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291.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic
logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’
CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light
on branching quantifiers and independence-friendly evaluation games for first-order logic. 相似文献
292.
J. Robert Thompson 《Synthese》2008,161(2):283-308
In this paper, I lend novel support to H. P. Grice’s account of speaker meaning (GASM) by blunting the force of a significant
objection. Stephen Schiffer has argued that in order to make GASM sufficient, one must add restrictions that are psychologically impossible to fulfill, thereby making GASM untenable. In what follows, I explain the elements of GASM that require it to invoke these
psychologically unrealizable restrictions. I then accept Schiffer’s criticism, but modify its significance to GASM. I argue
that the problem that Schiffer notes is not a reason to reject GASM, but a reason to embrace it. GASM shows that meaning is
best understood as an absolute concept—an unrealizable ideal limit. Taking some inspiration from contextualist theories of
knowledge attribution, I argue that my version of GASM offers a useful contextualist account of meaning attribution. Hence, pragmatic theories of meaning and communication should not wholly exclude GASM from their theorizing,
at least not for the reasons that are commonly given. 相似文献
293.
The Step it UP! Game is an interdependent group reinforcement contingency based on the Good Behavior Game. We evaluated the effects of the Step it UP! Game on the number of steps taken by 3rd-grade students during physical-education (PE) classes at a local public elementary school. We divided the class into 2 teams and awarded a “Step it UP! Champ” badge to the members of the team with the highest mean step totals at the end of each game. We used a reversal design to compare the mean number of steps taken while playing the game and during regular PE classes. Overall, participants took more steps while playing the game than they did during class periods without the game. When given the opportunity to choose playing the Step it UP! Game or having regular PE class during a follow-up session, 16 of 18 participants voted to play the game. 相似文献
294.
Partiality and games: propositional logic 总被引:2,自引:0,他引:2
295.
296.
We explore some logics of change, focusing on commands to change the world in such a way that certain elementary propositions become true or false. This investigation starts out from the following two simplifying assumptions: (1) the world is a collection of facts (Wittgenstein), and (2), the world can be changed by changing elementary facts (Marx). These assumptions allow us to study the logic of imperatives in the simplest possible setting. 相似文献
297.
A method for constructing continua of logics squeezed between some intermediate predicate logics, developed by Suzuki [8], is modified and applied to intervals of the form [L, L+ ¬¬S], where Lis a predicate logic, Sis a closed predicate formula. This solves one of the problems from Suzuki's paper. 相似文献
298.
Fairness can be affected by personality traits, situational factors, and person-situation interactions. Based on studies with adult samples, the present study investigated elementary school children’s (N = 164) social behavior in versions of the Dictator and the Ultimatum Game with actual incentives. Importantly, the Ultimatum, but not the Dictator Game includes the fear of retaliation for unfair allocation offers. The results show predictive power of the situation and the personality dimension Honesty-Humility, but not their interaction. Children offered more candies in the Ultimatum Game than in the Dictator Game, and, in general, children higher in Honesty-Humility offered more candies than children lower in Honesty-Humility. 相似文献
299.
Jumbly Grindrod 《Metaphilosophy》2020,51(1):87-96
The debate concerning epistemic contextualism represents a kind of linguistic turn in epistemology, where the focus has shifted from theorising about knowledge to theorising about knowledge attributions. Such a shift may well prove valuable, but only if we are clear on what the relationship is between a semantic analysis of knowledge attributions and a philosophical analysis of knowledge. One plausible approach is to claim that the semantic analysis entails and is entailed by the philosophical analysis. Yet this view—referred to here as the default view—has been explicitly adopted by few in the contextualism debate. This paper considers a form of argument in favour of the default view, and then considers the challenges that arise from either accepting or rejecting the default view. 相似文献
300.
Within autobiographical knowledge, semantic and episodic memory are traditionally considered separate, but newer models place them along a continuum, which raises the possibility of an intermediate form of knowledge - personal semantics. This study tested how different types of semantics – general semantics and two forms of personal semantics – impact access to personal episodic memories. In two experiments, participants made a series of true/false judgments about a prime statement, which reflected a general semantic fact, a context-dependent (e.g., repeated event) or context-independent (e.g., trait), personal semantic fact and then retrieved a specific past episodic memory. There was a significantly stronger priming effect for accessing specific episodic memories after judging personal semantic facts versus general facts. We also found that context-dependent and -independent personal semantic facts had separable priming effects on episodic memory. These findings support a continuum model of memory and verifies that there are multiple forms of personal knowledge. 相似文献