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71.
Kappers AM 《Acta psychologica》2004,117(3):333-340
The influence of egocentric and allocentric reference frames on performance in haptic spatial tasks, was tested in three conditions. Blindfolded subjects had to make two bars haptically parallel, perpendicular or mirrored in the midsagittal plane. The hypothesis is that the contributions of egocentric and allocentric reference frames are combined, resulting in settings that lie in between the allo-representation and the ego-representation. This leads to different predictions for the outcome of different conditions. All findings were consistent with the hypothesis. In addition, for subjects with large deviations a reversal of the oblique effect was found once again, which provides extra support for the hypothesis.  相似文献   
72.
Faculty members at Canadian business schools were surveyed regarding their ethical perceptions of behaviours related to undergraduate instruction. Fifty-five behavioural statements were listed and respondents were asked to rate the extent to which they felt each behaviour was ethical or unethical. The only item that respondents endorsed as unequivocally unethical (90% indicated it was definitely unethical) was Becoming sexually involved with an undergraduate in one of your classes. We also compared the results of our sample to those of an American sample. Overall, an interesting pattern of differences emerged between the responses obtained in Canada and the U.S. In general, the direction of the significant differences was such that Canadian professors viewed the behaviours in question as less ethical than did their American counterparts.  相似文献   
73.
Humans show systematic congruency effects due to irrelevant variations of the numerical value or the physical size of digits in judgments about either of these 2 attributes alone. According to influential models (e.g., J. Tzelgov, J. Meyer, & A. Henik, 1992), these effects are characterized by genuine asymmetries of size and number processing not accounted for by simple relative speed considerations, whereas some recent work (e.g., A. Pansky & D. Algom, 1999) partly challenges this view. This article presents 2 qualitative gradient-based predictions made by relative speed models and a diffusion-based implementation of the relative speed view to quantitatively account for response times and error rates in comparative judgments of digits. The results of 2 experiments using a completely task-symmetric design are in accord with these detailed predictions; they are also consistent with the view that both number and size are converted into magnitude representations of similar structure.  相似文献   
74.
Khang BG  Koenderink JJ  Kappers AM 《Perception》2003,32(11):1311-1324
We examined in three experiments whether the perception of surface reflectance in 3-D geometrical shapes is influenced by the mode of lighting, the level of surface reflectance, the number of polyhedral faces, and the regularity of polyhedral shape. As stimuli, we used simulations of regular polyhedra in a 2AFC constant-stimuli procedure to measure how large variations in the reflectance needed to be for observers to be able to tell whether the whole surfaces were uniform or non-uniform. In almost all the cases observers were more successful in discriminating non-uniform polyhedra in the hemispherical diffuse lighting conditions than in the collimated lighting conditions. The different levels of reflectance had no effect on the discrimination of non-uniformity. Second, as the number of faces of the shape increased, discrimination thresholds became lower, indicating that the interpretation of reflectance variations was better when a shape had many faces. Finally, the regularity of the shape, such as the central symmetry, was not an important factor. These results suggest that the interpretation of surface reflectance is more precise when surfaces have less variance in relative strengths between the face luminance values; these surfaces were the ones obtained under hemispherical diffuse lighting.  相似文献   
75.
Hindsight bias is the tendency of people to falsely believe that they would have correctly predicted the outcome of an event once it is known. The present paper addresses the ongoing debate as to whether the hindsight bias is due to memory impairment or biased reconstruction. The memory impairment approach maintains that outcome information alters the memory trace of the initial judgement, whereas the biased reconstruction approach assumes that people who have forgotten their initial judgements are forced to guess and, in the presence of outcome information, are likely to use this information as an anchor. Whereas the latter approach emphasises the role of meta-cognitive considerations, meta-cognitions are not included in the memory impairment explanation. Two experiments show that the biased reconstruction approach provides a better explanation for empirical findings in hindsight bias research than does the memory impairment explanation.  相似文献   
76.
In modern digital applications, users often interact with virtual representations of themselves or others, called avatars. We examined how these avatars and their perspectives influence stimulus–response compatibility in a Simon task. Participants responded to light/dark blue stimuli with left/right key presses in the presence of a task-irrelevant avatar. Changes in stimulus–response compatibility were used to quantify changes in the mental representation of the task and perspective taking toward this avatar. Experiments 1 and 2 showed that perspective taking for an avatar occurred in orthogonal stimulus–response mappings, causing a compatibility effect from the avatar’s point of view. In the following two experiments we introduced a larger variety of angular disparities between the participant and avatar. In Experiment 3, the Simon effect with lateralized stimulus positions remained largely unaffected by the avatar, pointing toward an absence of perspective taking. In Experiment 4, after avatar hand movements were added in order to strengthen the participants’ sense of agency over the avatar, a spatial compatibility effect from the avatar’s perspective was observed again, and hints of the selective use of perspective taking on a trial-by-trial basis were found. Overall, the results indicate that users can incorporate the perspective of an avatar into their mental representation of a situation, even when this perspective is unnecessary to complete a task, but that certain contextual requirements have to be met.  相似文献   
77.
Zusammenfassung. Das hier vorgestellte Modell lernt graduell, Planungsaufgaben aus der Klasse der Maschinenbelegungsprobleme (job-shop-scheduling problems) zu lösen. Mit Hilfe des Chunking-Mechanismus von Soar wird episodisches Wissen über die Belegungsreihenfolge von Aufträgen auf Maschinen memoriert. Bei der Entwicklung des Modells wurden zahlreiche qualitative (z. B. Transfereffekte) und quantitative Befunde (z. B. Bearbeitungszeiten) aus einer früheren empirischen Untersuchung berücksichtigt. In einer Validierungsstudie wurden dieselben Aufgaben von 14 Probanden und dem Modell bearbeitet. Die Passung von Simulationsdaten und empirischen Ergebnissen fiel insgesamt gut aus. Allerdings löst das Modell die Aufgaben schneller und zeigt auch einen etwas besseren Lernverlauf als die Probanden. Das Modell liefert eine Erklärung für das Rauschen, das typischerweise bei Bearbeitungszeiten zu beobachten ist: es handelt sich um erworbenes Wissen, das mehr oder weniger gut und auch unterschiedlich häufig auf neue Situationen übertragen wird. Der Lernverlauf der Probanden entspricht nur für aggregierte Daten einer Potenzfunktion (power law). Der vorgestellte Mechanismus zeigt, wie ein symbolisches Modell der Informationsverarbeitung graduelle Verhaltensänderungen generiert und wie der offensichtliche Erwerb allgemeiner Prozeduren ohne explizites Lernen von deklarativen Regeln erfolgen kann. Es wird nahegelegt, daß es sich hier um die Modellierung einer Form impliziten Lernens handelt. Summary. The model presented here gradually learns how to perform a job-shop scheduling task. It uses Soar's chunking mechanism to acquire episodic memories about the order to schedule jobs. The model was based on many qualitative (e.g., transfer effects) and quantitative (e.g., solution time) regularities found in previously collected data. The model was tested with new data where scheduling tasks were given to the model and to 14 subjects. The model generally fit these data with the restrictions that the model performs the task (in simulated time) faster than the subjects, and its performance improves somewhat more quickly than the subjects' performance. The model provides an explanation of the noise typically found in problem solving times - it is the result of learning actual pieces of knowledge that transfer more or less to new situations but rarely by an average amount. Only when the data are averaged (i.e., over subjects) does the smooth power law appear. This mechanism demonstrates how symbolic models can exhibit a gradual change in behavior and how the apparent acquisition of general procedures can be performed without resorting to explicit declarative rule generation. We suggest that this may represent a type of implicit learning.  相似文献   
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Linguistics must again concentrate on the evolutionary nature of language, so that language models are more realistic with respect to human natural languages and have a greater explanatory force. Multi-agent systems are proposed as a possible route to develop such evolutionary models and an example is given of a concrete experiment in the origins and evolution of word-meaning based on a multi-agent approach.  相似文献   
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