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141.
What is "marked" in visual marking? Evidence for effects of configuration in preview search 总被引:3,自引:0,他引:3
Visual search for a conjunction target is facilitated when distractor sets are segmented over time: the preview benefit Watson and Humphreys (1997) suggested that this benefit involved inhibition of old items (visual marking, VM). We investigated whether the preview benefit is sensitive to the configuration of the old distractors. Old distractors changed their location prior to the occurrence of the new items, while also either changing or maintaining their configuration. Configuration changes disrupted search. The results are consistent with object-based VM, which is sensitive to the configuration of old stimuli. 相似文献
142.
Humphreys MS Dennis S Maguire AM Reynolds K Bolland SW Hughes JD 《Journal of experimental psychology. Learning, memory, and cognition》2003,29(5):797-812
Following study, participants received 2 tests. The 1st was a recognition test; the 2nd was designed to tap recollection. The objective was to examine performance on Test 1 conditional on Test 2 performance. In Experiment 1, contrary to process dissociation assumptions, exclusion errors better predicted subsequent recollection than did inclusion errors. In Experiments 2 and 3, with alternate questions posed on Test 2, words having high estimates of recollection with one question had high estimates of familiarity with the other question. Results supported the following: (a) the 2-test procedure has considerable potential for elucidating the relationship between recollection and familiarity; (b) there is substantial evidence for dependency between such processes when estimates are obtained using the process dissociation and remember-know procedures; and (c) order of information access appears to depend on the question posed to the memory system. 相似文献
143.
Giovanello KS Verfaellie M Keane MM 《Cognitive, affective & behavioral neuroscience》2003,3(3):186-194
In two experiments, we tested the hypothesis that medial temporal lobe (MTL) amnesic patients and, likewise, diencephalic
(DNC) amnesic patients evidence a disproportionate deficit in memory for associations in comparison with memory for single
items. In Experiment 1, we equated item recognition in amnesic and control participants and found that, under these conditions,
associative recognition remained impaired both for MTL patients and for DNC patients. To rule out an alternative interpretation
of the results of Experiment 1, in Experiment 2 we compared the performance of amnesic and control participants on a one-item
recognition task and a two-item recognition task that required no memory for the association between members of word pairs.
In the MTL group, when single-item recognition was equated to that of the controls, two-item nonassociative pair memory was
equivalent as well. In the DNC group, nonassociative pair memory was impaired, but this impairment did not fully account for
the impairment in associative memory. These findings indicate that memory for novel associations between items is disproportionately
impaired in comparison with memory for single items in amnesia. 相似文献
144.
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
145.
The large literature on incidental learning relies almost exclusively on laboratory experiments. Whenever researchers have attempted to demonstrate incidental learning of real-world regularities, they have typically failed to show learning. For example, it is well established that people do not learn regularities in everyday objects, such as the left-right orientation of faces on coins, despite a very large exposure to them. In this report, we examine this apparent contradiction. We argue that most studies exploring real-life incidental learning use tests that are not as sensitive to low-confidence information as those traditionally used in laboratory tasks. Using more sensitive measures, we show that it is possible to learn regularities from British and Japanese cultural life as a direct result of exposure to these regularities. Further, confidence measures suggest that although the information may be acquired incidentally, it can be expressed with and without concomitant awareness of that knowledge. 相似文献
146.
Asymmetric dependencies in perceiving identity and emotion: experiments with morphed faces. 总被引:4,自引:0,他引:4
We investigated whether an asymmetric relationship between the perception of identity and emotional expressions in faces (Schweinberger & Soukup, 1998) may be related to differences in the relative processing speed of identity and expression information. Stimulus faces were morphed across identity within a given emotional expression, or were morphed across emotion within a given identity. In Experiment 1, consistent classifications of these images were demonstrated across a wide range of morphing, with only a relatively narrow category boundary. At the same time, classification reaction times (RTs) reflected the increased perceptual difficulty of the morphed images. In Experiment 2, we investigated the effects of variations in the irrelevant dimension on judgments of faces with respect to a relevant dimension, using a Garner-type speeded classification task. RTs for expression classifications were strongly influenced by irrelevant identity information. In contrast, RTs for identity classifications were unaffected by irrelevant expression information, and this held even for stimuli in which identity was more difficult and slower to discriminate than expression. This suggests that differences in processing speed cannot account for the asymmetric relationship between identity and emotion perception. Theoretical accounts proposing independence of identity and emotion perception are discussed in the light of these findings. 相似文献
147.
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
148.
149.
150.
Luc Steels 《Kognitionswissenschaft》1999,8(4):143-150
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