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51.
Language involves both structure and process. Giving each its due, we present a cognitive process model and show how its empirical success is related to claims about syntactic structure. Innate constraints on syntax are a central issue in linguistic theory, so it is a matter of concern that a widely accepted view of phrase structure constraints (X-bar theory) appears to be violated in some recent comprehension experiments with children. However, what is directly observed in the experiments is not a syntactic structure but the execution of a plan. We present a language of process for representing such plans and thereby provide a unified explanation of several developmental phenomena, including the results of the above experiments and of new experiments suggested by our approach. The explanation is in terms of the cognitive resources required to formulate and execute a plan. Since the explanation is based on nonsyntactic processing, the children's syntax need no longer be held faulty. This conclusion invigorates the claim that the range of phrase structures available to children is biologically constrained. 相似文献
52.
Varma S 《Cognitive Science》2011,35(7):1329-1351
Cognitive architectures are unified theories of cognition that take the form of computational formalisms. They support computational models that collectively account for large numbers of empirical regularities using small numbers of computational mechanisms. Empirical coverage and parsimony are the most prominent criteria by which architectures are designed and evaluated, but they are not the only ones. This paper considers three additional criteria that have been comparatively undertheorized. (a) Successful architectures possess subjective and intersubjective meaning, making cognition comprehensible to individual cognitive scientists and organizing groups of like-minded cognitive scientists into genuine communities. (b) Successful architectures provide idioms that structure the design and interpretation of computational models. (c) Successful architectures are strange: They make provocative, often disturbing, and ultimately compelling claims about human information processing that demand evaluation. 相似文献
53.
Michael Lebowitz 《Cognitive Science》1985,9(3):285-308
Learning programs that generalize from real-world examples will have to deal with many different kinds of data. Continuous numeric data can cause problems for algorithms that search for examples with identical property values. These problems can be surmounted by categorizing the numeric data. However, this process has problems of its own. In this paper, we look at the need for categorizing numeric data and several methods for doing so. We concentrate on the use of generalization-based memory, a memory organization where actual examples are stored along with generalizations, which leads to a generalization-based categorization algorithm. We also consider how to use a number heuristic, looking for gaps. These methods have been implemented in the UNIMEM computer system. Examples are presented of these algorithms categorizing data about the states of the United States. 相似文献
54.
55.
Eugene Charniak 《Cognitive Science》1983,7(3):171-190
Most Artificial Intelligence theories of language either assume a syntactic component which serves as “front end” for the rest of the system, or else reject all attempts at distinguishing modules within the comprehension system. In this paper we will present an alternative which, while keeping modularity, will account for several puzzles for typical “syntax first” theories. The major addition to this theory is a “marker passing” (or “spreading activation”) component, which operates in parallel to the normal syntactic component. 相似文献
56.
Michael G. Dyer 《Cognitive Science》1983,7(3):211-242
Affect states and reactions commonly occur in narratives. This paper discusses the importance of affect knowledge and processing in the context of BORIS, a computer program which reads and answers questions about narratives involving multiple sources of knowledge. There are several reasons why affects are important in a process model of narrative comprehension: For one thing, affects describe goal situations and signal the occurrence of expectation failures. Affective reactions also serve as an indication of the status of interpersonal relationships. Finally, affects influence the kinds of thematic structures which become instantiated in episodic memory. 相似文献
57.
This paper describes a problem-solving framework In which aspects of mathematical decision theory are incorporated into symbolic problem-solving techniques currently predominant in artificial intelligence. The utility function of decision theory IS used to reveal tradeoffs among competing strategies for achieving various goals, taking into account such factors as reliability, the complexity of steps in the strategy, and the value of the goal. The utility function on strategies can therefore be used as a guide when searching for good strategies. It is also used to formulate solutions to the problems of how to acquire a world model, how much planning effort is worthwhile, and whether verification tests should be performed. These techniques are illustrated by application to the classic monkey and bananas problem. 相似文献
58.
Krijn M Emmelkamp PM Biemond R de Wilde de Ligny C Schuemie MJ van der Mast CA 《Behaviour research and therapy》2004,42(2):229-239
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335). In treatment completers no relationship was found between presence and anxiety. Early drop-outs experienced less acrophobic complaints and psychopathology in general at pre-test. They also experienced less presence and anxiety in the virtual environment used in session one as compared to patients that completed VRET. 相似文献
59.
Peer interaction has been found to be conducive to learning in many settings. Knowledge co‐construction (KCC) has been proposed as one explanatory mechanism. However, KCC is a theoretical construct that is too abstract to guide the development of instructional software that can support peer interaction. In this study, we present an extensive analysis of a corpus of peer dialogs that we collected in the domain of introductory Computer Science. We show that the notion of task initiative shifts correlates with both KCC and learning. Speakers take task initiative when they contribute new content that advances problem solving and that is not invited by their partner; if initiative shifts between the partners, it indicates they both contribute to problem solving. We found that task initiative shifts occur more frequently within KCC episodes than outside. In addition, task initiative shifts within KCC episodes correlate with learning for low pre‐testers, and total task initiative shifts correlate with learning for high pre‐testers. As recognizing task initiative shifts does not require as much deep knowledge as recognizing KCC, task initiative shifts as an indicator of productive collaboration are potentially easier to model in instructional software that simulates a peer. 相似文献
60.
An angle-driven computer simulation model of aerial movement was used to determine the maximum amount of twist that can be produced in a reverse 1½ somersault dive from a three-metre springboard using various aerial and contact twisting techniques. The segmental inertia parameters of an elite springboard diver were used in the simulations and lower bounds were placed on the durations of arm and hip angle changes based on recorded performances of twisting somersaults. A limiting dive was identified as that producing the largest possible odd number of half twists. Simulations of the limiting dives were found using simulated annealing optimisation to produce the required amounts of somersault, tilt and twist after a flight time of 1.5 s. Additional optimisations were then run to seek solutions with the arms less adducted during the twisting phase. It was found that the upper limits ranged from 3½ to 5½ twists with arm abduction ranges lying between 8° and 23°. Similar results were obtained when the inertia parameters of two other springboard divers were used. It may be concluded that a reverse 1½ somersault dive using aerial asymmetrical arm and hip movements to produce 5½ twists is a realistic possibility. To accomplish this limiting dive the diver needs to be able to coordinate the timing of configurational changes with the progress of the twist with a precision of 10 ms or better. 相似文献