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1.
Localisation and navigation of autonomous vehicles (AVs) in static environments are now solved problems, but how to control their interactions with other road users in mixed traffic environments, especially with pedestrians, remains an open question. Recent work has begun to apply game theory to model and control AV-pedestrian interactions as they compete for space on the road whilst trying to avoid collisions. But this game theory model has been developed only in unrealistic lab environments. To improve their realism, this study empirically examines pedestrian behaviour during road crossing in the presence of approaching autonomous vehicles in more realistic virtual reality (VR) environments. The autonomous vehicles are controlled using game theory, and this study seeks to find the best parameters for these controls to produce comfortable interactions for the pedestrians. In a first experiment, participants’ trajectories reveal a more cautious crossing behaviour in VR than in previous laboratory experiments. In two further experiments, a gradient descent approach is used to investigate participants’ preference for AV driving style. The results show that the majority of participants were not expecting the AV to stop in some scenarios, and there was no change in their crossing behaviour in two environments and with different car models suggestive of car and last-mile style vehicles. These results provide some initial estimates for game theoretic parameters needed by future AVs in their pedestrian interactions and more generally show how such parameters can be inferred from virtual reality experiments.  相似文献   
2.
Theory-of-mind (ToM) involves modeling an individual's mental states to plan one's action and to anticipate others' actions through recursive reasoning that may be myopic (with limited recursion) or predictive (with full recursion). ToM recursion was examined using a series of two-player, sequential-move matrix games with a maximum of three steps. Participants were assigned the role of Player I, controlling the initial and the last step, or of Player II, controlling the second step. Appropriate for the assigned role, participants either anticipated or planned Player II's strategy at the second step, and then determined Player I's optimal strategy at the first step. Participants more readily used predictive reasoning as Player II (i.e., planning one's own move) than as Player I (i.e., anticipating an opponent's move), although they did not differ when translating reasoning outcome about the second step to optimal action in the first step. Perspective-taking influenced likelihood of predictive reasoning, but it did not affect the rate at which participants acquired it during the experimental block. We conclude that the depth of ToM recursion (related to perspective-taking mechanisms) and rational application of belief-desire to action (instrumental rationality) constitute separate cognitive processes in ToM reasoning.  相似文献   
3.
Mixed‐motive games represent situations that confront people with a conflict between cooperative and non‐cooperative alternatives. Despite this common basis, recent research has shown that the consistency of people's choices across different mixed‐motive games is rather low. The present research examined behavioural consistency within the same mixed‐motive game, by presenting participants with a series of one‐shot Prisoner's Dilemma Games. Across this set of games, payoffs were manipulated in order to intensify or weaken the conflict between self and the other party while maintaining the game's underlying structure. Our findings indicate that significant differences in choice behaviour are observed as a function of both situational (i.e. manipulations of the Prisoner's Dilemma Game's payoff structure) and personality differences (i.e. individual differences in personality and motivational traits). Moreover, our included situational variables and personality features did not interact with each other and were about equally impactful in shaping cooperation. Crucially, however, despite the significant behavioural differences across game variants, considerable consistency in choices was found as well, which suggests that the game's motivational basis reliably impacts choice behaviour in spite of situational and personality variations. We discuss implications for theorizing on mixed‐motive situations and elaborate on the question how cooperation can be promoted. © 2018 European Association of Personality Psychology  相似文献   
4.
采用最后通牒博弈范式,探讨不同情绪背景对社会经济决策中社会预期效应的影响。以90名大学生为被试,利用不同效价的电影片段(正性、负性和中性)诱发相应的目标情绪。通过操作社会规范性信息启动被试对分配方案公平性的不同预期。结果发现:在负性和中性情绪背景下,高预期组更倾向于拒绝接受不公平分配。在正性情绪背景下,高预期组和低预期组面对不公平提议时的接受率没有显著差异。结果表明正性情绪背景使社会预期效应发生改变,回应者对分配方案的高预期不再对决策结果产生显著影响。  相似文献   
5.
Although recent economic models of human decision making have recognised the role of emotion as an important biasing factor, the impact of incidental emotion on decisions has remained poorly explored. To address this question, we jointly explored the role of emotional valence (i.e., positive vs. negative) and motivational direction (i.e., approach vs. avoidance) on performance in a well-known economic task, the Ultimatum Game. Participants had to either accept or reject monetary offers from other players, offers that vary in their degree of unfairness. A main effect of motivational direction, but not valence, was observed, with withdrawal-based emotion (disgust and serenity) prompting more rejections relative to approach-based emotion (anger and amusement) and a neutral state. These results further confirm that subtle incidental moods can bias decision making, and suggest that motivational state may be a useful framework to study such decisions. Implications with regard to emotion, cognitive neuroscience, and clinical psychology are discussed.  相似文献   
6.
ABSTRACT

A sixth-grade teacher and consultant serving as a behavioral specialist developed, implemented, and evaluated the Timely Transitions Game (TTG), a procedure designed to reduce room-to-room transition times. The TTG combined several procedures that have been shown to alter student behavior including explicit timing procedures and an interdependent, group-oriented reward program with randomly selected criteria. Five transition times were measured and recorded each day. At the end of the school day, the teacher randomly selected a transition and a criterion (seconds taken to transition). If the class completed the randomly selected transition in less time than the randomly selected criterion, they earned a letter. When students earned enough letters (e.g., the five letters that spell M-U-S-I-C), they received access to the reward (e.g., listening to music during independent seat-work). Results indicated immediate and sustained decreases in transition times following the implementation of the intervention. Although methodological concerns prevent drawing cause-and-effect conclusions, the current study shows how educators can adapt and combine empirically validated strategies and procedures to remedy presenting problems.  相似文献   
7.
BOOK REVIEWS     
No abstract available for this article.  相似文献   
8.
Mathematical tools, such as static and dynamic optimization theory and game theory, are used to axiomatize developmental theory and to model the interaction between parents, their infant children and siblings. Parents allocate their time between parenting and other activities. They respond to their children's demand for attention. Children signal attention seeking by “crying”. Jealous siblings vie for their parents' attention. Parents, children and siblings are assumed to pursue their goals efficiently. The model solves for the equilibrium amount of crying by siblings, the allocation of parents' time between themselves and their children, and the sub-allocation of attention between rival siblings. Parents have an enlightened self-interest in promoting their children's independence, which they do by setting limits. In this they tread a fine line between spoiling and depriving their child. The model is dynamized to solve the optimal development policy of parents and to formalize the separation process of children from parents.  相似文献   
9.
Morality-as-Cooperation (MAC) is the theory that morality is a collection of biological and cultural solutions to the problems of cooperation recurrent in human social life. MAC uses game theory to identify distinct types of cooperation, and predicts that each will be considered morally relevant, and each will give rise to a distinct moral domain. Here we test MAC's predictions by developing a new self-report measure of morality, the Morality-as-Cooperation Questionnaire (MAC-Q), and comparing its psychometric properties to those of the Moral Foundations Questionnaire (MFQ). Over four studies, the results support the MAC-Q's seven-factor model of morality, but not the MFQ's five-factor model. Thus MAC emerges as the best available compass with which to explore the moral landscape.  相似文献   
10.
IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established.  相似文献   
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