全文获取类型
收费全文 | 265篇 |
免费 | 32篇 |
国内免费 | 13篇 |
专业分类
310篇 |
出版年
2023年 | 2篇 |
2022年 | 4篇 |
2021年 | 6篇 |
2020年 | 10篇 |
2019年 | 13篇 |
2018年 | 8篇 |
2017年 | 7篇 |
2016年 | 18篇 |
2015年 | 19篇 |
2014年 | 13篇 |
2013年 | 34篇 |
2012年 | 6篇 |
2011年 | 17篇 |
2010年 | 8篇 |
2009年 | 20篇 |
2008年 | 19篇 |
2007年 | 16篇 |
2006年 | 17篇 |
2005年 | 6篇 |
2004年 | 4篇 |
2003年 | 6篇 |
2002年 | 7篇 |
2001年 | 4篇 |
1999年 | 3篇 |
1998年 | 2篇 |
1997年 | 2篇 |
1996年 | 1篇 |
1995年 | 3篇 |
1994年 | 2篇 |
1993年 | 3篇 |
1991年 | 1篇 |
1990年 | 1篇 |
1988年 | 1篇 |
1985年 | 5篇 |
1984年 | 6篇 |
1983年 | 4篇 |
1982年 | 1篇 |
1978年 | 4篇 |
1977年 | 7篇 |
排序方式: 共有310条查询结果,搜索用时 15 毫秒
41.
42.
文章在扩展博弈上,给出了多值逻辑的语义赋值博弈的一般框架,避免了博弈者在多值逻辑的语义博弈中声明无穷对象的问题;然后通过Eloise赢的策略定义博弈的语义概念——赋值,证明了多值逻辑的博弈语义与Tarski语义是等价的;最后,根据语义赋值博弈框架对经典逻辑进行了博弈化。 相似文献
43.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(2):146-158
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc. 相似文献
44.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(4):358-371
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc. 相似文献
45.
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play,
and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show
that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being
pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the
sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience
in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict
enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations.
Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds. 相似文献
46.
Arnaud Tognetti Valerie Durand Dimitri Dubois Melissa Barkat-Defradas Astrid Hopfensitz Camille Ferdenzi 《British journal of psychology (London, England : 1953)》2022,113(2):531-546
Several physical features influence the perception of how cooperative a potential partner is. While previous work focused on face and voice, it remains unknown whether body odours influence judgements of cooperativeness and if odour-based judgements are accurate. Here, we first collected axillary odours of cooperative and uncooperative male donors through a public good game and used them as olfactory stimuli in a series of tasks examining whether and how they influence cooperative decision-making in an incentivized economic game and ratings of cooperativeness. Our results show that having access to the donor's body odours provided a strategic advantage to women during economic decisions (but not to men): with age, women were more likely to cooperate with cooperative men and to avoid interacting with uncooperative men. Ratings of cooperativeness were nonetheless unrelated to the donors’ actual cooperativeness. Finally, while men with masculine and intense body odours were judged less cooperative, we found no evidence that donors’ actual cooperativeness was associated with less masculine or less intense body odour. Overall, our findings suggest that, as faces and voices, body odours influence perceived cooperativeness and might be used accurately and in a non-aware manner as olfactory cues of cooperativeness, at least by women. 相似文献
47.
48.
Michelle G. Craske Peter P. Roy-Byrne Greer Sullivan Alexander Bystritsky 《Behaviour research and therapy》2009,47(11):931-937
Anxiety disorders are common, costly and debilitating, and yet often unrecognized or inadequately treated in real world, primary care settings. Our group has been researching ways of delivering evidence-based treatment for anxiety in primary care settings, with special interest to preserving the fidelity of the treatment while at the same time promoting its sustainability once the research is over. In this paper, we describe the programs we have developed and our directions for future research. Our first study evaluated the efficacy of CBT and expert pharmacotherapy recommendations for panic disorder in primary care, using a collaborative care model of service delivery (CCAP). Symptom, disability and mental health functioning measures were superior for the intervention group compared to treatment as usual both in the short term and the long term, although also more costly. In our ongoing CALM study, we have extended our population to include panic disorder, social anxiety disorder, generalized anxiety disorder and posttraumatic disorder, while at the same time utilizing clinicians with limited mental health care experience. In addition to pharmacotherapy management, we developed a computer-assisted CBT that guides both novice clinician and patient, thereby contributing to sustainability once the research is over. We have also incorporated a measurement based approach to treatment planning, using a web-based tracking system of patient status. To date, the computer-assisted CBT program has been shown to be acceptable to clinicians and patients. Clinicians rated the program highly, and patients engaged in the program. Future directions for our research include dissemination and implementation of the CALM program, testing potential alternations to the CALM program, and distance delivery of CALM. 相似文献
49.
Matthew W. Parker 《Synthese》2009,169(3):447-463
We examine a case in which non-computable behavior in a model is revealed by computer simulation. This is possible due to
differing notions of computability for sets in a continuous space. The argument originally given for the validity of the simulation
involves a simpler simulation of the simulation, still further simulations thereof, and a universality conjecture. There are difficulties with that argument, but there are
other, heuristic arguments supporting the qualitative results. It is urged, using this example, that absolute validation,
while highly desirable, is overvalued. Simulations also provide valuable insights that we cannot yet (if ever) prove. 相似文献
50.
Students chose between two allocation options, one that gave the allocator more and another participant still more (the “optimal” choice) and one which gave the allocator less and the other participant still less (the “competitive” choice). In a within‐subjects design, students' behavior patterns were significantly correlated across the two rounds of decision‐making; however, students allocated more optimally when the allocation involved real rather than hypothetical money, suggesting that both motivational context and individuals' personality and/or experience influence preference patterns. The nature of the putative other participant did not affect the allocation: students allocated in a comparable fashion whether the other participant was said to be male, female, or a computer. 相似文献