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71.
Wendy S. Parker 《Synthese》2009,169(3):483-496
A number of recent discussions comparing computer simulation and traditional experimentation have focused on the significance of “materiality.” I challenge several claims emerging from this work and suggest that computer simulation studies are material experiments in a straightforward sense. After discussing some of the implications of this material status for the epistemology of computer simulation, I consider the extent to which materiality (in a particular sense) is important when it comes to making justified inferences about target systems on the basis of experimental results.  相似文献   
72.
The philosophy of simulation: hot new issues or same old stew?   总被引:1,自引:0,他引:1  
Roman Frigg  Julian Reiss 《Synthese》2009,169(3):593-613
Computer simulations are an exciting tool that plays important roles in many scientific disciplines. This has attracted the attention of a number of philosophers of science. The main tenor in this literature is that computer simulations not only constitute interesting and powerful new science, but that they also raise a host of new philosophical issues. The protagonists in this debate claim no less than that simulations call into question our philosophical understanding of scientific ontology, the epistemology and semantics of models and theories, and the relation between experimentation and theorising, and submit that simulations demand a fundamentally new philosophy of science in many respects. The aim of this paper is to critically evaluate these claims. Our conclusion will be sober. We argue that these claims are overblown and that simulations, far from demanding a new metaphysics, epistemology, semantics and methodology, raise few if any new philosophical problems. The philosophical problems that do come up in connection with simulations are not specific to simulations and most of them are variants of problems that have been discussed in other contexts before. An erratum to this article can be found at  相似文献   
73.
The ability to recognise kin has been demonstrated in several animal species. However, the mechanisms of kin recognition often remain unknown. The most frequently discussed sensory modalities to recognise kin are visual, olfactory and acoustical cues. Three-spined sticklebacks (Gasterosteus aculeatus) are able to differentiate between kin and non-kin when presented visual and olfactory cues combined. To elucidate, which cues they use to recognise kin female sticklebacks were given the choice between two identical computer animations of courting stickleback males. Next to one animation, water conditioned by a brother was added, while near the other, water from an unrelated male was added. In half of the experiments, the brother was familiar while in the other half he was unfamiliar to the female. Both scenarios were carried out with both outbred and inbred fish. The results showed that the females adjusted their choice behaviour according to relatedness. Furthermore, they were able to recognise both familiar as well as unfamiliar brothers. Inbreeding did not affect this ability. Hence, three-spined sticklebacks are able to recognise their relatives using olfactory cues alone. The cognitive mechanisms underlying this ability were independent from familiarity and not impaired by inbreeding.  相似文献   
74.
Different reasoning systems have different strengths and weaknesses, and often it is useful to combine these systems to gain as much as possible from their strengths and retain as little as possible from their weaknesses. Of particular interest is the integration of first-order and higher-order techniques. First-order reasoning systems, on the one hand, have reached considerable strength in some niches, but in many areas of mathematics they still cannot reliably solve relatively simple problems, for example, when reasoning about sets, relations, or functions. Higher-order reasoning systems, on the other hand, can solve problems of this kind automatically. But the complexity inherent in their calculi prevents them from solving a whole range of problems. However, while many problems cannot be solved by any one system alone, they can be solved by a combination of these systems.We present a general agent-based methodology for integrating different reasoning systems. It provides a generic integration framework which facilitates the cooperation between diverse reasoners, but can also be refined to enable more efficient, specialist integrations. We empirically evaluate its usefulness, effectiveness and efficiency by case studies involving the integration of first-order and higher-order automated theorem provers, computer algebra systems, and model generators.  相似文献   
75.
The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects as “male” “female” and “neutral” exemplars. Males were significantly better at drawing “male” and “neutral” exemplars whereas females were better at drawing “female” exemplars. Neither gender was significantly better at the Rey task. These results question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent video games was associated with higher visual memory recall.  相似文献   
76.
The conclusion of this paper will be that e-sports are not sports. I begin by offering a stipulation and a definition. I stipulate that what I have in mind, when thinking about the concept of sport, is ‘Olympic’ sport. And I define an Olympic Sport as an institutionalised, rule-governed contest of human physical skill. The justification for the stipulation lies partly in that it is uncontroversial. Whatever else people might think of as sport, no-one denies that Olympic Sport is sport. This seeks to ensure that those who might wish to dispute my conclusion might stay with the argument at least for as long as possible. Secondly, the justification for the stipulation lies partly in its normativity—I have chosen an Olympic conception of sport just because it seems to me to offer some kind of desirable version of what sport is and might become. Thirdly, I give examples which show how prominent promoters of e-sports agree with my stipulation, as evidenced by their strenuous attempts to comply with it in order to join the Olympic club. The justification for the definition lies in the conceptual analysis offered—an ‘exhibition-analysis’ which clarifies the concept of sport by offering ‘construals’ of the six first-level terms. The conclusion is that e-sports are not sports because they are inadequately ‘human’; they lack direct physicality; they fail to employ decisive whole-body control and whole-body skills, and cannot contribute to the development of the whole human; and because their patterns of creation, production, ownership and promotion place serious constraints on the emergence of the kind of stable and persisting institutions characteristic of sports governance. Competitive computer games do not qualify as sports, no matter what ‘resemblances’ may be claimed. Computer games are just that—games.  相似文献   
77.
Administration of psychological questionnaires via the Internet has gained popularity in recent years and touts many advantages. However, before questionnaires that were originally developed as paper-and-pencil measures can be confidently administered over the Internet, it is necessary to document the equivalence of the paper and computer-generated versions [American Psychological Association. (1986). Guidelines for computer-based tests and interpretations. Washington, DC: American Psychological Association; Cohen, R.J., Swerdlik, M.E., & Smith, D.K. (1992). Psychological testing and assessment (2nd ed.). Mountain View, CA: Mayfield Publishing; Cronbach, L.J. (1990). Essentials in psychological testing (5th ed.). New York: Harper Collins; Meier, S. (1994). The chronic crisis in psychological measurement and assessment: A historical survey. San Diego: Academic Press; Schulenberg, S.E., & Yutrzenka, B.A. (2001). Equivalence of computerized and conventional versions of the Beck Depression Inventory- II (BDI-II). Current Psychology: Developmental, Learning, Personality, Social, 20, 216-230]. The current study tested this equivalence for the Obsessive Compulsive Inventory [Foa, E.B., Kozak, M.J., Salkovskis, P.M, Coles, M.E., & Amir, N. (1998). The validation of a new obsessive compulsive disorder scale: The obsessive-compulsive inventory. Psychological Assessment, 10(3), 206-214] and the Obsessive Beliefs Questionnaire-44 [Obsessive Compulsive Cognitions Working Group. (2005). Psychometric validation of the obsessive belief questionnaire and interpretation of intrusions inventory-Part 2: Factor analyses and testing of a brief version. Behaviour Research and Therapy, 43, 1527-1543] in an unselected student sample. Study results support the equivalence of these measures of obsessive compulsive disorder (OCD) symptoms and beliefs independent of administration method (paper versus secure project website). These findings create new opportunities for conducting OCD-related research online.  相似文献   
78.
Despite much research on video/computer game play, especially the relationship between such play and aggression, little attention has been directed at needs met through play. The aim of the present study was to extend Selnow’s (1984) needs’ scale, and to identify individual differences in needs among adolescents. Focus groups were conducted, followed by a content analysis, and items corresponding to emerging themes were added to reasons identified in previous research for use in a quantitative survey. Four factors emerged from a factor analysis of the results; ‘companionship’, ‘prefer to friends’, ‘fun challenge’, and ‘stress relief’, and these, with the exception of ‘companionship’, were found to be significant predictors of play.  相似文献   
79.
Neil Selwyn 《Sex roles》2007,56(7-8):525-536
Although it was widely noted by researchers during the 1980s and 1990s that gender role orientation and gendered stereotyping exert a considerable influence on people’s engagement with technologies, there is little evidence of the influence of such gendered influences on contemporary technology users. The present study is based on a survey of 406 undergraduate students aged between 18 and 39 years conducted to examine whether different aspects of information and communication technology (ICT) use continue to be seen in particularly gendered terms by young adults and what reasons could be identified for any gender stereotyping. Analysis of the survey data show how issues of masculinity and femininity continue to be an important-if perhaps more subtle-influence on how young people perceive ICTs in contemporary society. In all, the findings confirm the continuing persistence of gender stereotypes as a frame of reference for ICTs.  相似文献   
80.
The natural input memory (NIM) model is a new model for recognition memory that operates on natural visual input. A biologically informed perceptual preprocessing method takes local samples (eye fixations) from a natural image and translates these into a feature-vector representation. During recognition, the model compares incoming preprocessed natural input to stored representations. By complementing the recognition memory process with a perceptual front end, the NIM model is able to make predictions about memorability based directly on individual natural stimuli. We demonstrate that the NIM model is able to simulate experimentally obtained similarity ratings and recognition memory for individual stimuli (i.e., face images).  相似文献   
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