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171.
王博 《现代哲学》2020,(1):147-153
王夫之深刻继承了中国传统思想中的"通"之精神,并在其"通"论思想的具体展开过程中,表达了重视个体与殊异性等颇具现代性意义的思想内容。在天人关系中,王夫之阐明了天人相通相继但不同的道理;在社会历史领域,他强调以"变通"之精神师法古人智慧,以应对当下社会具体问题;他继承和吸收了张载的"通"观念,在伦理学中强调在尊重他者的基础上以"尽己"和"推己"的方式与他人交往的平等思想,并在人性论中彰显了人性的丰富性及人性与物性相通的内容;在知行问题的阐述过程中,他从"诚明"与"知行"关系层面,深刻揭示了广义的知与行在人之成德、成性过程中所具有的相通性。王夫之的"通"论思想,为我们思考当代社会如何继承和发扬传统智慧提供了新的致思路向。  相似文献   
172.
周波 《宗教学研究》2007,19(2):161-165
作为中华文化价值体系的两座重要基石,道教与佛教的思想对古代中国科学的发展有着深刻的影响。但由于道、佛二教自身特点与状态的不同,中国古代科学在它们中的特征与走向都不尽相同。我们从对道、佛二教的思想对科学影响的对比分析中,能更为深刻的认识和理解宗教与科学的关系。  相似文献   
173.
The debate on the yan-yi relation was carried out by Chinese philosophers collectively, and the principles and methods in the debate still belong to a living tradition of Chinese philosophy. From Yijing (Book of Changes), Lunyu (Analects), Laozi and Zhuangzi to Wang Bi, “yi” which cannot be expressed fully by yan (language), is not only “idea” or “meaning” in the human mind, but is also some kind of ontological existence, which is beyond yan and emblematic symbols, and unspeakable. Thus, the debate on the yan-yi relation refers firstly to metaphysics, secondly to moral philosophy, and then to epistemology and philosophy of language. Guided by this view, this paper recalls the source of the debate on the yan-yi relation to Yijing and Lunyu, distinguishes four meanings of “yi” in Chinese philosophy, and reconstructs three arguments. These arguments are the “yan cannot express yi fully” argument, “forget yan once you get yi” argument, and “yan can express yi fully” argument. Finally, this paper exposes and comments on those principles, methods and the general tendency shown in the debate from the following five aspects: starting point, value-preference, methodology, texts (papers and books), and influences. __________ Translated from Jianghai Xuekan 江海学刊 (Jianghai Academic Studies), 2005 (3)  相似文献   
174.
In two studies, the role of the number‐word sequence skill for arithmetic performance was investigated. In the first, children between 4 and 8 years of age were asked to count forward and backward on the number‐word sequence and to solve arithmetic problems followed by post‐solution interviews about solution procedures. The results demonstrated that the number‐word sequence skill predicted both number of problems solved and strategy to solve the problems. In Study 2 it was found that solving doubles (e.g., 2 + 2 = ?) problems served as a link between the number‐word sequence skill and the number of arithmetic problems solved. The findings suggest that counting on the number‐word sequence may be an early solution procedure and that, with increasing counting skill, the child may detect regularities in the number‐word sequence that can be used to form new and more accurate strategies for solving arithmetic problems.  相似文献   
175.
The brain processes images at different spatial scales, but it is unclear how far into the visual stream different scales remain segregated. Using functional magnetic resonance imaging, we found evidence that BOLD activity in the fusiform face area (FFA) reflects computations based on separate spatial frequency inputs. When subjects perform different tasks (attend location vs. identity; attend whole vs. parts) or the same task with different stimuli (upright or inverted) with high- and low-pass images of cars and faces, individual differences in the FFA in one condition are correlated with those in the other condition. However, FFA activity in response to low-pass stimuli is independent of its response to highpass stimuli. These results suggest that spatial scales are not integrated before the FFA and that processing in this area could support the flexible use of different sources of information present in broad-pass images.  相似文献   
176.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars.  相似文献   
177.
In the years prior to 1994, there were very high rates of inflation in Poland, and the zloty depreciated relative to the U.S. dollar. However, the new zloty, introduced in 1995, was associated with greatly decreased rates of inflation and provided a more stable currency. We report a series of three experiments that take advantage of these changes to examine the effects of inflation on the subjective value of delayed and probabilistic rewards. Subjects were Polish citizens familiar with both zlotys and dollars. The first two experiments, conducted in 1994, used dollars and old zlotys, and the third experiment, conducted in 1996, used dollars and new zlotys. In all three experiments, the dollar and zloty rewards were of equivalent worth, according to the then current exchange rates. In Experiment 1, subjects chose between immediate and delayed rewards and, in Experiment 2, chose between certain and probabilistic rewards. The subjective value of a delayed reward was greater when its amount was specified in dollars than when it was specified in old zlotys. In contrast, the currency in which a reward was specified had no effect on the subjective value of probabilistic rewards. The results of these two experiments suggest a selective effect of inflation on decisions involving delayed rewards. This was verified in the third experiment, in which, using new zlotys, no differences in discounting were observed between the two currencies with either probabilistic or delayed rewards. Importantly, in all three experiments, the discounting of both delayed and probabilistic rewards was well described by the same simple mathematical model, suggesting that similar decision-making processes underlie both phenomena. However, the present results argue against a single-process theory in which the discounting of probabilistic rewards is derived from the discounting of delayed rewards.  相似文献   
178.
The aim of this study was to replicate earlier findings (Ekehammar et al., 1987) concerning the relationship between social attitudes and educational direction and field of study, by addressing further the causality issue. The sample comprised 256 Swedish adolescents from metropolitan Stockholm attending the two lowest grades in secondary school (modal age was 17 years). The main findings of the previous study were replicated, although the statistical power was weaker. Two higher-order attitude dimensions (labeled Political-economic conservatism and Social conservatism) discriminated between six groups, based on combinations of the two aspects of education. The main picture evidenced a socialization effect regarding Political-economic conservatism and a self-selection explanation for Social conservatism. Introducing intellectual ability as an independent variable in the causal model, affecting both educational direction and social attitudes, weakened the relationship, as compared to the previous study.  相似文献   
179.
The relationship between short-term memory (STM) and long-term memory (LTM) for digits was investigated by means of a Hebb-type experiment, viz. a presentation of a series of nine-digit numbers, in which a certain number recurs at intervals. Improvement in performance, with regard to the critical, or recurring, number was found when the rehearsal grouping was three-three-and-three, but was absent when there were no opportunities for rehearsal or when the rehearsal strategy was grouping five-and-four or searching for systematic numbers.

However, if an overt recall response was given on each occasion the recurring number was presented, improved performance was found even with rehearsal stratgegy five-and-four.

The conclusion was drawn that rehearsal is the main transferring mechanism from STM to LTM, with the occurrence of an over recall response as a subsidiary factor.  相似文献   
180.
青少年“无聊症候群”问题探讨   总被引:10,自引:0,他引:10  
为了探讨我国学校青少年“无聊症候群”问题的有关现状及成因,选取浙江省4个地区7所中学的613名中学生为研究对象,采用自编量表进行调查。研究发现:(1)“无聊症候群”问题在青少年群体中具有较高比例;(2)男生总体平均得分显著地高于女生;(3)城区中学学生总体平均得分显著地高于乡镇中学学生;(4)独生子女与非独生子女总体上无显著性差异;(5)六个年级间总体上无显著性差异。  相似文献   
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