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771.
Worldwide, smartphone use is a major contributing factor to road crash among young drivers. While young drivers may be aware of their heightened crash risk and the legal penalties associated with this behaviour, young drivers continue to engage with their smartphones. The development of novel interventions targeting this behaviour is therefore crucial. The current 2 × 2 between groups experimental study (N = 153, 107F, 43 M, 1 other) investigated the concept of cognitive dissonance in relation to smartphone use among young drivers aged 17–25 years (Mage = 20.66 SD = 2.26). Specifically, it applied the induced hypocrisy paradigm to this context. The induced hypocrisy paradigm elicits cognitive dissonance by asking participants to both advocate for the desired behaviour and identify their engagement in the undesired behaviour. Participants are then motivated to change their behaviour to reduce the feelings of dissonance. The current study investigated the efficacy of both the traditional in-person methodology with a new online methodology. Analyses (e.g., ANCOVA) found that the online conditions were more effective than the in-person groups at eliciting dissonance and that the intervention conditions were more effective in reducing both intention and change in behaviour (from pre- to post-intervention) than the control groups. The intervention groups were also more likely to take/request a flyer about driver distraction. While more research is needed to corroborate these findings, these initial results suggest that cognitive dissonance occurs when young drivers use their smartphones and that the induced hypocrisy paradigm may be an effective intervention. In particular, this study’s findings suggest that an online version of the induced hypocrisy paradigm has merit and may form part of future cost-effective, mass interventions.  相似文献   
772.
Anticipation in road traffic enables safer and more comfortable driving. Anticipatory driving is achieved through effective retrieval of prior driving-relevant knowledge using mental models and appropriate cues. Knowing when and which retrieval cues have a critical impact on the anticipation process and how information compatibility affects anticipation can be the basis for supporting people in anticipating and appropriate behavior in road traffic.For generating in-depth insights into the processing of retrieval cues, a video-based experimental study was conducted combining specific compatible and incompatible retrieval cues in urban driving scenarios. From a driver's perspective, participants were asked to anticipate in a two-step approach (measuring low and high certainty anticipation) whether a vehicle ahead would enter their lane or turn onto another street due to a lane blockage ahead. Further, they choose their preferred behavioral intention (accelerate, decelerate or maintain speed). In general, drivers strived for coherent situation representation, and in this process, multiple retrieval cues influenced anticipation in different ways. Participants were more likely to be consistent in their anticipation response. That is, they tend to follow their first intention (equivalent low and high certainty anticipation for either lane change or turn) even in the presence of incompatible stimuli. Inconsistent compared to consistent anticipation responses, however, led to reduced subjective confidence, and in part to increased criticality. Not only anticipation but also intended behavior was influenced by retrieval cues. In accordance, the anticipation of others' behaviors can be considered a predictor of specific intended behavior in road traffic.  相似文献   
773.
Computational models of emotion (CMEs) are software systems designed to imitate particular aspects of human emotions. The main purpose of this type of computational model is to capture the complexity of the human emotion process in a software system that is incorporated into a cognitive agent architecture. However, creating a CME that closely imitates the actual functioning of emotions demands to address some challenges such as (i) sharing information among independently developed cognitive and affective components, and (ii) interconnecting complex cognitive and affective components that must interact with one another in order to generate realistic emotions, which may even affect agents’ decision making. This paper proposes an architectural pattern aimed at cataloging and describing fundamental components of CMEs and their interrelationships with cognitive components. In this architectural pattern, external cognitive components and internal affective components of CMEs do not interact directly but are extended by including message exchange methods in order to use a publish-subscribe channel, which enables their intercommunication, thus attenuating issues such as software heterogeneity. This structural approach centralizes communication management and separates the inherent complexity of the cognitive and affective processes from the complexity of their interaction mechanisms. In so doing, it enables the design of CMEs’ architectures composed of independently developed affective and cognitive components. The proposed architectural pattern attempts to make progress in capturing the complex process of human emotions in a software system that adheres to software engineering best practices and that incorporates quality attributes such as flexibility and interoperability.  相似文献   
774.
The brain-inspired Causal Cognitive Architecture 1 (CCA1) tightly integrates the sensory processing capabilities found in neural networks with many of the causal abilities found in human cognition. Causality emerges not from a central controlling stored program but directly from the architecture. Sensory input vectors are processed by robust association circuitry and then propagated to a navigational temporary map. Instinctive and learned objects and procedures are applied to the same temporary map, with a resultant navigation signal obtained. Navigation can similarly be for the physical world as well as for a landscape of higher cognitive concepts. There is good explainability for causal decisions. A simulation of the CCA1 controlling a search and rescue robot is presented with the goal of finding and rescuing a lost hiker within a grid world. A simulation of the CCA1 controlling a repair robot is presented that can predict the movement of a series of gears.  相似文献   
775.
Learning, and even more so by imitation, is an essential Cognitive Functions because it is carried out throughout life and allows us to adapt our behaviors from other beings through observation. In this work, we propose a model, and implementation of the cognitive function of imitation motor learning (IML), based on psychological and neuroscientific evidence. According to the evidence, learning by imitation includes imitation of action and imitation of action over an object sub-processes. The imitation of action consists of the movement of the limbs. The imitation of action over an object consists of the interaction with an object within the environment. We achieve an implementation of the proposed model for IML and endow a virtual entity with it. In order to validate the proposal, we use a case study to analyze the sub-processes performance. From results, we conclude that both imitation of action and imitation of action over an object sub-processes play an essential role in getting the agent to interact with stimuli within the environment.  相似文献   
776.
The Daily Mile™ is a widely implemented school-based physical activity initiative. However, only two studies have explored the acute effects of participation in The Daily Mile on children’s cognitive functioning, reporting conflicting findings. Moreover, enjoyment of exercise is a determining factor in children’s motivation for, and adherence to, initiatives. However, factors affecting children’s enjoyment of The Daily Mile are unknown. Therefore, this study examined the acute effects of The Daily Mile on cognition and explored children’s enjoyment of participation in the initiative. Following familiarisation, 104 children (10.4 ± 0.7 years) completed a Daily Mile and resting control trial in a randomised, counterbalanced order. Prior to, immediately following and 45 min following The Daily Mile and resting, children completed the Stroop test (inhibitory control), Sternberg paradigm (visual working memory) and Flanker task (inhibitory control and cognitive flexibility). Additionally, 87 children took part in focus groups to explore factors affecting enjoyment. Cognitive data were analysed using two-way (trial*time) and three-way (trial*time*sex; trial*time*fitness) repeated measures analysis of variance (ANOVA). Focus group data were analysed using qualitative content analysis. There were no statistically significant effects of The Daily Mile on cognition, compared to rest (all p > 0.05). However, accuracy on the one-item level of Sternberg paradigm (p = 0.073, ηp2 = 0.028) and complex level of the Stroop test (p = 0.057; ηp2 = 0.031) tended to improve immediately following The Daily Mile, compared to resting; though this did not reach statistical significance. Children enjoyed participating in The Daily Mile, particularly due to its outdoor location, social context, and self-paced nature. However, some children found The Daily Mile boring due to its repetitive nature. Findings suggest that The Daily Mile does not significantly influence children’s immediate or delayed (45 min) cognition. However, there was a tendency for improved accuracy in visual working memory and inhibitory control immediately following The Daily Mile. Moreover, the findings demonstrate that The Daily Mile promotes enjoyment, particularly through social relatedness and autonomy. However, future research could consider whether adding variety into the initiative may help to sustain engagement in the children experiencing boredom.  相似文献   
777.
如何提升团队创新绩效?这是近年来管理实践界与学术界共同关注的热门话题。鉴于创新是一项兼具“探索”与“利用”双元特征的活动, 懂得如何平衡二者之间的悖论关系就成为提升团队创新绩效的关键。基于成员认知风格的微观视角, 从“组型”与“构型”两方面探索了解决这一悖论关系的方法。具体而言:(1)成员认知风格组型与团队领导行为之间的互补效应有助于解决团队创新悖论; (2)在合理的“成员认知风格-工作角色要求”构型基础上, 营造良好的团队协作氛围, 有助于解决团队创新悖论。进一步地, 还基于阴阳哲学思想研究了解决团队创新悖论的内在机制。为论证相关理论命题, 将开展三个研究模块, 采用定量与定性相结合的研究方法对提出的研究模型进行检验。相关发现不仅有助于丰富从微观视角研究团队创新前因、悖论管理方法的理论成果, 还将为企业的创新管理实践提供建议。  相似文献   
778.
Scale errors are observed when young children make mistakes by attempting to put their bodies into miniature versions of everyday objects. Such errors have been argued to arise from children’s insufficient integration of size into their object representations. The current study investigated whether Japanese and UK children’s (18–24 months old, N = 80) visual exploration in a categorization task related to their scale error production. UK children who showed greater local processing made more scale errors, whereas Japanese children, who overall showed greater global processing, showed no such relationship. These results raise the possibility that children’s suppression of scale errors emerges not from attention to size per se, but from a critical integration of global (i.e., size) and local (i.e., object features) information during object processing, and provide evidence that this mechanism differs cross-culturally.  相似文献   
779.
780.
Two studies investigated the effects of cognitive and school environmental factors on adolescents' creative performance. The first study tested the effects of expected evaluation and cognitive style on creativity among 89 high school students. The second study tested the effects of evaluation type and cognitive style on creativity among 92 high school students. Study 1 found main effects of expected evaluation and cognitive style on creativity. The interaction between expected evaluation and cognitive style was statistically significant. Under an experimental condition of expected evaluation, field‐dependent adolescents performed more creatively (i.e., higher originality) than those without expected evaluation. Study 2 uncovered main effects of expected evaluation type and cognitive style on creativity but no interactions between expected evaluation type and cognitive style. Adolescents performed better on the dimension of flexibility in a controlling evaluation condition, compared with adolescents in informational evaluation condition, and field‐independent adolescents showed more fluency and originality than field‐dependent adolescents. Together, this research provides a better understanding of the effects of expected evaluation and cognitive style on adolescents' creative performance. Implications for further research are discussed.  相似文献   
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