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181.
The aim of the present paper was to investigate how the kinematics of a hand reaching toward a visual target would be influenced by haptic and proprioceptive input from an unseen distractor actively grasped in the other, nonreaching hand. The main results were that the amplitude of maximum grip aperture was smaller and the time to maximum grip aperture was earlier when the distractor was smaller than the target. The interference effect from the distractor was similar for both hands as they reached. Furthermore, results from a vibrating-distractor condition for passive tactile input revealed that the interference effects were evident only when the distractor was actively grasped. We suggest that neural processing of proprioceptive and tactile information relevant to distractor size produced the observed interference effects. We also emphasize the importance of active manipulation of the distractor stimulus in eliciting such interference effects. 相似文献
182.
In previous investigations we documented that people use several strategies to determine different numerosities of blocks that are presented in a square grid. One of these strategies is the clever subtraction strategy, wherein the number of empty squares in the grid is subtracted from the total number of squares in the grid. In the present study we investigated participants' flexibility in strategy use when varying the shape of the grid. Analysis of the results in terms of the theoretical framework of Lemaire and Siegler (1995) regarding strategic change shows that this contextual variable affected the frequency, execution time, and accuracy of subjects' use of the subtraction strategy. The usefulness of this framework for analyzing the nature of the adaptation to contextual variations is discussed. From a methodological point of view, this study documents the potential of Beem's (1993, 1999) segmented linear regression models for assessing subjects' strategy use in cognitive tasks. 相似文献
183.
Although use of the standardized mean difference in meta-analysis is appealing for several reasons, there are some drawbacks. In this article, we focus on the following problem: that a precision-weighted mean of the observed effect sizes results in a biased estimate of the mean standardized mean difference. This bias is due to the fact that the weight given to an observed effect size depends on this observed effect size. In order to eliminate the bias, Hedges and Olkin (1985) proposed using the mean effect size estimate to calculate the weights. In the article, we propose a third alternative for calculating the weights: using empirical Bayes estimates of the effect sizes. In a simulation study, these three approaches are compared. The mean squared error (MSE) is used as the criterion by which to evaluate the resulting estimates of the mean effect size. For a meta-analytic dataset with a small number of studies, theMSE is usually smallest when the ordinary procedure is used, whereas for a moderate or large number of studies, the procedures yielding the best results are the empirical Bayes procedure and the procedure of Hedges and Olkin, respectively. 相似文献
184.
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
185.
Volume Contents
Contents Volume 相似文献186.
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
187.
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189.
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
190.