全文获取类型
收费全文 | 415篇 |
免费 | 32篇 |
国内免费 | 13篇 |
专业分类
460篇 |
出版年
2025年 | 2篇 |
2024年 | 2篇 |
2023年 | 3篇 |
2022年 | 14篇 |
2021年 | 18篇 |
2020年 | 27篇 |
2019年 | 16篇 |
2018年 | 13篇 |
2017年 | 21篇 |
2016年 | 25篇 |
2015年 | 20篇 |
2014年 | 14篇 |
2013年 | 66篇 |
2012年 | 10篇 |
2011年 | 21篇 |
2010年 | 13篇 |
2009年 | 23篇 |
2008年 | 21篇 |
2007年 | 9篇 |
2006年 | 10篇 |
2005年 | 8篇 |
2004年 | 6篇 |
2003年 | 8篇 |
2002年 | 8篇 |
2001年 | 6篇 |
2000年 | 7篇 |
1999年 | 4篇 |
1998年 | 4篇 |
1997年 | 3篇 |
1996年 | 2篇 |
1995年 | 2篇 |
1994年 | 2篇 |
1993年 | 3篇 |
1992年 | 4篇 |
1991年 | 3篇 |
1990年 | 2篇 |
1989年 | 2篇 |
1988年 | 3篇 |
1987年 | 1篇 |
1986年 | 1篇 |
1985年 | 5篇 |
1984年 | 6篇 |
1983年 | 4篇 |
1982年 | 1篇 |
1981年 | 2篇 |
1980年 | 1篇 |
1979年 | 1篇 |
1978年 | 6篇 |
1977年 | 7篇 |
排序方式: 共有460条查询结果,搜索用时 0 毫秒
442.
Ali Yousefi Heris 《Philosophical Psychology》2017,30(6):711-730
According to a dominant interpretation of the simulation hypothesis, in recognizing an emotion we use the same neural processes used in experiencing that emotion. This paper argues that the view is fundamentally misguided. I will examine the simulational arguments for the three basic emotions of fear, disgust, and anger and argue that the simulational account relies strongly on a narrow sense of emotion processing which hardly squares with evidence on how, in fact, emotion recognition is processed. I contend that the current body of empirical evidence suggests that emotion recognition is processed in an integrative system involving multiple cross-regional interactions in the brain, a view which squares with understanding emotion recognition as an information-rich, rather than simulational, process. In the final section, I discuss possible objections. 相似文献
443.
Björn B. de Koning Stephanie I. Wassenburg Lisanne T. Bos Menno van der Schoot 《Journal of Cognitive Psychology》2017,29(4):420-432
In the sentence–picture verification (SPV) task, people read sentences implying the shape/size/colour/orientation of objects. They then verify whether pictured objects, which either match or mismatch the implied visual information mentioned in the sentence. Faster verification times on matching trials (match advantage) are considered supportive to the notion that readers perform mental simulations during sentence comprehension. This study advances this work by applying a within-subjects design to the SPV-task, enabling us to directly address the strength of and correlation between the match advantages for the properties shape, size, colour, and orientation. Results showed varying match advantages with colour showing the strongest effect, and no match advantage for orientation. Shape, size, and colour were significantly correlated, whereas there were no significant correlations with orientation. These findings suggest that interpretations of match advantages could benefit from a re-evaluation of mental simulation accountsby distinguishing between intrinsic (shape, size, and colour) and extrinsic (orientation) object properties. 相似文献
444.
445.
Jim Parry 《Sport, Ethics and Philosophy》2019,13(1):3-18
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
446.
Frank E. Ritter Farnaz Tehranchi Jacob D. Oury 《Wiley Interdisciplinary Reviews: Cognitive Science》2019,10(3)
ACT‐R is a hybrid cognitive architecture. It is comprised of a set of programmable information processing mechanisms that can be used to predict and explain human behavior including cognition and interaction with the environment. We start by reviewing its history, which shapes its current form, contrasts and relates it to other architectures, and helps readers to anticipate where it is going. Based on this history, we then describe it as a theory of cognition that is realized as a computer program. After this, we briefly discuss tools for working with ACT‐R, and also note several major accomplishments that have been gained by working with ACT‐R in both basic and applied science, including summarizing some of the insights about human behavior. We conclude by discussing its future, which we believe will include adding emotions and physiology, increasing usability, and the use of nongenerative models. This article is categorized under:
- Computer Science > Artificial Intelligence
- Psychology > Reasoning and Decision Making
- Psychology > Theory and Methods
447.
在传统的多组验证性因子分析中,进行因子均值比较的前提条件是模型满足强测量不变性假设,但该假设在实证研究中很难满足。这时,Asparouhov和Muthén(2014)提出的对齐法是一种可供备选的多组分析法。通过蒙特卡洛模拟研究,探究了在对齐法精确估计模型参数前提下所允许的不等参数率范围。研究发现:在平均组样本量充足,识别算法为固定识别算法等理想状态下,对齐法在单因子模型多组比较中所允许的不等参数率可以是100%;在三因子模型中所允许的不等参数率上限是20%至30%;在此范围内,对齐法允许更多高程度不等参数;在组数目从30、15或9降至3时,对齐法能允许更多的不等参数在模型中。 相似文献
448.
Two psychometric models are presented for evaluating the difficulty of the distractors in multiple-choice items. They are based on the criterion of rising distractor selection ratios, which facilitates interpretation of the subject and item parameters. Statistical inferential tools are developed in a Bayesian framework: modal a posteriori estimation by application of an EM algorithm and model evaluation by monitoring posterior predictive replications of the data matrix. An educational example with real data is included to exemplify the application of the models and compare them with the nominal categories model.This research was supported by the DGI grant BSO2002-01485.I would like to thank Eric Maris and Vicente Ponsoda for their advice, Juan Botella for providing the data for the empirical application, and three anonymous reviewers for their comments that were essential for improving the quality of the paper. 相似文献
449.
The interaction between the recovery of the artist’s intentions and the perception of an artwork is a classic topic for philosophy and history of art. It also frequently, albeit sometimes implicitly, comes up in everyday thought and conversation about art and artworks. Since recent work in cognitive science can help us understand how we perceive and understand the intentions of others, this discipline could fruitfully participate in a multidisciplinary investigation of the role of intention recovery in art perception. The method I propose is to look for cases where recovery of the artist’s intentions interacts with perception of a work of art, and this cannot be explain by a simple top-down influence of conscious propositional knowledge on perception. I will focus on drawing and show that recovery of the draftsman’s intentional actions is handled by a psychological process shaped by the motor system of the observer. 相似文献
450.
Driving simulator studies can reveal relevant and valid aspects of driving behavior, but underestimation of distance and speed can negatively affect the driver’s performance, such as in performance of overtaking. One possible explanation for the underestimation of distance and speed is that two-dimensional projection of the visual scene disrupts the monocular-based illusory depth because of conflicting binocular and monocular information of depth. A possible solution might involve the strengthening of the monocular information so that the binocular information becomes less potent. In the present study, we used an advanced high-fidelity driving simulator to investigate whether adding the visual depth information of motion parallax from head movement affects sense of presence, judgment of distance and speed, and performance measures coupled with overtaking. The simulations included two types of driving scenario in which one was urban and the other was rural. The main results show no effect of this head-movement produced motion parallax on sense of presence, head movement, time to collision, distance judgment, or speed judgment. However, the results show an effect on lateral positioning. When initiating the overtaking maneuver there is a lateral positioning farther away from the road center as effect of the motion parallax in both types of scenario, which can be interpreted as indicating use of naturally occurring information that change behavior at overtaking. Nevertheless, only showing tendencies of effects, absent is any clear additional impact of this motion parallax in the simulated driving. 相似文献