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91.
The purpose of present study was to investigate differences in media violence exposure between groups of adolescents with and without Disruptive Behavior Disorders with Aggressive Features, using a case‐controlled design and multimethod assessment. Samples of 27 adolescents aged 13‐17 with Disruptive Behavior Disorder with Aggressive Features and 27 age‐gender‐IQ matched controls completed a semistructured interview about exposure to violence on television and video games; parents completed a corresponding questionnaire measure. Moderate intercorrelations were found between most self‐ and parent‐report television and video game violence exposure measures. Compared to control adolescents, adolescents with Disruptive Behavior Disorder with Aggressive Features had higher aggregate media violence exposure, higher exposure to video game violence, and higher parent‐reported exposure to television violence. Results show that adolescents and parents agree about the adolescent's level of media violence exposure, that exposure to violence on television tends to be accompanied by exposure to violence in video games, and that the association between media violence exposure and Disruptive Behavior Disorder with Aggressive Features is not due to a spurious effect of gender or IQ. Aggr. Behav. 31:000–000, 2005. © 2005 Wiley‐Liss, Inc.  相似文献   
92.
Different approaches have investigated the syntax and semantics of agent communication languages. However, these approaches have not indicated how agents should dynamically use communications. Instead of filling this pragmatics gap, most approaches have mainly focused on the ‘structure’ of dialogues even though developers are more interested in agents’ capabilities of having ‘useful’ automated conversations with respect to their goals rather than in their abilities to structure dialogues. This led us to work on a theory of the use of conversations between agents. In this paper, we propose a pragmatics theory which extends and adapts the cognitive dissonance theory (a major theory of social psychology) to multi-agent systems by unifying it with the theory of coherence in thought and action that issues from computational philosophy of mind. Precisely, we show how this theory allows us to provide generic conceptual tools for the automation of both agent communicational behavior and attitude change processes. This new motivational model is formulated in terms of constraints and elements of cognition and allows us to define cognitive incoherences and dialogue utility measures. We show how these measures could be used to solve common problems and answer some critical questions concerning agent communication frameworks use. Finally, our exploration in applying the cognitive coherence pragmatics theory as a new communication layer over classical BDI agents is presented. It relies on our dialogue games based agent communication language (DIAGAL) and our dialogue games simulator toolbox (DGS). The resulting framework provides the necessary theoretical and practical elements for implementing our theory. In doing so, it brings in a general scheme for automatizing agents’ communicational behavior as it is exemplified in this article.  相似文献   
93.
This paper argues the Lyotard's The Postmodern Condition is to be interpreted as a response to nihilism, especially in relation to the question of the legitimation of knowledge and the so-called crisis of narratives, and that, therefore, it provides an appropriate response to the question of nihilism in educational philosophy. The paper begins with a discussion of Nietzsche's and Heidegger's views of nihilism as a prolegomenon to Lyotard's views concerning European nihilism and the end of grand narratives. These are important sources for a philosophical reception of the problem and the context in which Lyotard formulates his response and the immediate sources against that conditions Lyotard's response. The problem of nihilism raises its head in education in a double way: in relation to both the foundation of knowledge and the problem of its legitimation (The Postmodern Condition) and the problem of values (The Differend).  相似文献   
94.
Numerous studies have shown that exposure to media violence increases aggression, though the mechanisms of this effect have remained elusive. One theory posits that repeated exposure to media violence desensitizes viewers to real world violence, increasing aggression by blunting aversive reactions to violence and removing normal inhibitions against aggression. Theoretically, violence desensitization should be reflected in the amplitude of the P300 component of the event-related brain potential (ERP), which has been associated with activation of the aversive motivational system. In the current study, violent images elicited reduced P300 amplitudes among violent, as compared to nonviolent video game players. Additionally, this reduced brain response predicted increased aggressive behavior in a later task. Moreover, these effects held after controlling for individual differences in trait aggressiveness. These data are the first to link media violence exposure and aggressive behavior to brain processes hypothetically associated with desensitization.  相似文献   
95.
We used simple economic games to examine pro-social behavior and the lengths that people will take to avoid engaging in it. Over two studies, we found that about one-third of participants were willing to “exit” a $10 dictator game and take $9 instead. The exit option left the receiver nothing, but also ensured that the receiver never knew that a dictator game was to be played. Because most social utility models are defined over monetary outcomes, they cannot explain choosing the ($9, $0) exit outcome over the dominating $10 dictator game, since the game includes outcomes of ($10, $0) and ($9, $1). We also studied exiting using a “private” dictator game. In the private game, the receiver never knew about the game or from where any money was received. Gifts in this game were added innocuously to a payment for a separate task. Almost no dictators exited from the private game, indicating that receivers’ beliefs are the key factor in the decision to exit. When, as in the private game, the receivers’ beliefs and expectations cannot be manipulated by exit, exit is seldom taken. We conclude that giving often reflects a desire not to violate others’ expectations rather than a concern for others’ welfare per se. We discuss the implications of our results for understanding ethical decisions and for testing and modeling social preferences. An adequate specification of social preferences should include “psychological” payoffs that directly incorporate beliefs about actions into the utility function.  相似文献   
96.
This paper extends Parikh’s earlier work in semantics with games of partial information and attempts to derive and represent the full content of an utterance from first principles. It also discusses various ways in which this content may be indeterminate.  相似文献   
97.
张春燕 《社会心理科学》2006,21(4):75-78,118
暴力性的电子游戏在青少年中的普及率相当高。研究发现,暴力性电子游戏对青少年的攻击行为和情感都有影响,对于那些本身就有暴力倾向的青少年来讲更是如此。而且,这种影响存在着年龄和性别差异。其影响的机制主要有:建立并激活与攻击有关的思维网络:削弱了对攻击行为的抑制;模仿和强化;降低了对受害者的同情心等。  相似文献   
98.
99.
An overview of different versions and applications of Lorenzen’s dialogue game approach to the foundations of logic, here largely restricted to the realm of manyvalued logics, is presented. Among the reviewed concepts and results are Giles’s characterization of ?ukasiewicz logic and some of its generalizations to other fuzzy logics, including interval based logics, a parallel version of Lorenzen’s game for intuitionistic logic that is adequate for finite- and infinite-valued Gödel logics, and a truth comparison game for infinite-valued Gödel logic.  相似文献   
100.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.  相似文献   
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