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1.
This study examines the effects of categorical and affective similarities between the constituent words of sentence (Noun-A is like Noun-B) on metaphor appreciation. In the preliminary studies using 48 words to be used later, the two kinds of similarity were measured separately by either sorting or semantic differential technique. In the main study, a set of five rating tasks concerning three types of formulaic sentences (literal, metaphorical, and anomalous) was given for each of 28 subjects in relation to (a) similarity between the words in a pairing, (b) similarity of the words in a particular formulaic sentence, (c) sentence comprehensibility, (d) sentence novelty, and (e) metaphor aptness. The application of path analysis for the above data revealed the following: (1) Categorical dissimilarity affects novelty [N], (2) affective similarity influences comprehensibility [C], and (3) [N] and [C] affect metaphor aptness.A portion of the results was reported at the First Annual Conference of the Japanese Cognitive Science Society, Kyoto, July 1984.  相似文献   
2.
Game logic and its applications I   总被引:3,自引:0,他引:3  
This paper provides a logic framework for investigations of game theoretical problems. We adopt an infinitary extension of classical predicate logic as the base logic of the framework. The reason for an infinitary extension is to express the common knowledge concept explicitly. Depending upon the choice of axioms on the knowledge operators, there is a hierarchy of logics. The limit case is an infinitary predicate extension of modal propositional logic KD4, and is of special interest in applications. In Part I, we develop the basic framework, and show some applications: an epistemic axiomatization of Nash equilibrium and formal undecidability on the playability of a game. To show the formal undecidability, we use a term existence theorem, which will be proved in Part II.The authors thank Hiroakira Ono for helpful discussions and encouragements from the early stage of this research project, and Philippe Mongin, Mitio Takano and a referee of this journal for comments on earlier versions of this paper. The first and second authors are partially supported, respectively, by Tokyo Center of Economic Research and Grant-in-Aids for Scientific Research 04640215, Ministry of Education, Science and Culture.Presented by H. Ono  相似文献   
3.
Mouse tracking, a new action-based measure of behavior, has advanced theories of decision making with the notion that cognitive and social decision making is fundamentally dynamic. Implicit in this theory is that people's decision strategies, such as discounting delayed rewards, are stable over task design and that mouse trajectory features correspond to specific segments of decision making. By applying the hierarchical drift diffusion model and the Bayesian delay discounting model, we tested these assumptions. Specifically, we investigated the extent to which the “mouse-tracking” design of decision-making tasks (delay discounting task, DDT and stop-signal task, SST) deviate from the standard “keypress” design of decision making tasks. We found remarkable agreement in delay discounting rates (intertemporal impatience) obtained in the keypress and mouse-tracking versions of DDT = 0.90) even though these tasks were given about 1 week apart. Rates of evidence accumulation converged well in the two versions (DDT, ρ = .86; SST, ρ = .55). Omission/commission error in SST showed high agreement (ρ = .42, ρ = .53). Mouse-motion features such as maximum velocity and AUC (area under the curve) correlated well with nondecision time (ρ = −.42) and boundary separation (ρ = .44)—the amount of information needed to accumulate prior to making a response. These results indicate that the response time (RT) and motion-based decision tasks converge well at a fundamental level, and that mouse-tracking features such as AUC and maximum velocity do indicate the degree of decision conflict and impulsivity.  相似文献   
4.
Learning nonlinearly separable categories by inference and classification   总被引:13,自引:0,他引:13  
Previous research suggests that learning categories by classifying new instances highlights information that is useful for discriminating between categories. In contrast, learning categories by making predictive inferences focuses learners on an abstract summary of each category (e.g., the prototype). To test this characterization of classification and inference learning further, the authors evaluated the two learning procedures with nonlinearly separable categories. In contrast to previous research involving cohesive, linearly separable categories, the authors found that it is more difficult to learn nonlinearly separable categories by making inferences about features than it is to learn them by classifying instances. This finding reflects that the prototype of a nonlinearly separable category does not provide a good summary of the category members. The results from this study suggest that having a cohesive category structure is more important for inference than it is for classification.  相似文献   
5.
When a person is characterized categorically with a label (e.g., Linda is a feminist), people tend to think that the attributes associated with that person are central and long lasting (S. Gelman & G. D. Heyman, 1999). This bias, which is related to category-based induction and stereotyping, has been thought to arise because a category label (e.g., feminist) activates the dominant properties associated with the representation of the category. This explanation implies that categorical information influences inferential processes mainly by conjuring up main attributes or instances represented in the category. However, the present experiments reveal that this attribute-based explanation of induction does not provide a complete picture of inferential processes. The results from 3 experiments suggest that category information can affect inferences of attributes that are not directly related to the category, suggesting that categories not only activate likely attributes but also help integrate unlikely or even unrelated attributes.  相似文献   
6.
7.
Watanabe K  Sato TR  Shimojo S 《Perception》2003,32(5):545-559
Perceived positions of flashed stimuli can be altered by motion signals in the visual field-position capture (Whitney and Cavanagh, 2000 Nature Neuroscience 3 954-959). We examined whether position capture of flashed stimuli depends on the spatial relationship between moving and flashed stimuli, and whether the phenomenal permanence of a moving object behind an occluding surface (tunnel effect; Michotte 1950 Acta Psychologica 7 293-322) can produce position capture. Observers saw two objects (circles) moving vertically in opposite directions, one in each visual hemifield. Two horizontal bars were simultaneously flashed at horizontally collinear positions with the fixation point at various timings. When the movement of the object was fully visible, the flashed bar appeared shifted in the motion direction of the circle. But this position-capture effect occurred only when the bar was presented ahead of or on the moving circle. Even when the motion trajectory was covered by an opaque surface and the bar was flashed after complete occlusion of the circle, the position-capture effect was still observed, though the positional asymmetry was less clear. These results show that movements of both visible and 'hidden' objects can modulate the perception of positions of flashed stimuli and suggest that a high-level representation of 'objects in motion' plays an important role in the position-capture effect.  相似文献   
8.
The purpose of this study was to explore cultural similarities and differences in regret, focusing on distinctions between interpersonal and self-situations, and between action and inaction regrets. Japanese and American undergraduates were asked to describe regrets experienced in interpersonal and self-situations. We found that both situational and cultural contexts influenced the likelihood of regretting inactions over actions. Participants were more likely to recall inaction regrets in self-situations than in interpersonal situations, and that the likelihood of recalling inaction regrets was more pronounced for Americans than for Japanese. Furthermore, we examined the intensity of the regret. Whereas American students experienced regret as intense as that of Japanese students in self-situations, Japanese students experienced regret more strongly than American students in interpersonal situations. Detailed content analysis also showed that individuals experienced regret in ways consistent with cultural values. The situational and cultural grounding of regret is discussed.  相似文献   
9.
Recent findings suggest a right hemispheric dominance in gaze-triggered shifts of attention. The aim of this study was to clarify the dominant hemisphere in the gaze processing that mediates attentional shift. A target localization task, with preceding non-predicative gaze cues presented to each visual field, was undertaken by 44 healthy subjects, measuring reaction time (RT). A face identification task was also given to determine hemispheric dominance in face processing for each subject. RT differences between valid and invalid cues were larger when presented in the left rather than the right visual field. This held true regardless of individual hemispheric dominance in face processing. Together, these results indicate right hemispheric dominance in gaze-triggered reflexive shifts of attention in normal healthy subjects.  相似文献   
10.
One of the most frequently used markers in research on numerical cognition is the distance effect. Recently, we have suggested that a distance effect can have different origins depending on the experimental task. By dissociating the comparison distance effect from the priming distance effect we revealed the need to study the origin of this effect before drawing any conclusions from it (van Opstal, Gevers, de Moor, &; Verguts, 2008). Because a distance effect in a same–different task is also commonly used to study number representations (e.g., Dehaene &; Akhavein, 1995), the present study aimed at uncovering the origin of the effect in this task. Computational and empirical results indicate clearly that the distance effect in the same–different task originates from number representations rather than a decision process.  相似文献   
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