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1.
In 3 studies, young children were tested for their understanding of pretend actions. In Studies 1 and 2, pairs of superficially similar behaviors were presented to 26- and 36-month-old children in an imitation game. In one case the behavior was marked as trying (signs of effort), and in the other case as pretending (signs of playfulness). Three-year-olds, and to some degree 2-year-olds, performed the real action themselves (or tried to really perform it) after the trying model, whereas after the pretense model, they only pretended. Study 3 ruled out a simple mimicking explanation by showing that children not only imitated differentially but responded differentially with appropriate productive pretending to pretense models and with appropriate productive tool use to trying models. The findings of the 3 studies demonstrate that by 2 to 3 years of age, children have a concept of pretense as a specific type of intentional activity. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
2.
ABSTRACT

Understanding better the effects of the use of mobile apps to the use and appreciation of urban environments has been gaining more prominence as a research topic recently due to the increasing everyday use of these apps. Whether this type of digital mediation changes the lived experience is of interest in this article. The intention is to show that besides changing the prevailing practices and behaviour, new technologies also enhance and add positive value to the everyday urban experience. This positive experiential value is approached with the framework consisting of recent advances in philosophical urban and everyday aesthetics, which put emphasis on both familiarity and fun as important qualities that describe the everyday experience in urban environments. We claim that new digital tools increase the quality of fun when moving in familiar surroundings. Fun, understood through the lens of the aesthetic, precedes the experienced quality of playfulness. It alters the existing affordances of the urban environment in a way that make more complex aesthetic qualities emerge. The case examples are GPS-based wayfinding applications such as route planners and navigation tools for pedestrian use and related AR applications such as the popular game app Pokémon GO.  相似文献   
3.
李若星 《世界建筑》2014,(3):106-111
耶鲁大学艺术与建筑系馆是保罗·鲁道夫的成名作。本文基于与此建筑半年间朝夕相处的亲身体验以及与耶鲁建筑学院教师和学生的交流,对其所蕴含的空间趣味予以深度解读,分解为跃动的欢愉、交流的欢愉和选择的欢愉。并尝试探讨现象背后空间趣味性的真正含义,揭示建筑空间使用中的身体活动与认知和感受生成的深层联系。  相似文献   
4.
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes.  相似文献   
5.
Recently, Social Network Games (SNGs) over social network services have become popular and have spawned a whole new subculture. This study examines the perceived factors which contribute to an SNG user’s behaviors. It proposes an SNG acceptance model based on integrating cognitive as well as affective attitudes as primary influencing factors. Results from a survey of SNG players validate that the proposed theoretical model explains and predicts user acceptance of SNG very well. The model shows fine measurement properties and establishes the perceived playfulness and security of SNGs as distinct constructs. The findings also reveal that flow plays a moderation role that affects various paths in the model. Based on the results of this study, both the appropriate practical implications for SNG marketing strategies and the theoretical implications are provided.  相似文献   
6.
严宝平  黄秋野  袁超 《包装工程》2021,42(22):40-46
目的 在非遗数字化设计中引入玩兴概念,并结合具体的赋能作用点讨论其设计方法,将很好地增强其内在的设计层次,进而提升传播效能.方法 通过对非遗中玩兴的客观存在进行分析,结合数字化设计的流程与内在逻辑,配合案例分析,梳理具体环节中的玩兴挖掘.结论 在玩兴视域下进行非遗数字化设计的探讨,可以在虚拟还原、表现维度、内在价值以及跨媒介影响中分别找到玩兴的赋能,进而推动非遗数字化设计的差异化与深入度发展,同时为这一领域的设计提供进一步的理论参考与借鉴.  相似文献   
7.
Computer systems have changed significantly in the past decades and this means that MIS research instruments developed when surveying users of legacy systems could be out-of-date. However, these instruments are often considered stable. We undertook an empirical exploratory investigation of the unidimensionality of the computer playfulness scale because several academics had reported inconsistent item loadings that they could not explain. As a result of our investigation, we concluded that the original computer playfulness construct consists of two correlated but distinct factors when administered to today's IS users. Negatively worded items had no impact on the properties of the scale. Temporal structural stability was hypothesized as an explanation of the observed shift in this construct's psychometric properties.  相似文献   
8.
李若星 《世界建筑》2014,(5):110-113
孝泉民族小学是华黎的代表建筑作品。本文将作者与孝泉民族小学学生的对谈和作者与建筑师华黎的对谈并置,从中挖掘出身体是沟通建筑师设想和使用者感受之间的媒介,并揭示出身体经验具有打破主观与客观之间隔阂的作用,以及华黎在设计过程中实现身体经验的沟通效力的工作方法。  相似文献   
9.
从“情感需求”走向“包装文化”——谈趣味性包装设计   总被引:1,自引:1,他引:0  
刘斯 《包装学报》2009,1(1):61-64
阐述包装设计应体现人们对物质和精神的双重需求,设计中应包含更多的人文价值,体现包装的文化体制。趣味包装设计的表现形式主要由文字与图形构成,结合相对应的实例,提出趣味包装的仿生化、系列化、民族文化创新应用等设计手法和策略。  相似文献   
10.
In light of the disadvantages of celebrity spokespersons and the prevalence of brand anthropomorphism, the branding strategy of having an animated spokescharacter (ASC) is gaining popularity. Based on social information processing theory and parasocial interaction relationship (PSR) theory, this study explored the characteristics of brand animated spoke scharacters regarding whether and how they generate advertising effects. In an empirical study involving 292 participants concerning two animated spokescharacters (“Tuniu” and “Three Squirrels”), we obtained the following findings: (1) The characteristics of ASCs (likeability, expertise, and congruence) are positively related to parasocial interaction relationships (PSRs) and advertisement effects; (2) PSRs fully mediate the relationship among likeability and ASC congruence and advertisement effects but partially mediate between ASC expertise and advertisement effects; and (3) adult playfulness moderates the effect of ASC likeability on advertisement effectiveness. This research expands the study of the effects of ASCs on advertising and enriches our understanding of the positive associations of ASCs.  相似文献   
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