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The increasing use of digital technology-based retail services provides new opportunities for digital marketing. In this paper, we investigate how augmented reality (AR) technology can be leveraged as part of the firm's strategy. We explore the online purchase intention through AR smart glasses (ARSG), considering consumers' value assessment through a cost–benefit analysis and the influence of technical, experiential and social AR value drivers. We develop an augmented value-based adoption model addressing four main objectives: (1) Evaluate the effect of the perceived value of ARSG, (2) Evaluate the effect of immersion (experiential dimension), (3) Evaluate the effect of AR devices and technical complexity (technical dimension) and (4) Evaluate the importance of subjective norms (social dimension) on the online purchase intention through AR technology. Based on an ESIC Tech Lab experiment with two types of ARSG from market leaders and AR retail apps, the study uses survey data from 253 participants. The results suggest that the technical dimension has an ambiguous effect, with tech-complexity enhancing directly the perceived value of ARSG for online purchase while reducing the net value of consumers' economic cost–benefit analysis. We find strong evidence that the experiential and social AR dimensions (in the form of immersion and subjective norm) have a significant positive influence on consumers' purchase intention online, which are better predictors than the pure economic cost–benefit assessment (through usefulness and difficulty). Furthermore, the technical innovativeness of consumers is found to increase directly the online purchase intention through ARSG.  相似文献   
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Mary E. Hess 《Dialog》2014,53(1):12-22
How has the “new culture of learning” begun to transform us, and in what ways might the faith formation practices of religious communities be impacted by the shift? Recent research funded by the MacArthur Foundation lays an empirical basis for recognizing shifts in learning brought about by widespread access to digital technologies. The implications of that research, in turn, pose widespread challenges to the work of faith formation in contemporary communities of faith. Communicative theologies may be best poised to engage these challenges through the practices of digital storytelling.  相似文献   
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This article explored the use of digital storytelling as a method to support multicultural counseling competency. Thematic analysis examined the experiences of 9 students who created a digital story through an immersion activity in a multicultural counseling course. Qualitative data revealed 4 themes: (a) initial discomfort with technology, (b) initial reservations with group work, (c) digital storytelling as a learning tool, and (d) multicultural counseling competency. Recommendations for counselor education and future research are provided. Este artículo exploró el uso de la narrativa digital como método para apoyar la competencia en consejería multicultural. Un análisis temático examinó las experiencias de 9 estudiantes que crearon una historia digital mediante una actividad de inmersión en un curso de consejería multicultural. Los datos cualitativos revelaron 4 temas: (a) una carencia inicial de familiaridad con la tecnología, (b) reservas iniciales en cuanto al trabajo en equipo, (c) la narrativa digital como herramienta de aprendizaje y (d) la competencia en consejería multicultural. Se ofrecen recomendaciones para la educación de consejeros e investigaciones futuras.  相似文献   
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触屏学习是通过触屏软硬件设备呈现学习内容,并以手势触屏交互方式获取知识或技能的过程。目前触屏学习基础性研究处于探索阶段,在有效性上,研究发现触屏学习本身可能是有效的,但在相对优势上结果具有较大异质性;在学习后效上,触屏学习有助于提高学习动机,但没有稳定地促进知识保持、知识理解以及二维到三维的学习迁移。针对触屏学习的促进或阻碍作用,以往研究分别从具身认知或认知负荷等理论视角给予解释。学习者、学习材料、学习环境等可能是影响触屏学习效果的重要因素。广泛地将触屏设备应用于学习或课堂场景为时尚早,呼吁未来研究从理论建构、影响因素、特点分析及行为/神经机制角度考察触屏学习的作用。  相似文献   
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The papers in this special series make a compelling case for the value of digital mental health services (DMHS; including technology-based interventions, assessments, and prevention programs) to help address some of the currently unmet needs in mental health care. At the same time, the papers highlight the work that needs to be accomplished for DMHS to fulfill their promise. We review the papers’ contributions in terms of (a) the imperative to increase access to evidence-informed, high-quality care, especially for underserved populations, both in the United States and globally; (b) ways to use DMHS to improve the ways that clinical care is provided to make treatment provision more effective and efficient; and (c) the current state of the research on DMHS for emotional disorders. We then consider lessons learned and recommendations to move the field forward, such as increasing (and making transparent) the research base on DMHS, adopting regulatory standards for DMHS, attending carefully to training issues for DMHS and best practices for dissemination and implementation, designing specifically for digital platforms, and being intentional about efforts to reduce disparities regarding who benefits from DMHS.  相似文献   
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Anxiety disorders are the most common mental health conditions in children, with approximately 13% of kids struggling with excessive anxiety. The vast majority do not have access to effective treatments and there continues to be a disjunction between treatments that are empirically supported and those that are available in the community. Digital mental health interventions (DMHI) can increase efficiency, reach, and standardization as well as reduce costs of providing of mental health care. Here we review the extant research on DMHI, including web- or cloud-based programs, mobile applications (apps), virtual reality (VR), and digital assessment methods such as ecological momentary assessment (EMA) for the delivery and/or support of evidence-based care in child anxiety. Preliminary research is promising for these tools to improve access and efficiency of evidence-based practice. However, ethics and practice guidelines are needed and questions remain regarding what level and quality of therapeutic involvement is needed to maximize treatment completion and outcomes in youth and whether DMHIs are contraindicated for certain populations or whether they are similarly effective with those with comorbid conditions is unclear.  相似文献   
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The advent of relatively inexpensive 360‐degree cameras and virtual reality (VR) headsets brings new possibilities to the study of religion by allowing students to become virtually immersed in distant religious environments at very little cost. These tools can serve as the basis for assignments that help to engage students and meet core learning outcomes such as empathetic understanding and ethnographic analysis of religious place, ritual, and behavior in light of theories of religion. This article describes and reflects on the experimental incorporation of these technologies in two sections of an introductory religious studies course at a small two‐year campus in the University of Wisconsin System.  相似文献   
9.
为了研究断指再植术后用肝素抗凝对再植成活率的影响,将112例因完全离断行断指再植术的患者随机分成两组,对照组术后连续应用肝素10天,试验组仅术后应用48小时,对比两组再植术后血管危象的发生率、成活率及活化部分凝血活酶时间(APTT).结果显示试验组血管危象发生率10.7%、成活率94.6%,对照组血管危象发生率8.9%(P>0.05)、成活率92.9%(P>0.05).术后第10天试验组和对照组的APTT之间有差异(P<0.05).所以术后长时间的应用肝素并不能降低血管危象的发生率,也不能提高再植的成活率,相反却会导致APTT延长.  相似文献   
10.
Existing research on the characteristics of digital natives, traditionally defined as those born after 1980, has shown subtle differences in how they approach technology compared with other cohorts. However, much of the existing research has focused on a limited set of conventional technologies, mostly related to learning. In addition, prior research has shown differences within this cohort in how they respond to autonomous technology (e.g., trust, reliance; Pak, Rovira, McLaughlin, &; Baldwin, 2016 Pak, R., Rovira, E., McLaughlin, A., &; Baldwin, N. (2016). Does the domain of technology impact user trust? Investigating trust in automation across different consumer-oriented domains in young adults, military, and older adults. Theoretical Issues in Ergonomics Science, 18, 199220. 10.1080/1463922x.2016.1175523[Taylor &; Francis Online], [Web of Science ®] [Google Scholar]). The purpose of this short report, representing the first wave of data collection in a larger study examining technology experience and attitude change, is to directly address 2 shortcomings in the literature on digital natives which tends to emphasize: (a) civilian students; and (b) conventional, often learning technologies. We addressed these 2 issues by recruiting 2 subgroups of digital natives (students and military cadets) and assessing attitudes and experience with a wide range of technology spanning from conventional (e.g., mobile) to emerging (e.g., robotics). The results showed that that both groups were surprisingly unfamiliar with emerging consumer technologies. Additionally, contrary to expectations, cadets were significantly, albeit only slightly, less experienced with mobile technologies, VR/augmented reality, social media, and entertainment technology as compared to civilian undergraduates.  相似文献   
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