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1.
In today's technologically mediated society, video is increasingly relied upon as an objective and reliable source of evidence in the investigation and prosecution of violent crimes. The now pervasive presence of violent video in the criminal justice system, however, presents new challenges for understanding repeated work-related exposure to and witnessing of potentially traumatic material and its impacts. Thus, this project seeks to qualitatively examine the relational affective processes that occur among criminal justice professionals when violent crimes are captured on video. We present four key categories organized around the circumstances of exposure and its impacts: 1) playback in the investigative and pre-trial process; 2) sharing videos among colleagues; 3) playing videos for victims, witnesses, and families and; 4) transmission in the broader public. Findings suggest this work involves deeply embodied processes where video evidence of violent crime enables a virtual presence at scenes and an emotional proximity to events through new forms of witnessing. These affective experiences are one relational dynamic that keeps witnessing active, thus expanding the mobility of trauma, its reach and potential impacts.  相似文献   
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Before their second birthday, infants can update their knowledge based on what someone tells them, but can they do so based on what a video shows them? The current study explored whether infants can update their representation of an absent object’s properties after seeing a video of something happening to it, following seminal work showing that they can update their representation after being told about something happening to it (Ganea et al., 2007). It thus adapted an existing paradigm for testing infants’ understanding of references to absent objects (using language) to investigate a different symbolic medium (video). Twenty-two-month-olds first played with a toy and later saw on video that the toy underwent a change in state while they were out of the room. Infants in the current study did not subsequently identify the toy based on this new information, whereas those in previous research did. Infants this age thus appear less likely to update their representation of an absent object’s properties using video than using language. This result is consistent with the possibility that infants may understand the representational function of symbolic objects later in development than they understand the representational function of language. It also aligns with evidence of the video deficit in which infants learn less effectively from video than from firsthand experience.  相似文献   
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BackgroundImpaired motor development can significantly affect a child’s life and may result in an increased risk of a range of physical and psychological disorders. Active video game (AVG) interventions have been demonstrated to enhance motor skills in children with Developmental Coordination Disorder (DCD); however a home-based intervention has not been assessed.ObjectivesThe primary aim of this study was to compare the changes in motor coordination between a 16 week period of AVG use, with 16 weeks of normal activities (NAG). The secondary aim was to compare the child and parent perceptions of their physical performance between the AVG and NAG conditions.MethodsTwenty-one 9–12 year olds (10 males) were confirmed to be at risk of DCD (⩽16th percentile Movement Assessment Battery for Children-2nd edition (MABC-2) and ⩽15th percentile Developmental Coordination Disorder Questionnaire (DCDQ)) and participated in this crossover randomised and controlled trial. Data was collected at study entry, after the first 16 week condition and following the final 16 week condition, including; (1) the MABC-2, (2) three-dimensional motion analysis of single leg balance and finger–nose tasks, and (3) parent perception of physical skills. Participant perception of physical skills was collected only after the first and second conditions.ResultsThere was no significant difference between AVG and NAG for any of the primary variables including the MABC-2, balance centre-of-mass path distance and finger–nose path distance. There was no significant intervention effect for secondary measures of motor coordination; however the children perceived their motor skills to be significantly enhanced as a result of the AVG intervention in comparison to the period of no intervention.ConclusionA 16 week home based AVG intervention did not enhance motor skills in children with DCD, although they perceived their physical skills to be significantly improved.Trial Registration: Australia and New Zealand Clinical trials Registry (ACTRN 12611000400965).  相似文献   
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ABSTRACT

We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures.  相似文献   
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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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Television comprehension is a surprisingly demanding task for very young children. Based on a task analysis of television viewing and review of research, we suggest that by 6 months of age, infants can identify objects and people on screen. By 24 months they can comprehend and imitate simple actions contained in single shots and begin to integrate information across shots. Toddlers nevertheless suffer from the video deficit whereby their comprehension is less than from equivalent real life displays. During the preschool years they learn much of the grammar of filmic montage and can comprehend straightforward narrative productions. Essentially adult comprehension appears to be in place by 13 years of age.  相似文献   
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Video summarization is one of the key techniques to access and manage a huge chunk of videos. Video summarization is used to extract the effective contents of a video sequence to generate a concise representation of its content. The involvement of crowdsourcing models in recent years is effectively used by researchers in E-commerce domain to increase the quality of the data contents. In this paper, we present a video summarization framework based on users emotion while they watch videos by analyzing cerebral activities through Electroencephalogram (EEG) signals. Three emotions, namely happy, sad and neutral have been extracted from the EEG signals. Video frames have been synchronized with EEG signals and tagged with various emotions. Finally, a crowdsourcing model has been used for effective summarization of the videos. The qualitative assessment of video summarization has been conducted with the help of user ratings using online Google Forms application. EEG signals of 28 users have been recorded while video streams of different emotions. An average accuracy of 83.93% has been recorded in emotion classification using crowdsourcing. Output summarized videos include dynamic video skims and the corresponding audio stream for better understanding.  相似文献   
10.
Granted the far-flung impacts of humanity on the future and the biosphere, Hans Jonas has rightly called for our responsibilities to be reconceptualised, and where responsibilities are non-reciprocal Chris Groves has put forward a model of the ethics of care to underpin them. In view, however, of Derek Parfit's work on responsibilities with regard to the possible but unidentifiable people of alternative possible futures, the author suggests that an ethical model grounded in relations, while helpful, is insufficient with regard to these impersonal responsibilities, and is not sufficiently strengthened by resorting to ‘constitutive value’. To meet the need for further models, he first presents two familiar ones (those of bequests or legacies and of stewardship or trusteeship), and then a new model appropriate for responsibilities towards unidentifiable parties, based on hospitality and generosity, and Jesus' parable of the great banquet as in Luke 14. This model also has its shortcomings, but could, alongside the others, assist people to take non-reciprocal responsibilities seriously.  相似文献   
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