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301.
Stimulus generalization of the effects of punishment   总被引:1,自引:1,他引:0       下载免费PDF全文
Three pigeons were trained to respond to seven spectral stimulus values ranging from 490 to 610 mμ and displayed in random order on a response key. After response rates had equalized to these values, a brief electric shock was administered when the subject (S) responded to the central value (550 mμ) while positive reinforcement for all values was maintained. Initially, there was broad generalization of the resulting depression in response rate, but the gradients grew steeper in the course of testing. When punishment was discontinued, the rates to all values recovered, and equal responding to all stimuli was reattained by two of the Ss. Stimulus control over the effects of punishment was clearly demonstrated in the form of a generalization gradient; this probably resulted from the combined effects of generalization of the depression associated with punishment and discrimination between the punished value and neutral stimuli.  相似文献   
302.
Expertise in object recognition, as in bird watching or X-ray specialization, is based on extensive perceptual experience and in-depth semantic knowledge. Although it has been shown that rich perceptual experience shapes elementary perception and higher level discrimination and identification, little is known about the influence of in-depth semantic knowledge on object perception and identification. By means of recording event-related brain potentials (ERPs), we show that the amount of knowledge acquired about initially unfamiliar objects modulates visual ERP components already 120 msec after object presentation, and causes gradual variations of activity in similar brain systems within a later timeframe commonly associated with meaning access. When perceptual analysis is made more difficult by blurring object pictures, knowledge has an even stronger effect on perceptual analysis and facilitates recognition. These findings demonstrate that in-depth knowledge not only affects involuntary semantic memory access, but also shapes perception by penetrating early visual processes traditionally held to be immune to such influences.  相似文献   
303.
This study investigated the offside decision-making process in association football. The first aim was to capture the specific offside decision-making skills in complex dynamic events. Second, we analyzed the type of errors to investigate the factors leading to incorrect decisions. Fédération Internationale de Football Association (FIFA; n = 29) and Belgian elite (n = 28) assistant referees (ARs) assessed 64 computer-based offside situations. First, an expertise effect was found. The FIFA ARs assessed the trials more accurately than the Belgian ARs (76.4% vs. 67.5%). Second, regarding the type of error, all ARs clearly tended to raise their flag in doubtful situations. This observation could be explained by a perceptual bias associated with the flash-lag effect. Specifically, attackers were perceived ahead of their actual positions, and this tendency was stronger for the Belgian than for the FIFA ARs (11.0 vs. 8.4 pixels), in particular when the difficulty of the trials increased. Further experimentation is needed to examine whether video- and computer-based decision-making training is effective in improving the decision-making skills of ARs during the game.  相似文献   
304.
Using an equity theory framework, we hypothesized that performance, seniority, and gender differences in comparison others lead to perceived pay inequities, but that this relationship is moderated by an explanation of the pay system. A policy‐capturing methodology was used. We found that performance and seniority differences are related to perceived pay inequities, but these perceived inequities were less pronounced when the pay system was explained to employees. Interestingly, we did not find any evidence of gender effects in perceived pay inequities. These results are discussed in terms of new developments in integrating procedural‐justice and distributive‐justice domains.  相似文献   
305.
306.
In a set of three rapid serial visual presentation experiments, we investigated the effect of fearful and neutral face stimuli on the report of trailing scene targets. When the emotional expression of the face stimuli had to be indicated, fearful faces induced a stronger attentional blink (AB) than did neutral faces. However, with identical physical stimulation, the enhancement of the AB by fearful faces disappeared when participants had to judge the faces’ gender. If faces did not have to be reported, no AB was observed. Thus, fearful faces exhibited an effect on the AB that crucially depended on the observer’s attentional set. Hence, the AB can be influenced by an emotional T1 when T1 has to be reported, but this influence is modulated by task context. This result indicates a close connection between temporal attention and emotional processing that is modulated by task context.  相似文献   
307.
Recent studies have shown that many physiological and behavioral processes can be characterized by long-range correlations. The Hurst exponent H of fractal analysis and the fractional-differencing parameter d of the ARFIMA methodology are useful for capturing serial correlations. In this study, we report on different estimators of H and d implemented in R, a popular and freely available software package. By means of Monte Carlo simulations, we analyzed the performance of (1) the Geweke—Porter-Hudak estimator, (2) the approximate maximum likelihood algorithm, (3) the smoothed periodogram approach, (4) the Whittle estimator, (5) rescaled range analysis, (6) a modified periodogram, (7) Higuchi’s method, and (8) detrended fluctuation analysis. The findings—confined to ARFIMA (0, d, 0) models and fractional Gaussian noise—identify the best estimators for persistent and antipersistent series. Two examples combining these results with the step-by-step procedure proposed by Delignières et al. (2006) demonstrate how this evaluation can be used as a guideline in a typical research situation.  相似文献   
308.
We conducted an experiment in a highly cooperative environment to find out how a disruption, similar to a broken window, affects behavior. A centipede game was framed as a game of soccer and run with smartphones during a soccer public viewing event, that is, a Bavarian beer garden with a large screen displaying a soccer game. We provided some subjects with information that was supportive to cooperation and others with disruptive information, aimed at inducing a broken window effect. The disruption reduced the willingness to cooperate at the final stage of the game. But expectations regarding teammates remained unaffected such that cooperation at earlier stages remained high. Cooperation is thus not as fragile as one might fear. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
309.
I shall propose metaphilosophy of mind as the philosophy of mind investigating mind. That is to say, I pose the question of how knowledge of mind provided by cognitive science, broadly construed, is constrained by the epistemic position of the knower, i.e. by the very fact that it is undertaken by a mind. Here I would like to propose a minimal framework, based on two distinctions: (i) the standard one between empirical and conceptual analysis; (ii) a new one, between the internal questions of mind and the boundary questions of mind. I shall then combine these distinctions to arrive at several ways of investigating the mind, the brain and cognition. On this ground, I will discuss the notion of epistemological theocentrism as outlined by Henry Allison and argue against the perspective I call theocentric philosophy of mind. From this angle I will be able to address skepticism which cannot be defeated but actually can be, as I put it, disarmed. Finally, metaphilosophy of mind based on the abovementioned distinctions elicits a perspective that is not sufficiently delineated by cognitive scientists and philosophers: empirical way of addressing the boundary questions of mind.  相似文献   
310.
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