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131.
Two studies were conducted to investigate whether player personality or social cognition influence preferences for heroic roles in role-playing games (RPG). In Study 1, 149 teenager subjects were categorized into five groups according to the Guilford Personality Inventory. Heroes were clustered into three types based on their attributes. The analysis of variance (ANOVA) results indicated that each personality group did not display distinctive preference for any particular heroic type. However, of the three heroic types teenagers most strongly preferred, Justice Warrior was followed, in order of preference, by Visionary Leader and Saint. In Study 2, the influence of three player social cognition factors (similarity, proximity, and familiarity) on player preference for heroic roles was studied. Multiple regression analysis results indicated that similarity and familiarity predicted player preferences for heroic roles.  相似文献   
132.
This study investigated the effects of input devices and background luminance on clicking performance with a Tablet PC. The experiment was designed in complete block design within subjects. Participants were 19 men and 11 women, college students whose ages were 19 to 22 years (M=20.1 yr.). All had 0.8 corrected visual acuity or better and normal color vision. Three kinds of input devices, mouse, light pen, and touchpad, were used in this experiment. An analysis of variance showed that input devices significantly affected clicking performance as did background luminance (contrast ratio) on visual recognition (a higher contrast ratio gave better visual recognition).  相似文献   
133.
Previous studies showed that the serum- and glucocorticoid-inducible kinase (sgk) gene plays an important role in long-term memory formation. The present study further examined the role of SGK in long-term potentiation (LTP). The dominant-negative mutant of sgk, SGKS422A, was used to inactivate SGK. Results revealed a time-dependent increase in SGK phosphorylation after tetanization with a significant effect observed 3 h and 5 h later. Transfection of SGKS422A impaired the expression, but not the induction, of LTP. Furthermore, the constitutively active sgk, SGKS422D, up-regulated postsynaptic density-95 expression in the hippocampus. These results together support the role of SGK in neuronal plasticity.  相似文献   
134.
Hsu LM 《心理学方法》2005,10(4):420-427
One version of r equivalent, calculated from Fisher's exact test p values and recommended for small samples, is considered "a more realistic . . . [and] a more accurate estimate of the population correlation than . . . the sample correlation, r sample" (R. Rosenthal & D. B. Rubin, 2003, p. 494). Small sample properties of r sample and of two effect size estimators (r equivalent* and r hybrid) that use r equivalent were examined: r sample is preferable to r equivalent* (defined as r equivalent used without restrictions) in terms of bias and mean squared error (MSE); r hybrid (defined as r equivalent only when r sample = 1.0) is generally preferable to r equivalent*, and preferable to r sample in terms of MSEs, except when population correlations are very large. Conditions favoring r sample over r equivalent* and r hybrid in meta-analyses are noted.  相似文献   
135.
Designing action games for appealing to buyers.   总被引:1,自引:0,他引:1  
This study aims to identify design features for action games that would appeal to game-buyers, rather than game-players. Sixteen frequent-buyers of computer games identified 39 design features that appeal to buyers by contrasting different versions of Pacman games. Twenty-eight versions of Pacman were then evaluated in terms of the identified design features by 45 participants (27 male and 18 female college students). Qnet2000 neural network software was used to determine the relative importance of these design features. The results indicated that the top 10 most important design features could account for more than 50% of "perceived fun" among these 39 design features. The feature of avatar is important to game-buyers, yet not revealed in previous player-oriented studies. Moreover, six design factors underlying the 39 features were identified through factor analysis. These factors included "novelty and powerfulness," "appealing presentation," "interactivity," "challenging," "sense of control," and "rewarding," and could account for 54% of total variance. Among these six factors, appealing presentation has not been emphasized by player-oriented research. Implications of the findings were discussed.  相似文献   
136.
Drawing on a new community study of more than 2,000 residents of low-income neighborhoods, we examine information about the kinds of service organizations respondents have contacted for assistance and the perceptions of these respondents about the effectiveness and trustworthiness of those organizations. We compare contact with and perceptions of faith-based organizations, nonsectarian organizations, government agencies, hospitals, and churches and employ a method that takes account of respondents' varying portfolios of service providers. The results indicate that the recipients of faith-based organizations resemble those of the public welfare department in the extent of financial need and scope of family problems, and differ significantly from recipients of help from congregations. The results also indicate that recipients' evaluations of the effectiveness and trustworthiness of their portfolio of service organizations are lower when they have sought assistance from public welfare agencies and higher when they have sought assistance from congregations, but are not significantly affected by having contacted faith-based or nonsectarian organizations.  相似文献   
137.
A theoretical account for the near-miss to Weber’s law in the form of a power function, with a special emphasis on the interpretation of the exponent, was proposed by Falmagne [Falmagne, J.-C. (1985). Elements of psychophysical theory. New York: Oxford University Press] within the framework of a subtractive representation, P(x,y)=F(u(x)−g(y)). In this paper, we examine a more general affine representation, P(x,y)=F(u(x)h(y)+g(y)). We first obtain a uniqueness theorem for the affine representation. We then study the conditions that force an affine representation to degenerate to a subtractive one. Part of that study involves the case for which two different affine representations co-exist for the same data. We also show that the balance condition P(x,y)+P(y,x)=1 constrains an affine representation to be a special kind of subtractive representation, a Fechnerian one. We further show that Falmagne’s power law takes on a special form for a so-called weakly balanced system of probabilities, in which case the affine representation is Fechnerian. Finally, following Iverson [Iverson, G.J. (2006a). Analytical methods in the theory of psychophysical discrimination I: Inequalities, convexity and integration of just noticeable differences. Journal of Mathematical Psychology, 50, 271-282], we generalize the Fechner method to construct the sensory scales in a weakly balanced affine representation by integrating (derivatives of) just noticeable differences.  相似文献   
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140.
Many animals modify behavioural decisions based on information they have previously acquired. Contest behaviour is often affected by previous contest experiences: individuals behave more and less aggressively after a victory and defeat, respectively (winner/loser effect). Individuals in the field sometimes encounter multiple competitors in quick succession, but whether these experiences interact to influence each other’s importance is unclear. We tested five hypotheses for experience interaction (no interaction, retroactive interference, proactive interaction, reinforcement and diminishing returns) using Kryptolebias marmoratus. Focal individuals were paired up with opponents having the same 1-month contest outcome (1 month before the experiment), as this difference in actual or perceived fighting ability has been shown to affect the fish’s response to new experiences. We gave the focal individual of a pair a winning or losing experience on day 1. Then both fish of the pair received the same winning, losing or no-contest experience on day 2. Then we organised fights between the two. The effect of a day-1 losing experience did depend on the fish’s actual or perceived fighting ability: one-month losers readily showed loser effects from the day-1 losing experience, irrespective of the day-2 experience (i.e. no interaction between day-1 and day-2 experiences). One-month winners, however, only showed loser effects from a day-1 losing experience when the day-2 experience was also a loss (i.e. reinforcement). Day-1 winning experiences did not interact with day-2 experiences in 1-month losers or winners. Therefore, multiple experiences sometimes reinforce each other, but how they combine to influence behaviour depends on an individual’s actual or perceived fighting ability.  相似文献   
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