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1.
Whether people compete or cooperate with each other has consequences for their own performance and that of organizations. To explain why people compete or cooperate, previous research has focused on two main factors: situational outcome structures and personality types. Here, we propose that—above and beyond these two factors—situational cues, such as the format in which people receive feedback, strongly affect whether they act competitively, cooperatively, or individualistically. Results of a laboratory experiment support our theorizing: After receiving ranking feedback, both students and experienced managers treated group situations with cooperative outcome structures as competitive and were in consequence willing to forgo guaranteed financial gains to pursue a—financially irrelevant—better rank. Conversely, in dilemma situations, feedback based on the joint group outcome led to more cooperation than ranking feedback. Our study contributes to research on competition, cooperation, interdependence theory, forced ranking, and the design of information environments. 相似文献
2.
Hierarchical classes: Model and data analysis 总被引:1,自引:0,他引:1
A discrete, categorical model and a corresponding data-analysis method are presented for two-way two-mode (objects × attributes) data arrays with 0, 1 entries. The model contains the following two basic components: a set-theoretical formulation of the relations among objects and attributes; a Boolean decomposition of the matrix. The set-theoretical formulation defines a subset of the possible decompositions as consistent with it. A general method for graphically representing the set-theoretical decomposition is described. The data-analysis algorithm, dubbed HICLAS, aims at recovering the underlying structure in a data matrix by minimizing the discrepancies between the data and the recovered structure. HICLAS is evaluated with a simulation study and two empirical applications.This research was supported in part by a grant from the Belgian NSF (NFWO) to Paul De Boeck and in part by NSF Grant BNS-83-01027 to Seymour Rosenberg. We thank Iven Van Mechelen for clarifying several aspects of the Boolean algebraic formulation of the model and Phipps Arabie for his comments on an earlier draft. 相似文献
3.
Twelve groups of five subjects each participated in a nonco-operative game in which each member of a group receives the same endowment and must then decide independently and anonymously how much of it to contribute to the group benefit. Regardless of the size of his or her contribution, each member receives the same reward if, and only if, the sum of contributions is equal to or larger than a prespecified provision threshold. The results show that the level of contribution depends on the provision threshold, and that it increases when contributions are not restricted to be all-or-none. We present, discuss, and competitively test two models for this class of social dilemmas, one postulating maximization of expected utility and the other yielding an equitable solution. 相似文献
4.
Visual context processing was investigated in both action video game players and nonplayers using the Ebbinghaus illusion task (N = 312, 39.4% female) in a cross-sectional study design. When presented in context, players showed markedly poorer target size discrimination accuracy compared with nonplayers in the 6-, 7-, 8-, and 9-years old age groups, but this difference was reduced in 10-years old group and diminished in adults. When presented in isolation (no-context), the two groups displayed similar performance in all age groups. Furthermore, nonplayers (linear) and players (bell curve) showed profoundly different age-related differences in context processing. These findings provide evidence that players might have enhanced perceptual bias to process visual context in the transition from early childhood to early adolescence, and the differences between the two groups start at early ages and continue with distinct developmental profiles. 相似文献
5.
Compositional semantics for a language of imperfect information 总被引:3,自引:0,他引:3
6.
Given a variety we study the existence of a class such that S1 every A can be represented as a global subdirect product with factors in and S2 every non-trivial A is globally indecomposable. We show that the following varieties (and its subvarieties) have a class satisfying properties S1 and S2: p-algebras, distributive double p-algebras of a finite range, semisimple varieties of lattice expansions such that the simple members form a universal class (bounded distributive lattices, De Morgan algebras, etc) and arithmetical varieties in which the finitely subdirectly irreducible algebras form a universal class (f-rings, vector groups, Wajsberg algebras, discriminator varieties, Heyting algebras, etc). As an application we obtain results analogous to that of Nachbin saying that if every chain of prime filters of a bounded distributive lattice has at most length 1, then the lattice is Boolean.We wish to thank Lic. Alfredo Guerin and Dr. Daniel Penazzi for helping us with linguistics aspects. We are indebted to the referee for several helpful suggestions. We also wish to thank Professor Mick Adams for providing us with several reprints and useful e-mail information on the subject.Suported by CONICOR and SECyT (UNC). 相似文献
7.
Quantum MV algebras 总被引:1,自引:0,他引:1
Roberto Giuntini 《Studia Logica》1996,56(3):393-417
We introduce the notion of quantum MV algebra (QMV algebra) as a generalization of MV algebras and we show that the class of all effects of any Hilbert space gives rise to an example of such a structure. We investigate some properties of QMV algebras and we prove that QMV algebras represent non-idempotent extensions of orthomodular lattices.I should like to thank Prof. M.L. Dalla Chiara and Dr. P. Minari for many interesting comments and remarks.
Daniele Mundici 相似文献
8.
Steven P. Warner Frank D. Miller Mark W. Cohen 《Journal of applied behavior analysis》1977,10(4):737-737
A variety of behavioral procedures have been employed in recent years to modify disruptive classroom behavior. Such methods have been developed with the belief that curtailing disruptive behavior would strengthen positive classroom performance. In this study, two procedures, the good behavior game and the teacher-attention method, were compared to determine short-run effectiveness. Four teachers (two fourth-grade and two fifth-grade) implemented both methods in their classrooms over a five-week period. Presentation of methods was alternated in a counterbalanced design to control for order effects. Each of the four classrooms consisted of 25 students. A time-sampling procedure was used to record the presence or absence of disruptive behavior within 15-second intervals. Disruptive behavior was defined as any talking-out or out-of-seat behavior without permission. The results indicated that both procedures were effective in modifying disruptive classroom behavior, but that the good behavior game reduced disruptive behavior significantly better than the teacher-attention method. In addition, all teachers preferred the game to the teacher-attention procedure. This reaction seemed related to the effort involved in initiating the two activities. The good behavior game required less effort on the teacher's part. However, use of the game alone raises certain ethical considerations. One such issue involves abuse of peer pressure. Also, there is a possibility that negative rules may tend to promote resentment. Positively stated rules would ameliorate that problem. Another relates to the possibility that some teachers might be carried away by the ease of the game's implementation to the extent that behavior control becomes the primary objective in the classroom. As a result, one might consider use of the game to maximize short-term change, but then phase out this procedure in favor of another method (e.g., teacher attention) for long-run effects. 相似文献
9.
人际信任渗透在社会交互的各个方面, 是促进和维持合作的重要基石。以往研究者借助信任博弈范式, 主要探讨了人际信任的理论模型、生物基础和影响因素等方面。近年来, 研究者开始将计算模型应用于信任博弈的数据分析中, 深入挖掘人际信任行为背后的心理机制, 将计算模型与神经影像技术结合, 加深对信任行为背后脑机制的理解。目前将计算模型应用于信任博弈范式中的研究主要针对“信任是如何形成的”这一科学问题, 未来要进一步发展计算模型方法, 结合非侵入性脑刺激技术, 应用于精神疾病人群中, 以深入理解正常和异常信任形成的心理和神经机制。 相似文献
10.
发展性阅读障碍是一种在获得阅读技能方面的特殊困难, 这种障碍会严重影响个体的发展, 如何帮助发展性阅读障碍者改善其阅读技能是近年来研究的焦点。传统的干预方法主要针对发展性阅读障碍者的语音缺陷, 这类方法存在一些问题, 如费时费力、给阅读障碍者带来阅读压力等。近年来, 大部分研究表明通过趣味性的动作视频游戏训练可以显著地提高发展性阅读障碍者的阅读技能, 但是其背后的机制尚不明确。基于大细胞通路缺陷理论框架, 从视觉空间注意、注意跨通道转换、视觉运动加工等方面来梳理动作视频游戏与阅读之间的关系, 揭示了动作视频游戏训练对阅读效率影响的可能内在机制。未来的研究可以在大细胞通路缺陷理论的框架下, 深入分析动作视频游戏改善阅读的神经机制, 并尝试开发更适合发展性阅读障碍者的干预程序。 相似文献