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31.
Boundary extension is a tendency to remember close-up scenes as if they extended beyond the occluding boundaries. The authors explored the contributing factors using brief retention intervals and computer-generated images. Boundary extension turns out to be more complex than previously thought and is not linked to the effects of image magnification and field-of-view changes. Although this is consistent with the idea that boundary extension is the product of the activation of a mental schema that provides information of what is likely to exist outside the picture boundaries, the authors also found that properties of the object at the center of the picture can affect boundary extension independently of the information at the boundaries. In a test of boundary extension using stereograms, the effect does not seem to depend on amount of perceived depth, suggesting a weaker link to perception of space than previously hypothesized.  相似文献   
32.
The aims of this paper are threefold: To show that game-playing (GP), the discipline of Artificial Intelligence (AI) concerned with the development of automated game players, has a strong epistemological relevance within both AI and the vast area of cognitive sciences. In this context games can be seen as a way of securely reducing (segmenting) real-world complexity, thus creating the laboratory environment necessary for testing the diverse types and facets of intelligence produced by computer models. This paper aims to promote the belief that games represent an excellent tool for the project of computational psychology (CP).  To underline how, despite this, GP has mainly adopted an engineering-inspired methodology and in doing so has distorted the framework of cognitive functionalism. Many successes (i.e. chess, checkers) have been achieved refusing human-like reasoning. The AI has appeared to work well despite ignoring an intrinsic motivation, that of creating an explanatory link between machines and mind.  To assert that substantial improvements in GP may be obtained in the future only by renewed interest in human-inspired models of reasoning and in other cognitive studies. In fact, if we increase the complexity of games (from NP-Completeness to AI-Completeness) in order to reproduce real-life problems, computer science techniques enter an impasse. Many of AI’s recent GP experiences can be shown to validate this.  The lack of consistent philosophical foundations for cognitive AI and the minimal philosophical commitment of AI investigation are two of the major reasons that play an important role in explaining why CP has been overlooked.  相似文献   
33.
Long-term social isolation of laboratory animals is a model to study the behavioral and neurochemical consequences of the absence of social interaction in rodents. Many of the symptoms induced by isolation resemble depression and anxiety disorder symptomatology. Our studies have revealed that male mice socially isolated for more than 4 weeks, exhibit increased aggressiveness, a reduced responsiveness to GABA(A) receptor acting drugs, and a downregulation of brain levels of 3alpha,5alpha-tetrahydroprogesterone (allopregnanolone: 3alpha,5alpha-THP), a neurosteroid endowed with potent positive allosteric modulatory activity of the action of GABA at various GABA(A) receptor subtypes. This downregulation of 3alpha,5alpha-THP appeared to be associated with the reduction of brain type I 5alpha-reductase mRNA and protein expression. Systemic administration of the selective serotonin reuptake inhibitor fluoxetine and its metabolite norfluoxetine normalized brain 3alpha,5alpha-THP content and reduced responsiveness to GABA(A) mimetic drugs in a stereospecific manner. These drugs in nanomolar doses also reduced social isolation-induced aggressiveness with the same stereospecificity as detected in their action on 3alpha,5alpha-THP brain content, while their ex vivo inhibition of serotonin reuptake occurred at high micromolar doses and lacked stereospecificity. From these results we infer that the brain 3alpha,5alpha-THP content physiologically upregulates GABA(A) receptor responsiveness to GABA and that social isolation induces a reduction of brain 3alpha,5alpha-THP content that is probably causally related to the onset of aggression.  相似文献   
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Standard psycholexical studies of personality structure have produced a similar 6-factor solution in 7 languages (Dutch, French, German, Hungarian, Italian, Korean, Polish). The authors report the content of these personality dimensions and interpret them as follows: (a) a variant of Extraversion, defined by sociability and liveliness (though not by bravery and toughness); (b) a variant of Agreeableness, defined by gentleness, patience, and agreeableness (but also including anger and ill temper at its negative pole); (c) Conscientiousness (emphasizing organization and discipline rather than moral conscience); (d) Emotionality (containing anxiety, vulnerability, sentimentality, lack of bravery, and lack of toughness, but not anger or ill temper); (e) Honesty-Humility; (f) Intellect/Imagination/Unconventionality. A potential reorganization of the Big Five factor structure is discussed.  相似文献   
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Undergraduate students predicted what would be made visible by a planar mirror. A paper-and-pencil task confirmed previous findings that when approaching a mirror from the side, participants expected to see their reflection in the mirror earlier than they actually would. This early response was found for all mirrors when the observer moved horizontally--even when the mirror was placed on the floor or the ceiling--but not when the observer moved vertically (in a lift). The data support the hypothesis that many people imagine the world in the mirror as rotated around the vertical axis. When participants had to judge manipulated mirror reflections according to their naturalness, a high degree of tolerance was found. In contrast to the prediction task, a rotation around the vertical axis was judged to be less natural than other distortions. The authors conclude that perceptual knowledge and predictive knowledge lead to different patterns of errors. ((c) 2003 APA, all rights reserved)  相似文献   
38.
Personality disorders (PDs) are usually construed as psychiatric categories characterized by a unique configuration of traits and behaviors. To generate clinical hypotheses from normal personality trait scores, profile agreement statistics can be calculated using a prototypical personality profile for each PD. Multimethod data from 1,909 psychiatric patients in the People's Republic of China were used to examine the accuracy of such hypotheses in the Interpretive Report of the Revised NEO Personality Inventory. Profile agreement indices from both self-reports and spouse ratings were significantly related to PD symptom scores derived from questionnaires and clinical interviews. However, accuracy of diagnostic classification was only modest to moderate, probably because PDs are not discrete categorical entities. Together with other literature, these data suggest that the current categorical system should be replaced by a more comprehensive system of personality traits and personality-related problems.  相似文献   
39.
Both cross-sectional and longitudinal studies in the United States have shown consistent changes between college age and middle adulthood. There appear to be declines in 3 of the 5 major factors of personality--Neuroticism, Extraversion, and Openness--and increases in Agreeableness and Conscientiousness. To examine cross-cultural generalizability of these findings, translations of the Revised NEO Personality Inventory were administered to samples in Germany, Italy, Portugal, Croatia, and South Korea (N = 7,363). Similar patterns of age differences were seen in each country, for both men and women. Common trends were also seen for the more specific traits that define the major factors. Because these nations differ substantially in culture and recent history, results suggest the hypothesis that these are universal maturational changes in adult personality.  相似文献   
40.
In this article we present the bases for a computational theory of the cognitive processes underlying human communication. The core of the article is devoted to the analysis of the phases in which the process of comprehension of a communicative act can be logically divided: (1) literal meaning, where the reconstruction of the mental states literally expressed by the actor takes place: (2) speaker's meaning, where the partner reconstructs the communicative intentions of the actor; (3) communicative effect, where the partner possibly modifies his own beliefs and intentions; (4) reaction, where the intentions for the generation of the response are produced; and (5) response, where an overt response is constructed. The model appears to be compatible with relevant facts about human behavior. Our hypothesis is that, through communication, an actor tries to exploit the motivational structures of a partner so that the desired goal is generated. A second point is that social behavior requires that cooperation be maintained at some level. In the case of communication, cooperation is, in general, pursued even when the partner does not adhere to the actor's goals, and therefore no cooperation occurs at the behavioral level. This important distinction is reflected in the two kinds of game we introduce to account for communication. The main concept implied in communication is that two agents overtly reach a situation of shared mental states. Our model deals with sharedness through two primitives: shared beliefs and communicative intentions.  相似文献   
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