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1.
Our actions and decisions are regularly influenced by the social environment around us. Can social cues be leveraged to induce curiosity and affect subsequent behavior? Across two experiments, we show that curiosity is contagious: The social environment can influence people's curiosity about the answers to scientific questions. Participants were presented with everyday questions about science from a popular on-line forum, and these were shown with a high or low number of up-votes as a social cue to popularity. Participants indicated their curiosity about the answers, and they were given an opportunity to reveal a subset of those answers. Participants reported greater curiosity about the answers to questions when the questions were presented with a high (vs. low) number of up-votes, and they were also more likely to choose to reveal the answers to questions with a high (vs. low) number of up-votes. These effects were partially mediated by surprise and by the inferred usefulness of knowledge, with a more dramatic effect of low up-votes in reducing curiosity than of high up-votes in boosting curiosity. Taken together, these results highlight the important role social information plays in shaping our curiosity.  相似文献   
2.
This study describes infants’ behaviors with objects in relation to age, body position, and object properties. Object behaviors were assessed longitudinally in 22 healthy infants supine, prone, and sitting from birth through 2 years. Results reveal: (1) infants learn to become intense and sophisticated explorers within the first 6 months of life; (2) young infants dynamically and rapidly shift among a variety of behavioral combinations to gather information; (3) behaviors on objects develop along different trajectories so that behavioral profiles vary across time; (4) object behaviors are generally similar in supine and sitting but diminished in prone; and (5) infants begin matching certain behaviors to object properties as newborns. These data demonstrate how infants learn to match their emerging behaviors with changing positional constraints and object affordances.  相似文献   
3.
Previous research has shown that prototypes of familiar categories are preferred over novel exemplars of familiar and unfamiliar categories. The present research demonstrates a reversal of this effect by simply inducing an exploratory mindset. Specifically, participants were asked to judge the attractiveness of dot patterns that represented prototypes of familiar categories, exemplars of familiar categories, or exemplars of novel categories. An exploratory mindset was manipulated by asking participants to imagine the stimuli as stars (versus as peas). Results show that participants in the exploration condition preferred exemplars of novel categories (thereby reversing the classical prototypicality effect), whereas participants in the control condition preferred prototypes. The role of mindsets and familiarity in attractiveness ratings is discussed.  相似文献   
4.
"申池"考辨     
“申池”是齐国苑围,魏晋以来,遗址失考。由于杜预一个“疑是齐都申门左右水池”的猜测,后来编人《康熙字典》《辞源》据以为真,遂成定论。根据《史记》《左传》《孟子》等大量相关资料的分析,实际地理位置环境条件、地方和村落名称、地下发掘等因素的多方考证。证明这一结论是错误的。“申池”是一个颇具规模的苑围,在当时的时水——现在乌河上游,以临淄区凤凰镇申桥为中心的方圆数十里的乌河流域地带。  相似文献   
5.
The bandit problem is a dynamic decision-making task that is simply described, well-suited to controlled laboratory study, and representative of a broad class of real-world problems. In bandit problems, people must choose between a set of alternatives, each with different unknown reward rates, to maximize the total reward they receive over a fixed number of trials. A key feature of the task is that it challenges people to balance the exploration of unfamiliar choices with the exploitation of familiar ones. We use a Bayesian model of optimal decision-making on the task, in which how people balance exploration with exploitation depends on their assumptions about the distribution of reward rates. We also use Bayesian model selection measures that assess how well people adhere to an optimal decision process, compared to simpler heuristic decision strategies. Using these models, we make inferences about the decision-making of 451 participants who completed a set of bandit problems, and relate various measures of their performance to other psychological variables, including psychometric assessments of cognitive abilities and personality traits. We find clear evidence of individual differences in the way the participants made decisions on the bandit problems, and some interesting correlations with measures of general intelligence.  相似文献   
6.
How, and how well, do people switch between exploration and exploitation to search for and accumulate resources? We study the decision processes underlying such exploration/exploitation trade-offs using a novel card selection task that captures the common situation of searching among multiple resources (e.g., jobs) that can be exploited without depleting. With experience, participants learn to switch appropriately between exploration and exploitation and approach optimal performance. We model participants' behavior on this task with random, threshold, and sampling strategies, and find that a linear decreasing threshold rule best fits participants' results. Further evidence that participants use decreasing threshold-based strategies comes from reaction time differences between exploration and exploitation; however, participants themselves report non-decreasing thresholds. Decreasing threshold strategies that “front-load” exploration and switch quickly to exploitation are particularly effective in resource accumulation tasks, in contrast to optimal stopping problems like the Secretary Problem requiring longer exploration.  相似文献   
7.
Identity formation is a lifelong task, yet much research focuses on adolescence and emerging adulthood. Little is known about whether parents' identities are related to their adolescent children's identities. The present studies were designed to examine intergenerational associations. Specifically, we focused on identity styles (Study 1 with 191 mother–adolescent and 170 father–adolescent dyads) and exploration and commitment processes (Study 2 with 230 mother–adolescent and 214 father–adolescent dyads). In Study 1, the information-oriented and normative styles, especially among mothers, were positively associated with these same styles among adolescents. Fathers' use of the normative and diffuse-avoidant style was positively associated with adolescents' use of these same styles. In Study 2, parental identification with commitment was positively associated with adolescent commitment making and negatively with adolescent ruminative exploration. Maternal exploration in depth was positively associated with adolescent exploration in depth and ruminative exploration. In sum, parents may function as role models for adolescent identity formation, although longitudinal research is needed to support more authoritative claims.  相似文献   
8.
We examined the extent to which a pet functions as an attachment figure. In Study 1, 165 pet owners performed a goal exploration task, assessing the number of life goals generated and confidence in goal attainment. In Study 2, 120 pet owners performed a distress-eliciting task while assessing blood pressure. In both studies, participants were divided into three conditions: pet physical presence, pet cognitive presence, and no pet presence. As compared to no pet presence, physical or cognitive pet presence increased the number of life goals generated and self-confidence in goal attainment and reduced blood pressure during the distress-eliciting task. The findings confirm the ability of a pet to provide a safe-haven and a secure-base and the moderating role of attachment insecurities.  相似文献   
9.
When making decisions, humans can observe many kinds of information about others' activities, but their effects on performance are not well understood. We investigated social learning strategies using a simple problem‐solving task in which participants search a complex space, and each can view and imitate others' solutions. Results showed that participants combined multiple sources of information to guide learning, including payoffs of peers' solutions, popularity of solution elements among peers, similarity of peers' solutions to their own, and relative payoffs from individual exploration. Furthermore, performance was positively associated with imitation rates at both the individual and group levels. When peers' payoffs were hidden, popularity and similarity biases reversed, participants searched more broadly and randomly, and both quality and equity of exploration suffered. We conclude that when peers' solutions can be effectively compared, imitation does not simply permit scrounging, but it can also facilitate propagation of good solutions for further cumulative exploration.  相似文献   
10.
The study examines school and parental influences on adolescents' occupational exploration. Analyses of data from 859 6th, 8th, and 10th graders attending high- and lower-track high schools in the German federal state of Thuringia suggested more extensive exploration among students closer to the school-to-work transition. Besides cross-sectional effects of parenting and achievement orientation at school, acceptance and openness students experienced in class predicted increases of their exploratory behaviors. Multilevel analyses showed, however, that school effects operated on the level of subjective perceptions (individual level), but not on the level of intersubjective reality (classroom level). Implications for attempts to foster and facilitate exploration are discussed.  相似文献   
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