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881.
Coecke  Bob 《Studia Logica》2002,71(1):47-56
In Coecke (2002) we proposed the intuitionistic or disjunctive representation of quantum logic, i.e., a representation of the property lattice of physical systems as a complete Heyting algebra of logical propositions on these properties, where this complete Heyting algebra goes equipped with an additional operation, the operational resolution, which identifies the properties within the logic of propositions. This representation has an important application towards dynamic quantum logic, namely in describing the temporal indeterministic propagation of actual properties of physical systems. This paper can as such by conceived as an addendum to Quantum Logic in Intuitionistic Perspective that discusses spin-off and thus provides an additional motivation. We derive a quantaloidal semantics for dynamic disjunctive quantum logic and illustrate it for the particular case of a perfect (quantum) measurement.  相似文献   
882.
883.
Font  Josep Maria  Hájek  Petr 《Studia Logica》2002,70(2):157-182
ukasiewicz's four-valued modal logic is surveyed and analyzed, together with ukasiewicz's motivations to develop it. A faithful interpretation of it in classical (non-modal) two-valued logic is presented, and some consequences are drawn concerning its classification and its algebraic behaviour. Some counter-intuitive aspects of this logic are discussed in the light of the presented results, ukasiewicz's own texts, and related literature.  相似文献   
884.
曾振宇 《周易研究》2001,3(2):63-72
"天人关系"是中国哲学的基本问题,这一基本问题在<易传>中表现得比较典型.<易传>之"天"概念蕴涵自然、自然规律、义理、天帝、阳气等数重内涵,逻辑内涵混杂,外延不确定.中国哲学之"天"从未获得"纯粹的哲学形式",天不是一个纯粹哲学概念,只是一个前哲学概念.实际上,气、道、理等中国哲学主干概念具有同样的哲学性质.学术界有必要共同讨论一个问题中国有哲学概念如何可能?  相似文献   
885.
Complementarity games are explorative games between two players. The deterministic rules of the game are known to both players. The first player freely chooses among a finite number of states of the game but tells nobody of this decision. The second player accesses the game only by primitive, symbolic input‐output interfaces. The task of the second player is to find out the unknown state by input‐output experiments. The logic resulting from this scenario resembles‐ quantum logic in many aspects. It is the empirical logic of choice for virtual realities.  相似文献   
886.
Life, and therefore evolution, is a creative process; creativity is not an attribute of a few gifted people. The way we think obscures this truth. Three ways of dealing with a problem are creativity, calculation, and choice. Creativity can occur when a single idea is held in two contradictory frames of reference. Thus to be creative we have to put aside our usual ways of thinking, which are based on either/or. When we put aside this way of thinking we will see that things do not change: they are change.  相似文献   
887.
888.
This article offers a critique of research practices typical of experimental philosophy. To that end, it presents a review of methodological issues that have proved crucial to the quality of research in the biobehavioral sciences. It discusses various shortcomings in the experimental philosophy literature related to (1) the credibility of self‐report questionnaires, (2) the validity and reliability of measurement, (3) the adherence to appropriate procedures for sampling, random assignment, and handling of participants, and (4) the meticulousness of study reporting. It argues that the future standing of experimental philosophy will hinge upon improvements in research methods.  相似文献   
889.
A number of navigational theories state that learning about landmark information should not interfere with learning about shape information provided by the boundary walls of an environment. A common test of such theories has been to assess whether landmark information will overshadow, or restrict, learning about shape information. Whilst a number of studies have shown that landmarks are not able to overshadow learning about shape information, some have shown that landmarks can, in fact, overshadow learning about shape information. Given the continued importance of theories that grant the shape information that is provided by the boundary of an environment a special status during learning, the experiments presented here were designed to assess whether the relative salience of shape and landmark information could account for the discrepant results of overshadowing studies. In Experiment 1, participants were first trained that either the landmarks within an arena (landmark-relevant), or the shape information provided by the boundary walls of an arena (shape-relevant), were relevant to finding a hidden goal. In a subsequent stage, when novel landmark and shape information were made relevant to finding the hidden goal, landmarks dominated behaviour for those given landmark-relevant training, whereas shape information dominated behaviour for those given shape-relevant training. Experiment 2, which was conducted without prior relevance training, revealed that the landmark cues, unconditionally, dominated behaviour in our task. The results of the present experiments, and the conflicting results from previous overshadowing experiments, are explained in terms of associative models that incorporate an attention variant.  相似文献   
890.
The Travelling Salesperson Problem (TSP) is a nondeterministic-polynomial hard (NP-hard) combinatorial problem that occurs in a wide range of industrial domains, including logistics, route finding, and computer wiring. Interestingly, despite the problem’s inherent computational difficulty, when presented in Euclidean space (ETSP), human participants can produce close-to-optimal solutions in near-linear time. However, when asked to compare and select the most optimum solution from a set of pre-defined competing solution options, participants can struggle. In this study we investigate this paradox by asking participants to compare four closed-loop Euclidean TSP solutions, in order to determine which solution they perceived to have the most optimal tour cost. We hypothesise that the extracted geometric properties have an effect on stimulus selection in a discrimination task (selection or no selection). Accordingly, we extracted four geometric properties from competing stimuli in order to create a perceptual activation function. Predictive analytics demonstrated that a classification model could identify the most optimal solution 97% of the time using the perceptual activation scores alone, yet human participants only correctly determined the most optimal solution 47% of the time. Mixed-effects models suggest that ‘likelihood of stimulus selection’ can be modelled as a function of the weighted coefficients of competing perceptual activation scores within each trial; however only a small amount of the variance is explained by these perceptual activation scores. Finally, a drift–diffusion model was used to create a theoretical framework of how likelihood of stimulus selection is influenced by competing perceptual activators. Our study highlights a novel way of extracting and analysing the importance of geometric properties that influence ETSP discrimination tasks, and links this analysis to human behaviour when discriminating between competing ETSP solutions.  相似文献   
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