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181.
182.
When do young children become able to make an adequate choice between two alternatives based on spatial information? Children of 20, 30, and 40 months of age were either presented with two objects with different cross-sections and one aperture, or one object and two different apertures. In each trial there was one object – aperture match and the task was to find that match and insert the object. All the children understood the task and tried to solve the problems but the 20-month-olds performed randomly and not even the 40-month-olds chose all the correct correspondences consistently. The results also showed that it is easier to choose between apertures than objects. This contrasts with the ability to solve the insertion problem once the choice was made. When choosing the correct object or aperture, the 40-month-olds inserted the triangle successfully in 85% of the cases. The boys and girls were equally good at solving the task, but the boys did it faster. The results show that making a choice adds significantly to the difficulty of solving spatial problems. It requires systematic examination of the objects and apertures involved, a working memory that can handle at least three items at a time, and an ability to inhibit an incorrect choice. Such executive functions are typically found in older preschool children but the present task shows that with an appropriate setup their development can be traced from a much earlier age.  相似文献   
183.
The effects of memory constraints upon information acquisition and decision making were examined in two experiments using binary prediction tasks, where participants observe outcomes for two options before deciding which one to bet upon. Our studies extend previous investigations to the case where participants learn the structure of the task through observation, but where information acquisition is separated from the task of prediction. Participants with higher cognitive capacity (larger memory span or higher intelligence) were more likely to adopt the “maximizing” strategy (always selecting the more frequent alternative). This finding conflicts with some recent investigations of similar tasks, a contrast that implies that the presence of feedback on choices may be important in determining the strategic actions of high-capacity individuals. Participants selecting the optimal strategy were in turn more efficient in their data acquisition. The behaviour of participants adopting suboptimal choice strategies was consistent with prediction based upon a “narrow window of experience”—that is, seeking to match the characteristics of small samples of observations.  相似文献   
184.
ABSTRACT

The effect of aging on interval timing was examined using a choice time production task, which required participants to choose a key response based on the location of the stimulus, but to delay responding until after a learned time interval. Experiment 1 varied attentional demands of the response choice portion of the task by varying difficulty of stimulus–response mapping. Choice difficulty affected temporal accuracy equally in both age groups, but older participants' response latencies were more variable under more difficult response choice conditions. Experiment 2 tested the contribution of long-term memory to differences in choice time production between age groups over 3 days of testing. Direction of errors in time production between the two age groups diverged over the 3 sessions, but variability did not differ. Results from each experiment separately show age-related changes to attention and memory in temporal processing using different measures and manipulations in the same task.  相似文献   
185.
The purpose of the present review was to analyze research outcomes for all gambling studies reported in the behavior analysis literature. We used the search term “gambling” to identify articles that were published in behaviorally oriented journals between the years 1992 and 2012 and categorized the content of each article as empirical or conceptual. Next, we examined and categorized the empirical articles by inclusion of an experimental manipulation and treatment to alleviate at least some aspect of pathological gambling, participant population used, type of gambling task employed in the research, whether the participants in the study actually gambled, and the behavioral phenomena of interest. The results show that the rate of publication of gambling research has increased in the last 6 years, and a vast majority of articles are empirical. Of the empirical articles, examinations of treatment techniques or methods are scarce; slot machine play is the most represented form of gambling, and slightly greater than half of the research included compensation based on gambling outcomes within experiments. We discuss implications and future directions based on these observations of the published literature.  相似文献   
186.
Decision makers are often unable to choose between the options that they are offered. In these settings they typically defer their decision, that is, delay the decision to a later point in time or avoid the decision altogether. In this paper, we outline eight behavioral findings regarding the causes and consequences of choice deferral that cognitive theories of decision making should be able to capture. We show that these findings can be accounted for by a deferral-based time limit applied to existing sequential sampling models of preferential choice. Our approach to modeling deferral as a time limit in a sequential sampling model also makes a number of novel predictions regarding the interactions between choice probabilities, deferral probabilities, and decision times, and we confirm these predictions in an experiment. Choice deferral is a key feature of everyday decision making, and our paper illustrates how established theoretical approaches can be used to understand the cognitive underpinnings of this important behavioral phenomenon.  相似文献   
187.
The Travelling Salesperson Problem (TSP) is a nondeterministic-polynomial hard (NP-hard) combinatorial problem that occurs in a wide range of industrial domains, including logistics, route finding, and computer wiring. Interestingly, despite the problem’s inherent computational difficulty, when presented in Euclidean space (ETSP), human participants can produce close-to-optimal solutions in near-linear time. However, when asked to compare and select the most optimum solution from a set of pre-defined competing solution options, participants can struggle. In this study we investigate this paradox by asking participants to compare four closed-loop Euclidean TSP solutions, in order to determine which solution they perceived to have the most optimal tour cost. We hypothesise that the extracted geometric properties have an effect on stimulus selection in a discrimination task (selection or no selection). Accordingly, we extracted four geometric properties from competing stimuli in order to create a perceptual activation function. Predictive analytics demonstrated that a classification model could identify the most optimal solution 97% of the time using the perceptual activation scores alone, yet human participants only correctly determined the most optimal solution 47% of the time. Mixed-effects models suggest that ‘likelihood of stimulus selection’ can be modelled as a function of the weighted coefficients of competing perceptual activation scores within each trial; however only a small amount of the variance is explained by these perceptual activation scores. Finally, a drift–diffusion model was used to create a theoretical framework of how likelihood of stimulus selection is influenced by competing perceptual activators. Our study highlights a novel way of extracting and analysing the importance of geometric properties that influence ETSP discrimination tasks, and links this analysis to human behaviour when discriminating between competing ETSP solutions.  相似文献   
188.
189.
We examine decision-makers’ consistency vis-à-vis their own priorities in a multi-choice task, using either an inclusion or exclusion strategy to reduce a set of alternatives. Four studies demonstrate that people’s decisions are more consistent with their priorities when using an exclusion vs. an inclusion strategy to screen alternatives. Moreover, this effect was stronger for less knowledgeable than for more knowledgeable decision-makers. We examined two possible mechanisms behind this phenomenon. First, we suggest that the process of thinking about the positive aspects of the alternatives (associated with inclusion) encourages the decision-maker to more favorably evaluate options initially given low marks, resulting in less consistency with preferences. We also show that under exclusion, people tend to select the alternatives that they think they should choose, while under inclusion they tend to choose options that are more in line with what they would like to have but which may be perceived as luxuries.  相似文献   
190.
Gamma-hydroxybutyrate (GHB) is a drug with significant abuse potential. The present study aimed to assess the relative value of escalating doses of GHB to current GHB users via the Multiple Choice Procedure (MCP), and to validate that the dose rated highest with the MCP would be self-administered at a greater rate than placebo. Participants were 5 current GHB users who were not currently trying to stop using GHB. To examine the value of escalating doses of GHB, the following doses of GHB were used: 0 (placebo), 12.5, 25, 37.5, and 50 mg/kg. Participants typically assigned higher doses of GHB had higher crossover points on the MCP. During choice sessions, participants made repeated choices between administering GHB, placebo or nothing. All participants selected GHB exclusively (5 out of 5 instances) except for one participant who selected GHB on 4 out of 5 instances, thus 96% (i.e., 24/25) of choices were for active GHB. Based on these data, GHB appears likely to function as a dose-dependent reinforcer for humans based on our sample.  相似文献   
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