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131.
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   
132.
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   
133.
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   
134.
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   
135.
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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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   
139.
The morphological constituents of English compounds (e.g., “butter” and “fly” for “butterfly”) and two-character Chinese compounds may differ in meaning from the whole word. Subjective differences and ambiguity of transparency make judgments difficult, and a computational alternative based on a general model might be a way to average across subjective differences. In the present study, we propose two approaches based on latent semantic analysis (Landauer & Dumais in Psychological Review 104:211–240, 1997): Model 1 compares the semantic similarity between a compound word and each of its constituents, and Model 2 derives the dominant meaning of a constituent from a clustering analysis of morphological family members (e.g., “butterfingers” or “buttermilk” for “butter”). The proposed models successfully predicted participants’ transparency ratings, and we recommend that experimenters use Model 1 for English compounds and Model 2 for Chinese compounds, on the basis of differences in raters’ morphological processing in the different writing systems. The dominance of lexical meaning, semantic transparency, and the average similarity between all pairs within a morphological family are provided, and practical applications for future studies are discussed.  相似文献   
140.
The purpose of this study was twofold: (1) to analyze the effects of both personality and environmental variables on the imagination of video/film major university students; and (2) to test the mediator effect resulting from the variable of social climate. The results of this study supported both indicators of imaginative capabilities and environmental influences. The hypothesis of the study—that the variable of social climate mediates the effects of personality/environmental predictors and both types of imagination—was partially supported. The structural model also showed that most personality traits have direct effects on imagination, whereas most environmental predictors have indirect effects. Practical applications of this study were suggested, future inquiries were discussed, and limitations were acknowledged.  相似文献   
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