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Learning & Behavior - Eye movements of four stumptailed monkeys were measured during performance of simple and ambiguous form discriminations. Duration of fixations increased during learning of...  相似文献   
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Eye movements of stumptailed monkeys were measured during learning of a pattern discrimination problem. Amount of scanning (shifts in visual fixation from one pattern to the other) increased once learning began and reached a maximum either at about the point that frequency of correct responses reached asymptote or just after that. These results, taken together with earlier findings on vicarious trial and error and operant observing behavior, suggest that this is the characteristic pattern of change in frequency of observing during visual discrimination learning. A change in information processing strategy is proposed as one explanation for these results. Duration of the last fixation on a discriminative stimulus during a trial showed similar, though not identical, changes with practice. The decrease in duration of the last fixation following learning contrasts with results of prior studies involving more complex tasks, and supports our conclusion that the duration of the last fixation is particularly sensitive to the cognitive processing requirements of the discriminative task.  相似文献   
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Stumptailed monkeys (Macaca arctoides) were given two two-choice line-discrimination problems in which the lines were presented either alone or embedded in a patterned context that was the same in all cases. When the stimuli were a left- and a right-tilting line, the addition of the context significantly improved performance, as measured by frequency of correct choice responses. It also decreased choice response latency, duration of visual fixations, and frequency of scanning back and forth between the two stimuli. When the stimuli were a horizontal and a vertical line, the addition of the context had the opposite effect on all the performance measures. These results are very similar to those found with adult and infant humans when given the same stimuli. They suggest that the pattern perception of monkeys, like that of humans, involves top-down or holistic processing of incoming visual information.  相似文献   
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One of the most recent European developments in the internationalization of higher education is the stimulation of regional co‐operation among institutions. In the so‐called border countries policy, Flanders, The Netherlands, and the German Länder of North‐Rhine Westphalia, Bremen, and Lower Saxony are collaborating in different ways to establish an “open higher education space”. Within the framework of this border countries policy, various initiatives have been taken in order to support co‐operation among higher education institutions from the countries involved. Amongst other things, research was undertaken in order to gain insight into the differences and similarities of the programmes offered in the five countries. In addition, the Ministries of Education of the participating countries have begun to allocate funds to institutions that have taken co‐operation initiatives that coincide with the policies of the countries concerned. These two aspects of the border countries policy will be discussed in this article.  相似文献   
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How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18–34, make ethical decisions in three in-game scenarios in Fable III, an RPG, and one additional scenario. The decision-making processes of thirty participants were analyzed; twenty were randomly assigned to play Fable III and ten were assigned to a control condition of written ethical scenarios. Results suggested that participants practiced a variety of ethical thinking skills and thought processes in both conditions, including reasoning-, empathy-, reflection-, and information gathering-related skills and thought processes. Three hypotheses were investigated and detailed, and any significant differences or similarities that emerged between conditions and across game scenarios were explored. Based on this analysis, four preliminary design principles were described.  相似文献   
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Eye movements of two stump-tailed monkeys were measured during performance on an easy and a difficult brightness discrimination problem with and without a relatively long fixation required at the beginning of each trial for purposes of calibration. The duration of an individual fixation of the discriminative stimuli was unrelated to most of the variables that were examined, including problem difficulty, response outcome, whether the S+ or the S? was fixated, and presence or absence of a long fixation at the beginning of a trial. Duration of fixation increased markedly, though temporarily, following reversal of the hard problem. The animals tended to do a minimal amount of scanning of the discriminative stimuli and to fixate most frequently on S+ before responding. In general, the results did not support an account of observing behavior in terms of conventional reinforcement.  相似文献   
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We present 14 design observations for public safety networks (PSNs) and describe how they may apply more broadly to a wider range of inter-organizational systems within the public sector. A PSN is an interagency collaboration focused on developing and using information systems in support of information sharing and functional interoperability among public safety organizations engaged in law enforcement, criminal justice, and emergency response. We base our design observations upon an analysis of an extensive survey of 80 PSNs plus 6 in-depth case studies. The design observations identify commonalities that can guide agencies participating in interagency collaborations in addressing the interlocking issues they face. Our goal in presenting this set of design observations is to: (1) encourage improved PSN systems design and (2) draw attention to the importance of jointly addressing governance and technological considerations when designing PSNs.  相似文献   
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