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In the growing field of sports vision little is still known about unique attributes of visual processing in ice hockey and what role visual processing plays in the overall athlete’s performance. In the present study we evaluated whether visual, perceptual and cognitive/motor variables collected using the Nike SPARQ Sensory Training Station have significant relevance to the real game statistics of 38 Division I collegiate male and female hockey players. The results demonstrated that 69% of variance in the goals made by forwards in 2011–2013 could be predicted by their faster reaction time to a visual stimulus, better visual memory, better visual discrimination and a faster ability to shift focus between near and far objects. Approximately 33% of variance in game points was significantly related to better discrimination among competing visual stimuli. In addition, reaction time to a visual stimulus as well as stereoptic quickness significantly accounted for 24% of variance in the mean duration of the player’s penalty time. This is one of the first studies to show that some of the visual skills that state-of-the-art generalised sports vision programmes are purported to target may indeed be important for hockey players’ actual performance on the ice.  相似文献   
2.
We report our experience with a novel approach to interactive information seeking that is grounded in the idea of summarizing query results through automated document clustering. We went through a complete system development and evaluation cycle: designing the algorithms and interface for our prototype, implementing them and testing with human users. Our prototype acted as an intermediate layer between the user and a commercial Internet search engine (AltaVista), thus allowing searches of the significant portion of World Wide Web. In our final evaluation, we processed data from 36 users and concluded that our prototype improved search performance over using the same search engine (AltaVista) directly. We also analyzed effects of various related demographic and task related parameters.  相似文献   
3.
Information and communication technologies are blurring the boundaries between work and play. We present the first empirical investigation of gender gaps in virtual game economies. Analyzing big data sets from two major game economies, we find that player gender and character gender influence virtual wealth in different ways in different games. We conclude that this can be explained by different returns on female- and male-dominated play activities, that is, virtual pink- and blue-collar occupations. As the line between work and play increasingly blurs, researchers should track which occupations get to keep their conventional economic rewards, and which end up being remunerated in play money.  相似文献   
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This faculty development case study focuses on a team of 16 General Education faculty at an urban women’s college during the initial 6 months of the college’s comprehensive implementation of an iPad teaching and learning environment. This article traces the effectiveness of an iPad professional development program through analyses of critical feedback, and makes recommendations for learner-centered faculty development for iPads in Higher Education. We present our conceptual framework, guiding principles and iPad professional development program. The effects of the program were measured using thematic and content analysis of post-session interviews, participant observation, one-to-one interviews and an online discussion forum. The predominant themes were anxiety, having individual needs considered, time considerations, and fundamental questions about expectations in the mobile learning environment. The key recommendation are to attend to collaborative planning, intervention, facilitating authentic professional learning communities and timing of faculty development that is intended to result in integration of new learning tools and environments.  相似文献   
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Abstract

The video game industry has continued to grow dramatically over the past decade, cutting into mainstream media in participation and revenues as it becomes part of mainstream media culture. Following the industrial organization model, this paper conceptualizes and systematically analyzes five vertical stages and the key market segments of consoles, handheld and PC‐based games. Genre‐based measures of content show that the different game platforms have varying levels of product diversity, driven by differing levels of risk and rewards. Comparisons in production and distribution are made with other major media. The main conclusion is that the industry is reaching a mature phase with concentration and integration beginning to be found in its stages. A mainstreaming of content is partially countered by a vibrant community of developers, mostly for PC games. As a standard‐based industry, non‐interoperability and network effects continue to play a key role in preserving competition in a field with a shrinking number of firms.  相似文献   
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Three experiments examined the contention that an extramaze cue representing relative spatial direction controls rats’ spontaneous alternation. Attempts to eliminate this short-term directional memory by horizontally rotating the Ss were without effect. These data, along with other recent findings, cast doubt upon the completeness of Douglas’s model of spontaneous alternation.  相似文献   
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In each of two studies, rats of different ages were given one prolonged open-field trial. Animals of 21 days and older displayed within-session activity decrements, while 15-day-olds failed to habituate. The abrupt transition from a pattern of nonhabituation to one of habituation to a novel environment parallels the development of forebrain cholinergic mechanisms during the third and fourth postnatal weeks. These experiments conform to the suggestion that the 2-week-old rat is behaviorally similar to the hippocampectomized adult.  相似文献   
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