increasing treatment access. With the ultimate goal of developing an engaging digital mental health intervention for university students in India, the current study sought to understand students' reactions to a culturally and digitally adapted evidence-based cognitive behavioural therapy (CBT) for GAD intervention. Specifically, through theatre testing and focus groups with a non-clinical sample of 15 college students in India, the present study examined initial usability, acceptability and feasibility of the “Mana Maali Digital Anxiety Program.” Secondary objectives comprised identifying students' perceived barriers to using the program and eliciting recommendations. Results indicated high usability, with the average usability rating ranking in the top 10% of general usability scores. Participants offered actionable changes to improve usability and perceived acceptability among peers struggling with mental health issues. Findings highlight the benefits of offering digital resources that circumvent barriers associated with accessing traditional services. Results build on existing evidence that digital interventions can be a viable means of delivering mental healthcare to large, defined populations.  相似文献   
9.
Digital aggression (DA) refers to the use of computer-mediated technologies to harm others. A handful of previous studies have provided mixed results regarding the personality correlates of DA. We clarified these findings by analyzing the associations between three measures of DA (behavioral, Twitter, and self-report) and the Big Five traits using data from 1167 undergraduate participants. Big Five personality trait measures predicted all three DA measures, but results varied across particular assessments of DA. These results point to possible moderators and potentially important differences within the broader construct of DA.  相似文献   
10.
The aim of this study was to analyze and compare the effects of different types of digital billboard advertisements (DBAs) on drivers’ performance and attention allocation. Driver distraction is a major threat to driver safety. DBAs are one form of distraction in drivers’ outside environment. There are many different types of DBAs, such as static images, changing images, or videos. However, it is not clear to what extent each of these contributes to driver distraction. A total of 100 students participated in a controlled driving simulator experiment in an urban environment. Measures of driving performance were collected, as well as eye tracking and EEG as windows into attention allocation. The different types of DBAs investigated were static (a single image), transitioning (one static DBA replaces another), and animated (short videos). The statistical analysis demonstrated that there were significant differences in the effect of each type of DBA on drivers' performance (deviation from the center of the lane and reaction time), visual attention to the road (percent of fixations on the road, percent of fixations on DBAs, fixation duration on DBAs, and number of gazes on DBAs), and the EEG theta band and beta band. These results show that driving performance and attention to the road were both more negatively affected when drivers were exposed to transitioning and animated DBAs as compared to static DBAs. The results of this study provide guidance for the better design and regulation of DBAs in order to minimize driver distraction.  相似文献   
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