首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1894篇
  免费   254篇
  国内免费   182篇
  2330篇
  2024年   1篇
  2023年   27篇
  2022年   44篇
  2021年   69篇
  2020年   81篇
  2019年   94篇
  2018年   109篇
  2017年   142篇
  2016年   131篇
  2015年   101篇
  2014年   124篇
  2013年   296篇
  2012年   74篇
  2011年   126篇
  2010年   64篇
  2009年   103篇
  2008年   103篇
  2007年   91篇
  2006年   67篇
  2005年   77篇
  2004年   49篇
  2003年   59篇
  2002年   47篇
  2001年   45篇
  2000年   35篇
  1999年   24篇
  1998年   28篇
  1997年   19篇
  1996年   21篇
  1995年   17篇
  1994年   14篇
  1993年   5篇
  1992年   10篇
  1991年   6篇
  1990年   1篇
  1989年   5篇
  1988年   5篇
  1987年   2篇
  1986年   2篇
  1985年   2篇
  1984年   1篇
  1982年   1篇
  1981年   1篇
  1980年   2篇
  1979年   3篇
  1978年   2篇
排序方式: 共有2330条查询结果,搜索用时 11 毫秒
991.
In many everyday decisions, people quickly integrate noisy samples of information to form a preference among alternatives that offer uncertain rewards. Here, we investigated this decision process using the Flash Gambling Task (FGT), in which participants made a series of choices between a certain payoff and an uncertain alternative that produced a normal distribution of payoffs. For each choice, participants experienced the distribution of payoffs via rapid samples updated every 50 ms. We show that people can make these rapid decisions from experience and that the decision process is consistent with a sequential sampling process. Results also reveal a dissociation between these preferential decisions and equivalent perceptual decisions where participants had to determine which alternatives contained more dots on average. To account for this dissociation, we developed a sequential sampling rank-dependent utility model, which showed that participants in the FGT attended more to larger potential payoffs than participants in the perceptual task despite being given equivalent information. We discuss the implications of these findings in terms of computational models of preferential choice and a more complete understanding of experience-based decision making.  相似文献   
992.
993.
The interpretation of the effect of predictors in projected normal regression models is not straight-forward. The main aim of this paper is to make this interpretation easier such that these models can be employed more readily by social scientific researchers. We introduce three new measures: the slope at the inflection point (bc), average slope (AS) and slope at mean (SAM) that help us assess the marginal effect of a predictor in a Bayesian projected normal regression model. The SAM or AS are preferably used in situations where the data for a specific predictor do not lie close to the inflection point of a circular regression curve. In this case bc is an unstable and extrapolated effect. In addition, we outline how the projected normal regression model allows us to distinguish between an effect on the mean and spread of a circular outcome variable. We call these types of effects location and accuracy effects, respectively. The performance of the three new measures and of the methods to distinguish between location and accuracy effects is investigated in a simulation study. We conclude that the new measures and methods to distinguish between accuracy and location effects work well in situations with a clear location effect. In situations where the location effect is not clearly distinguishable from an accuracy effect not all measures work equally well and we recommend the use of the SAM.  相似文献   
994.
We study the wisdom of the crowd in three sequential decision-making tasks: the Balloon Analogue Risk Task (BART), optimal stopping problems, and bandit problems. We consider a behavior-based approach, using majority decisions to determine crowd behavior and show that this approach performs poorly in the BART and bandit tasks. The key problem is that the crowd becomes progressively more extreme as the decision sequence progresses, because the diversity of opinion that underlies the wisdom of the crowd is lost. We also consider model-based approaches to each task. This involves inferring cognitive models for each individual based on their observed behavior, and using these models to predict what each individual would do in any possible task situation. We show that this approach performs robustly well for all three tasks and has the additional advantage of being able to generalize to new problems for which there are no behavioral data. We discuss potential applications of the model-based approach to real-world sequential decision problems and discuss how our approach contributes to the understanding of collective intelligence.  相似文献   
995.
We recently found a positive relationship between estimates of metacognitive efficiency and metacognitive bias. However, this relationship was only examined on a within-subject level and required binarizing the confidence scale, a technique that introduces methodological difficulties. Here we examined the robustness of the positive relationship between estimates of metacognitive efficiency and metacognitive bias by conducting two different types of analyses. First, we developed a new within-subject analysis technique where the original n-point confidence scale is transformed into two different (n-1)-point scales in a way that mimics a naturalistic change in confidence. Second, we examined the across-subject correlation between metacognitive efficiency and metacognitive bias. Importantly, for both types of analyses, we not only established the direction of the effect but also computed effect sizes. We applied both techniques to the data from three tasks from the Confidence Database (N > 400 in each). We found that both approaches revealed a small to medium positive relationship between metacognitive efficiency and metacognitive bias. These results demonstrate that the positive relationship between metacognitive efficiency and metacognitive bias is robust across several analysis techniques and datasets, and have important implications for future research.  相似文献   
996.
997.
998.
999.
We consider human performance on an optimal stopping problem where people are presented with a list of numbers independently chosen from a uniform distribution. People are told how many numbers are in the list, and how they were chosen. People are then shown the numbers one at a time, and are instructed to choose the maximum, subject to the constraint that they must choose a number at the time it is presented, and any choice below the maximum is incorrect. We present empirical evidence that suggests people use threshold-based models to make decisions, choosing the first currently maximal number that exceeds a fixed threshold for that position in the list. We then develop a hierarchical generative account of this model family, and use Bayesian methods to learn about the parameters of the generative process, making inferences about the threshold decision models people use. We discuss the interesting aspects of human performance on the task, including the lack of learning, and the presence of large individual differences, and consider the possibility of extending the modeling framework to account for individual differences. We also use the modeling results to discuss the merits of hierarchical, generative and Bayesian models of cognitive processes more generally.  相似文献   
1000.
Explicit information-seeking actions are needed to evaluate alternative actions in problem-solving tasks. Information-seeking costs are often traded off against the utility of information. We present three experiments that show how subjects adapt to the cost and information structures of environments in a map-navigation task. We found that subjects often stabilize at suboptimal levels of performance. A Bayesian satisficing model (BSM) is proposed and implemented in the ACT-R architecture to predict information-seeking behavior. The BSM uses a local decision rule and a global Bayesian learning mechanism to decide when to stop seeking information. The model matched the human data well, suggesting that adaptation to cost and information structures can be achieved by a simple local decision rule. The local decision rule, however, often limits exploration of the environment and leads to suboptimal performance. We propose that suboptimal performance is an emergent property of the dynamic interactions between cognition and the environment.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号