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61.
Combining information across different sensory modalities is of critical importance for the animal's survival and a core feature of human's everyday life. In adulthood, sensory information is often integrated in a statistically optimal fashion, so that the combined estimates of two or more senses are more reliable than the best single one. Several studies have shown that young children use one sense to calibrate the others, which results in unisensory dominance and undermines their optimal multisensory integration abilities. In this study we trained children aged 4–5 years with action‐like mini games, to determine whether it could improve their multisensory as well as their visuo‐spatial skills. Multisensory integration abilities were assessed using a visuo‐haptic size discrimination task, while visuo‐spatial attention skills were investigated using a multiple object tracking task (MOT). We found that 2‐weeks training were sufficient to observe both optimal multisensory integration and visuo‐spatial enhancements selectively in the group trained with action‐like mini games. This plastic change persisted up to 3 months, as assessed in a follow‐up. Our novel findings reveal that abilities that are commonly known to emerge in late childhood can be promoted in younger children through action‐like mini games and have long‐lasting effects. Our data have clinical implications, in that they suggest that specific trainings could potentially help children with multisensory integration deficits.  相似文献   
62.
Evidence of the effects of playing violent video games on subsequent aggression has been mixed. This study examined how playing a violent video game affected levels of aggression displayed in a laboratory. A total of 43 undergraduate students (22 men and 21 women) were randomly assigned to play either a violent (Mortal Kombat) or nonviolent (PGA Tournament Golf) video game for 10 min. Then they competed with a confederate in a reaction time task that allowed for provocation and retaliation. Punishment levels set by participants for their opponents served as the measure of aggression. The results confirmed our hypothesis that playing the violent game would result in more aggression than would playing the nonviolent game. In addition, a Game × Sex interaction showed that this effect was larger for men than for women. Findings are discussed in light of potential differences in aggressive style between men and women.  相似文献   
63.
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.  相似文献   
64.
Gorniak P  Roy D 《Cognitive Science》2007,31(2):197-231
We introduce a computational theory of situated language understanding in which the meaning of words and utterances depends on the physical environment and the goals and plans of communication partners. According to the theory, concepts that ground linguistic meaning are neither internal nor external to language users, but instead span the objective-subjective boundary. To model the possible interactions between subject and object, the theory relies on the notion of perceived affordances: structured units of interaction that can be used for prediction at multiple levels of abstraction. Language understanding is treated as a process of filtering perceived affordances. The theory accounts for many aspects of the situated nature of human language use and provides a unified solution to a number of demands on any theory of language understanding including conceptual combination, prototypicality effects, and the generative nature of lexical items. To support the theory, we describe an implemented system that understands verbal commands situated in a virtual gaming environment. The implementation uses probabilistic hierarchical plan recognition to generate perceived affordances. The system has been evaluated on its ability to correctly interpret free-form spontaneous verbal commands recorded from unrehearsed game play between human players. The system is able to "step into the shoes" of human players and correctly respond to a broad range of verbal commands in which linguistic meaning depends on social and physical context. We quantitatively compare the system's predictions in response to direct player commands with the actions taken by human players and show generalization to unseen data across a range of situations and verbal constructions.  相似文献   
65.
The purpose of this study was to examine differences in self‐disclosure goals, privacy concerns, and self‐disclosure characteristics between Facebook and Twitter. These sites were compared in terms of audience representations, based on structural cues that suggest potential audiences for a user. We conceptualized audience representations in 2 ways: based on privacy boundaries that imply bounded versus unbounded audiences, and on network characteristics such as size and diversity for audiences within the boundary. Results revealed that self‐disclosure goals, privacy concerns, and self‐disclosure intimacy were different depending on the privacy boundary. Network characteristics were also important, but effects were moderated by the privacy boundary type, suggesting a complex interplay between the 2 types of audience representations in shaping self‐disclosure in social media.  相似文献   
66.
In this study, we focus on the relevance of social influence to explain cyberbullying experiences among German high school students. Social influence is discussed in the context of computer‐mediated communication. To obtain individual and sociostructural data, we conducted a survey study among German high school students (N = 4,282). Using multilevel modeling, we found that the attributes of the school class only contributed to the risk of being involved in cyberbullying to a small extent. Still, procyberbullying norms in class did enhance the risk of perpetration and victimization for students, even more so than their individual beliefs. Previous experiences with bullying and intensive, unrestricted use of the Internet were the strongest individual predictors of cyberbullying involvement.  相似文献   
67.
The bystander effect refers to the phenomenon that individuals are less likely to help if there are potential other helpers present. For instance, past research revealed that participants were less likely to help computer-controlled characters if there were other computer-controlled characters present. Research has also shown that the bystander effect occurs if the presence of others is merely imagined. The present research examined the idea that the presence of multiple characters within a video game reduces the player's helping behavior even after the video game is over. In fact, participants who played a video game with multiple characters present were less likely to devote time to assisting in a future study than participants who had played the same video game with only a single character present.  相似文献   
68.
This study presents original evidence that abstract and concrete concepts are organized and represented differently in the mind, based on analyses of thousands of concepts in publicly available data sets and computational resources. First, we show that abstract and concrete concepts have differing patterns of association with other concepts. Second, we test recent hypotheses that abstract concepts are organized according to association, whereas concrete concepts are organized according to (semantic) similarity. Third, we present evidence suggesting that concrete representations are more strongly feature‐based than abstract concepts. We argue that degree of feature‐based structure may fundamentally determine concreteness, and we discuss implications for cognitive and computational models of meaning.  相似文献   
69.
70.
Playing violent video games has become an integral part of the lives of many people, although some people more than others may be predisposed to enjoy violent video games. Two cross-sectional studies examined the extent to which everyday sadism predicts the amount of violent video game play. Past research has shown that everyday sadists obtain pleasure from cruel behaviors. Hence, I reasoned that everyday sadists are drawn to violent video games because killing game characters might be an opportunity to satisfy their need for cruelty. In fact, results revealed a positive link between everyday sadism and the amount of violent video game exposure. Moreover, this relation statistically held when controlling for the impact of trait aggression, the Big 5, narcissism, Machiavellianism, and psychopathy.  相似文献   
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