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A crucial challenge in investigating motivated human eating behaviour is to go beyond subjective measures, by developing reliable methods capable of objectively quantifying the dynamic aspects of appetitive motivation. We developed and tested a novel effort-based task (Grab-to-Eat Task (GET)), utilising handgrip force as a motivational measure, to capture eating motivation dynamics throughout consumption. Sixty normal-weight young adults were allocated to one of two hunger state conditions (hungry or satiated) and performed a continuous reinforcement-based task, during which sips of chocolate milk were self-administered with a handgrip force transducer. Motivation was covertly assessed by the magnitude of effort exertion towards each sip. Cumulatively, hungry subjects exerted more effort and consequently consumed more chocolate milk than satiated ones. Effort exertion declined throughout consumption in both groups, with the rate of decline being two-fold greater in hungry subjects. Furthermore, effort exerted in the initial stages of consumption predicted subsequent intake. Present results fit in the theoretical framework of reward-related motivation and suggest that the developed paradigm is sensitive to eating motivation dynamics throughout consumption and to differences in eating motivation related to hunger state. Further validation, ideally involving functional neuroimaging, would be imperative. In the future, this paradigm could be used to investigate eating motivation dynamics in various populations, conditions and food products. 相似文献
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与主体性有关的欲望分析是精神分析学科的专业所在,而精神分析理论也得到设计批评理论界的频繁援引,却很少有专门引介的著作.通过梳理精神分析与其后发展出的精神分裂分析之图形工具历史,与设计理论的发展进行的互文性对应,指出其哲学渊源和精神分析制图对新理论形成的助益:精神分析、精神分裂分析与设计批评的学科交叉经历了4个阶段(也是... 相似文献
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建筑不仅是空间的艺术,人们的消费欲望在某种程度上也决定了建筑形态。在构建社会主义和谐社会的进程中,为保证公正原则的贯彻并尽量满足社会各阶层的消费心理,分析和研究作为人们生活需求和消费欲望的突出物化表现的建筑形态尤为重要。 相似文献
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多Agent技术在远程软件维护系统中的应用 总被引:1,自引:0,他引:1
提出了一种基于多Agent技术的远程软件维护系统结构模型 ,通过使用一种基于组件的组合式方法———Desire方法 ,确定参与协作的各个Agent的具体任务 ,从而建立整个多Agent系统 相似文献
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A tablet may be the best media device to use to spend time alone or enjoy a moment of solitude to release stress. The goal of this study is to examine how the desire for aloneness and leisure boredom play a role in influencing diverse activities when using the tablet and how these socio-psychological states, tablet activities, and location of tablet use may affect the perception of stress reduction, especially when the tablet is used alone. Data were gathered from a probability sample of 948 respondents, of which 348 were tablet users, through a telephone survey. Results indicate that people with a high preference for aloneness were more active tablet users of utility-, information-, social-, and fun seeking-oriented activities, while those who were leisurely bored did not show any significant difference. People with a high desire for aloneness and the leisurely bored tended to have a higher perception that using the tablet in solitude can help them reduce stress. Heavy users of both social- and fun seeking-oriented activities on the tablets also significantly predicted the perception of stress reduction in tablet use alone, particularly in the privacy of their bathroom. Theoretical and practical implications are discussed. 相似文献
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With the distribution of easy-to-use tablet computers, tablet-based interactive classrooms have become popular environments for innovative learning activities in recent years. However, little research has investigated the relationship between technologically enhanced learning environments and students' beliefs about the future and self-efficacy for learning. In this study, young students' perceptions of tablet-based interactive classrooms, beliefs about the future, and self-efficacy for learning in rural areas of Korea were examined after the students engaged in tablet-based interactive classrooms. To develop the theoretical framework, we created a structural research model of ease of use, usefulness, satisfaction, deepened experiences through tablet use, beliefs about the future, and self-efficacy in tablet-based interactive classrooms based on a partial least squares (PLS) method. The results indicate that (1) students in tablet-based interactive classrooms perceive frequent experiences with tablet-based instructions as easy and useful and (2) student satisfaction is significantly influenced by their perceptions of deeper learning experiences through tablet use, which are significantly influenced by their future expectations and self-efficacy for learning. This study provides relevant implications for educators who design learning activities for students in rural schools in tablet-based interactive classroom environments. 相似文献
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阐述虚拟现实技术的概念、特点,研究了虚拟现实建模语言(Virtural Reality Modeling Language,VRML)实时交互行为的工作原理和关键技术.通过对面向Agent技术的分析,提出了一个基于BDI模型的面向Agent技术的虚拟建模方法,并对一个虚拟公园中的认知型Agent的部分功能进行了编码和实现. 更多还原 相似文献
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化工热力学是化工等工科专业的基础课。针对学生不爱学、教师不好教的现状,我经分析研究后认为:教师、学生和知识在教学过程中依次扮演着销售员、顾客和商品的角色,作为知识销售者的教师需要把知识演绎成"看得见,摸得着"的商品,需要激发学生(顾客)学习的兴趣和欲望,方能达成良好的教学效果。我将此思想方法应用到课堂教学过程中,提高了学生学习的兴趣,加深了学生对基础知识的理解,培养了他们实际应用的能力,获得良好的教学效果。 相似文献
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Peter J Baldwin 《Architectural Design》2024,94(6):94-101
The relationship between machines and architectural inspiration has changed over the years as technology has become more and more virtual. The machine allegory has therefore edged towards invisibility, pervasively penetrated the integrity of the body, and manipulated matter atom by atom. Architect, artist and academic Peter J Baldwin explains architecture's machinic infatuations, their histories and their exponential acceleration in a time of emerging singularity and technological convergence. 相似文献