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551.
任务难度、决策培训诸因素对群体决策的影响   总被引:4,自引:0,他引:4  
郑全全  刘方珍 《心理学报》2003,35(5):669-676
通过3人群体的人员选拔模拟实验。考察了任务难度、群体结构和决策培训三个变量对群体决策信息取样的影响。结果显示:(1)部分证明了Stasser的信息取样模型,分享信息具有讨论的优势,同时偏好是影响群体决策的中介因素,但是,该模型只适合于任务难度较大的情况;(2)设立具有信息管理作用的领导者这种群体结构在信息取样中没有表现出主效应,它只是通过与决策培训和任务难度一起对信息取样产生影响;(3)策略计划和信息警戒性的决策培训对信息取样有影响,一定程度上提高了非分享信息的讨论比例,然而这种影响仅发生在任务难度小或适中的情况下。决策培训对信息取样的影响发生在讨论的开始部分,并影响了讨论前的个体偏好;(4)群体结构和决策培训具有交互作用,从而影响了群体讨论的信息取样,群体结构和决策培训都受到任务难度的影响。  相似文献   
552.
为考察大学生情绪复杂性对情绪信息注意偏向的影响,通过情绪体验范围和区分性量表(RDEES)筛选出高低情绪复杂性被试各30名,采用2(情绪复杂性:高、低)×3(效价:正性、中性和负性)×4(呈现条件:0/300/600/900ms)的三因素混合设计要求被试完成视觉搜索任务结果显示:(1)低情绪复杂性组在情绪条件(正性负性)下的正确率显著低于中性图片反应时显著高于中性图片,均表现出对情绪图片的注意偏向;(2)高分组在正性图片0ms呈现的条件下的正确率显著高于低分组,在负性图片300ms和900ms呈现和正性图片900ms呈现条件下的反应时显著低于低分组  相似文献   
553.
Three experiments examine individual (attentional capacity) and task-related characteristics leading to mind wandering, and the effect of mind wandering on task performance. Drawing on resource theories, we tested interactive nonlinear effects of these predictors, manipulating task demand using math tests of varying difficulty (Exp 1: N = 143, three levels between-subjects; Exp 2: N = 59, three levels within-subjects; Exp 3: N = 133, four levels within-subjects). Results confirmed that mind wandering was most frequent during extreme task demand levels, although the effect varied somewhat between experiments. Additionally, results from Experiment 3 and an integrated analysis demonstrated that people with relatively higher attentional capacity were less likely to mind wander as task demand increased. Moreover, mind wandering was more detrimental to performance as task demand increased across all experiments. Our findings build on past research by demonstrating the importance of accounting for interactions and nonlinear effects of task demand and attentional capacity in mind wandering research.  相似文献   
554.
Problem-solving, creativity and spatial reasoning are high level abilities of cognitive systems with high potential for synergies. However, they have been treated separately by different fields. This special issue presents research work on these topics, aiming to observe their interrelations in order to create theoretical approaches, methodologies and computational tools to advance work on creativity and spatial problem-solving in cognitive systems.  相似文献   
555.
How the brain decides which information to process ‘consciously’ has been debated over for decades without a simple explanation at hand. While most experiments manipulate the perceptual energy of presented stimuli, the distractor-induced blindness task is a prototypical paradigm to investigate gating of information into consciousness without or with only minor visual manipulation. In this paradigm, subjects are asked to report intervals of coherent dot motion in a rapid serial visual presentation (RSVP) stream, whenever these are preceded by a particular color stimulus in a different RSVP stream. If distractors (i.e., intervals of coherent dot motion prior to the color stimulus) are shown, subjects’ abilities to perceive and report intervals of target dot motion decrease, particularly with short delays between intervals of target color and target motion.We propose a biologically plausible neuro-computational model of how the brain controls access to consciousness to explain how distractor-induced blindness originates from information processing in the cortex and basal ganglia. The model suggests that conscious perception requires reverberation of activity in cortico-subcortical loops and that basal-ganglia pathways can either allow or inhibit this reverberation. In the distractor-induced blindness paradigm, inadequate distractor-induced response tendencies are suppressed by the inhibitory ‘hyperdirect’ pathway of the basal ganglia. If a target follows such a distractor closely, temporal aftereffects of distractor suppression prevent target identification. The model reproduces experimental data on how delays between target color and target motion affect the probability of target detection.  相似文献   
556.
Orthographic neighborhood (N) size effects have been extensively studied in English consistently producing a facilitatory effect in word naming tasks. In contrast, several recent studies on Chinese character naming have demonstrated an inhibitory effect of neighborhood size. Response latencies tend to be inhibited by inconsistent characters with large neighborhoods relative to small neighborhoods. These differences in neighborhood effects between languages may depend on the characteristics (depth) of the mapping between orthography and phonology. To explore this, we first conducted a behavioral experiment to investigate the relationship between neighborhood size, consistency and reading response. The results showed an inhibitory effect of neighborhood size for inconsistent characters but a facilitatory effect for consistent characters. We then developed two computational models based on parallel distributed processing principles to try and capture the nature of the processing that leads to these results in Chinese character naming. Simulations using models based on the triangle model of reading indicated that consistency and neighborhood size interact with the division of labor between semantics and phonology to produce these effects.  相似文献   
557.
The development of the unique, hierarchical, and endless combinatorial capacity in a human language requires neural maturation and learning through childhood. Compared with most non-human primates, where combinatorial capacity seems limited, chimpanzees present a complex vocal system comprising hundreds of vocal sequences. We investigated how such a complex vocal system develops and the processes involved. We recorded 10,929 vocal utterances of 98 wild chimpanzees aged 0–55 years, from Taï National Park, Ivory Coast. We developed customized Generalized non-Linear Models to estimate the ontogenetic trajectory of four structural components of vocal complexity: utterance length, diversity, probability of panting (requiring phonation across inhalation and exhalation), and probability of producing two adjacent panted units. We found chimpanzees need 10 years to reach adult levels of vocal complexity. In three variables, the steepest increase coincided with the age of first non-kin social interactions (2–5 years), and plateaued in sub-adults (8–10 years), as individuals integrate into adult social life. Producing two adjacent panted units may require more neuromuscular coordination of the articulators, as its emergence and steepest increase appear later in development. These results suggest prolonged maturational processes beyond those hitherto thought likely in species that do not learn their vocal repertoire. Our results suggest that multifaceted ontogenetic processes drive increases in vocal structural complexity in chimpanzees, particularly increases in social complexity and neuro-muscular maturation. As humans live in a complex social world, empirical support for the “social complexity hypothesis” may have relevance for theories of language evolution.

Research Highlights

  • Chimpanzees need around 10 years to develop the vocal structural complexity present in the adult repertoire, way beyond the age of emergence of every single vocal unit.
  • Multifaceted ontogenetic processes may drive increases in vocal structural complexity in chimpanzees, particularly increases in social complexity and neuro-muscular maturation.
  • Non-linear increases in vocal complexity coincide with social developmental milestones.
  • Vocal sequences requiring rapid articulatory change emerge later than other vocal sequences, suggesting neuro-muscular maturational processes continue through the juvenile years.
  相似文献   
558.
We present a novel approach, which is based on multiple-valued logic (MVL), to the verification and analysis of digital hardware designs, which extends the common ternary or quaternary approaches for simulations. The simulations which are performed in the more informative MVL setting reveal details which are either invisible or harder to detect through binary or ternary simulations. In equivalence verification, detecting different behavior under MVL simulations may lead to the discovery of a genuine binary non-equivalence or to a qualitative gap between two designs. The value of a variable in a simulation may hold information about its degree of truth and its “place of birth” and “date of birth”. Applications include equivalence verification, initialization, assertions generation and verification, partial control on the flow of data by prioritizing and block-oriented simulations. Much of the paper is devoted to theoretical aspects behind the MVL approach, including the reason for choosing a specific algebra for computations and the introduction of the notions of De Morgan Canonical Form and of verification complexity of Boolean expressions. Two basic simulation-based algorithms are presented, one for satisfying and verifying combinational designs and the other for equivalence verification of sequential designs.  相似文献   
559.
PoeTryMe is a poetry generation system that autonomously produces poems from a set of initial parameters. After using it, creative writers and other users of this system expressed the desire to partake in the creative process by directly interacting with PoeTryMe. This paper is motivated by the previous impressions. It illustrates some of the challenges of automatic poetry generation, highlights limitations of PoeTryMe, and reports on recent efforts to address user feedback and provide alternative ways of using this system. First, making some functionalities available via a web API enabled their exploitation by other systems. Those include the generation of single lines as well as retrieval of related words, allowing for additional constraints on the number of syllables, sentiment and rhyme. On top of this API, a co-creative interface, Co-PoeTryMe, has been developed. Co-PoeTryMe allows users to either start from scratch or from a generated draft. Extensive editing functionality has been incorporated, in particular, allowing lines and words to be switched or replaced by newly generated alternatives. Co-PoeTryMe, its interface and the co-creative process for producing poetry are described, along with a user study that provided useful feedback. Users pointed out the strengths of this new system, including its capacities in providing inspiration, and giving the user the ability to customize an existing draft and visualize the changes, but also pointed out weaknesses, primarily by identifying potential improvements in the user interface.  相似文献   
560.
Abstract

Through an autoethnographic and transdisciplinary discussion of BDSM practice, the article articulates BDSM as a performative playful space with high potential for experiential learning, where conventional ways of sensing, feeling, thinking, valuing and acting, and social rules and hierarchies are rendered uncertain, negotiable and full of possibilities. BDSM can foster a sensibility to qualitative complexity through a heightened corporeal, sensual, emotional and (aesth)et(h)ic experience. It trains a potent sagacity that may be further mobilized in social learning processes, eventually helping us navigate beyond today’s unsustainable times.  相似文献   
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