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1.
As the virtual gaze of another becomes an increasingly prevalent feature in children's lives, this paper aims to explore some of the emotional complexities of the emerging physical/virtual landscape of children's experience. Based on an analysis of the emotion of shame, the paper explores the new challenges that children face both now and in the future in their virtual encounters and relations with others. It is argued that virtual spaces bring new dimensions to emotional experience, at times making it more difficult to realise the productive potential of shame. This is because the gaze or imagined gaze of another, as invoked through the experience of shame, occurs in conditions of uncertainty, has no boundaries and may arise at any time in the future. These insights are significant if we are to support children in building a capacity to restore the self and be resilient in these new spaces of social encounter.  相似文献   
2.
This article examines peer participation in the It Gets Better Project, a YouTube-based platform which addresses precarious LGBT youth by offering moral support. The paper asks who engages with the project, and why particularly peers participate by recording and uploading a personal video. Contrary to this prevalence of peers, the article first shows how the project's architecture actually diverts attention from peer participation to a few featured videos, thereby shifting the focus onto celebrity participation. The article then proposes the project as an “intimate public” (Berlant, 2008) of shared feelings of difference, which connects the individual and dispersed private, amateur spaces with an indefinite affective space of public intimacy, grounded materially in and mediated by the space of the internet. Building on queer critique, the article argues that the project's success amongst peers can be understood in its capacity to circulate and share emotional knowledge of feeling differently together with others, even despite its internal dominant structural and normative orientation.  相似文献   
3.
The present study compared rats' behavioral changes on three tasks on the radial-arm maze. In the free-choice task (0Fo/8Fr; no forced choice/eight free choices), rats performed efficiently with the simple response pattern of sequential adjacent-arm choices. In the two forced-choice tasks (3Fo/5Fr and 5Fo/3Fr), rats performed as efficiently as 0Fo/8Fr but showed no particular response patterns. The frequency of arm investigation was the highest in 5Fo/3Fr, and was higher in 3Fo/5Fr than in 0Fo/8Fr. The probability of correct rejection, avoiding re-entry to visited arms after investigation, was also higher in 3Fo/5Fr and 5Fo/3Fr than in 0Fo/8Fr. These results suggest that the rats could adjust their behavior to the task demands.  相似文献   
4.
杏仁复合体损毁对大鼠空间认知能力的影响   总被引:7,自引:0,他引:7  
隋南  谢东  匡培梓 《心理学报》1995,28(3):311-316
杏仁复合体损毁大鼠Morris迷宫作业学习成绩显著低于控制组,记忆成绩较显著低于控制组。其搜索目标时主要采用与控制组的图式策略相异的趋向式策略。策略差异提示:杏仁复合体参与大鼠空间认知的辅助加工。  相似文献   
5.
Traditional videos are frequently employed to assess anticipation within interceptive sports. However, there are limitations associated with traditional videos which impair the degree of correspondence between training interventions and competitive performances. Virtual reality (VR) head-mounted displays allow for the presentation of immersive videos in 360-degrees that might offer a more effective means by which to train athletes. Nonetheless, there is a paucity of research examining the efficacy of immersive videos in a cricket context. The main purpose of the present investigation was to compare batters’ ability to accurately predict the landing location of deliveries, and assess their confidence in such predictions, when viewing traditional and immersive videos. We also examined the degree to which delivery style (i.e., bowling machine, throwdowns, spin, and pace bowling) impacted prediction accuracy and confidence scores. Forty deliveries (i.e., 10 per style; occluded at 120 ms post-ball release) were presented to amateur cricketers (N = 18) in traditional and immersive video conditions. Participants were required to anticipate the landing location of the ball and rate their prediction confidence after each delivery. Analyses indicated a main effect of viewing condition that applied only to prediction. Participants predicted the landing location of the ball with the greatest accuracy in the immersive video footage condition. There was a main effect of delivery style for confidence only, with higher scores observed in the throwdown, spin, and pace conditions, when compared to the bowling machine. Given the increasing rate at which VR is becoming accessible, immersive videos should be considered by sport psychologists as an effective means by which to assess anticipation in cricket.  相似文献   
6.
PurposeMany school-age children and adolescents who stutter experience the fear of public speaking. Treatment implications include the need to address this problem. However, it is not always possible to train repeatedly in front of a real audience. The present study aimed to assess the relevance of using a virtual classroom in clinical practice with school-age children and adolescents who stutter.MethodsTen children and adolescents who stutter (aged 9–17 years old) had to speak in three different situations: in front of a real audience, in front of a virtual class and in an empty virtual apartment using a head-mounted display. We aimed to assess whether the self-rated levels of anxiety while speaking in front of a virtual audience reflect the levels of anxiety reported while speaking in front of a live audience, and if the stuttering level while speaking to a virtual class reflects the stuttering level while speaking in real conditions.ResultsResults show that the real audience creates higher anticipatory anxiety than the virtual class. However, both the self-reported anxiety levels and the stuttering severity ratings when talking in front of a virtual class did not differ from those observed when talking to a real audience, and were significantly higher than when talking in an empty virtual apartment.ConclusionOur results support the feasibility and relevance of using a virtual classroom to expose school-age children and adolescents who stutter to a feared situation during cognitive behavioral therapy targeting the fear of public speaking.  相似文献   
7.
Memory is considered one of the most important functions since it allows us to code, store and retrieve knowledge. These qualities make it an indispensable function for a virtual creature. In general, memory can be classified based on the durability of the stored data in working memory and long-term memory. Working memory refers to the capacity to maintain temporarily a limited amount of information in mind, which can then be used to support various abilities, including learning, reasoning, planning and decision-making. Unlike short-term memory, working memory is not only a storage site, but it is also a framework of interacting processes that involve the temporary storage and manipulation of information in the service of performing complex cognitive activities. Declarative memory is a type of long-term memory related with the storage of facts and events. This research focuses on the development of a cognitive architecture for the type of working memory that maintains and manipulates declarative information. The construction of the model was grounded in theoretical evidence taken from cognitive sciences such as neuroscience and psychology, which gave us the components and their processes. The model was evaluated through a case study that covers the encoding, storing, and retrieval stages. Our hypothesis is that a virtual creature endowed with our working memory model will provide faster access to the information needed for the ongoing task. Therefore, it improves the planning and decision-making processes.  相似文献   
8.
IntroductionDominant theories of wayfinding may have underestimated the ease with which adults can learn a route, even with minimal exposure to that route.ObjectivesIn this paper we present three different experiments to provide a comprehensive picture of whether adults can learn complex routes consisting of a number of choicepoints, and if so, what strategies they might be employing to do so.Methodand results We found that adults could learn a 15-junction route after only a single experience of the route (Experiment 1) but that they underestimated how good they would be at learning the 15-junction route (Experiment 2). In Experiment 3, we found that when learning a route made up of “T” shaped junctions, participants relied on a “beacon” strategy based on visual matching.ConclusionsCollectively, these findings suggest that adults can learn complex routes, even with as many as 15 choicepoints, very quickly and without the need for repeated exposure. These findings have implications for theories of wayfinding and call into question the need for repeated exposure.  相似文献   
9.
An age-related decline in memory has been reported in male rats; however, there are few studies that have addressed these changes in aged female rats. In young female rats, hormonal cycles influence behavior. By the age of 22 months most female rats have not had regular hormonal cycles for at least 9 months. In the current study we examined how the hormonal status (persistent estrus and pseudo-pregnant) of the aged (22-24 months) female rat (Long Evans) influenced performance on a spatial version of the Morris water maze and compared this to aged male rats. Aged females in persistent estrus showed better performance on the water maze than both aged females that were pseudopregnant and aged males. Thus, postestropausal hormonal status may influence the course of aging in females.  相似文献   
10.
Aged dogs exhibit a spectrum of cognitive abilities including a syndrome similar to Alzheimer's disease. A major impediment to research so far has been the lack of a quick and accurate test of visuospatial memory appropriate for community-based animals. We therefore report on the development and validation of the Canine Sand Maze. A 4.5-m-diameter circular pool was filled with a sand and powdered food reward mix to a depth of 10 cm. Dogs were given 4 habituation and 16 learning trials which alternated a food reward being half (control trials) or fully-buried (acquisition trials) in a fixed location. After a 90-min break, a probe trial was conducted. Cognitively normal, aged (> 8 years, n = 11) and young (1-4 years, n = 11), breed-matched dogs were compared. After correction for differences in control trials, average probe times were 2.97 and 10.81 s for young and aged dogs, respectively. In the probe trial, both groups spent significantly more time in the target quadrant but there was a trend for young dogs to cross a 1 m(2) annulus zone around the buried reward more frequently (2.6 times) than aged dogs (1.5 times). Test-retest reliability in a subset of young dogs (n = 5) was high. On the basis of these findings, the Canine Sand Maze is presented as a quick, sensitive and nonaversive tool for assessing spatial learning and reference memory in dogs.  相似文献   
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