首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   462篇
  免费   52篇
  国内免费   27篇
  2024年   1篇
  2023年   6篇
  2022年   13篇
  2021年   25篇
  2020年   23篇
  2019年   19篇
  2018年   20篇
  2017年   23篇
  2016年   26篇
  2015年   15篇
  2014年   25篇
  2013年   73篇
  2012年   14篇
  2011年   29篇
  2010年   12篇
  2009年   34篇
  2008年   34篇
  2007年   36篇
  2006年   13篇
  2005年   14篇
  2004年   20篇
  2003年   13篇
  2002年   7篇
  2001年   1篇
  2000年   4篇
  1999年   1篇
  1998年   3篇
  1997年   3篇
  1996年   2篇
  1995年   4篇
  1994年   5篇
  1993年   1篇
  1992年   1篇
  1989年   2篇
  1988年   1篇
  1985年   3篇
  1984年   2篇
  1981年   2篇
  1980年   1篇
  1979年   2篇
  1977年   1篇
  1976年   5篇
  1975年   1篇
  1974年   1篇
排序方式: 共有541条查询结果,搜索用时 797 毫秒
521.
The MARS (Masking Action Relevant Stimuli) method assesses information demand for dynamic stimuli while driving. An action relevant stimulus is masked and the driver presses a button to unmask the stimulus for a limited period. We interpreted button presses as information demand. Following our previous research (Rittger, Kiesel, Schmidt, & Maag, 2014), the current study further evaluates the method. We applied the MARS method to a dynamic in-vehicle display containing recommendations from a traffic light assistant. In a driving simulator, drivers approached intersections with different traffic light phasing. The display either presented simple or complex information. In half of the drives, the participants used the MARS method. The study had a full within subjects design and fixations were recorded in all conditions. The results showed that the information demand varied according to the information in the display and the traffic light phase. A comparison of button presses with fixations showed that one unmasking interval came along with one fixation on the display. As a conclusion, the MARS method can distinguish between conditions with high and low information demand for the display. Button presses relate to fixations on the display. Hence, the MARS method is a promising tool to assess the information demand in dynamic environments and can be applied as an extension or alternative for eye tracking.  相似文献   
522.
Our studies of naturally occurring human dialogue have led to the recognition of a class of regularities which characterize impoltant aspects of communication. People appear to interact according to established patterns which span several turns in a dialogue and which recur frequently. These patterns appear to be organized around the goals which the dialogue serves for each participant. Many things which are said later in a dialogue can only be interpreted as pursuit of these goals, established by earlier dialogue. These patterns have been represented b) a set of knowledge structures called Dialogue-Games, capturing shared, conventional knowledge that people have about communication and how it can be used to achieve goals. A Dialogue-Game has Parameters, which represent those elements that vary across instances of a particular pattern-the particular dialogue participants and the content topic. The states of the world which must be in effect for a particular Dialogue-Game to be employed successfully are represented by Specifications of these Parameters. Finally, the expected sequence of intermediate states that occur during instances of a particular conventional pattern are represented by the Components of the corresponding Dialogue-Game. Representations for several Dialogue-Games are presented here, based on our analyses of different kinds of naturally occurring dialogue. A process model is discussed, showing Dialogue-Game identification, pursuit, and termination as part of the comprehension of dialogue utterances. This Dialogue-Game model captures some of the important functional aspects of language, especially indirect uses to achieve implicit communication.  相似文献   
523.
The growing use of digital health communication channels has produced dramatic changes, providing broad access to information for making health decisions and addressing users' emotional needs. Digital health communication channels combine mass and interpersonal communication in different ways. Type 1 convergence occurs sequentially: Individuals obtain health information online that they discuss interpersonally with health providers. Type 2 convergence involves discussions occurring via online health information systems. The effectiveness of these systems depends upon seven communication design and implementation strategies. Emerging interactive health information systems provide customized responses tailored to individuals' specific needs and situations. All these forms of media convergence can improve health education, health promotion, and health behavior change.  相似文献   
524.
In this paper a semantic metalanguage is developed and designed to study the occurrence, spread and safe interaction of semantic processes in information modeling systems, including cognitive interference. An approach to construe a semantic network is proposed and based on a computational model in which both nodes and arcs are information processes. Concepts are represented by intensional objects within the framework of theories without types, and they, in turn, are considered as special counterparts of typed theories. Similar mixing was used in model studies for lambda calculus. To a contrast with them, in this paper, information processes correspond to parameterized metadata objects, which are variable domain constructs. Transformations of variable domains correspond to the spread of the process. Directional transformation provides the generation of metadata targets in the form of parameterized concepts. This simulates the development of the process, which corresponds to the spread of cognitive interference and allows the interpretation of a hidden time factor. The emerging model is purely process based and provides such a conceptual framework. The possibility of coding this framework with a system of interdependent lambda terms is reflected.  相似文献   
525.
We examined links between sharing, respect for moral others, and sympathy in an ethnically diverse sample of 7‐ and 15‐year‐olds (= 146). Sharing was assessed through children's allocation of resources in the dictator game. Children reported their respect towards hypothetical characters performing moral acts. Sympathy was evaluated via caregiver and child reports. Respect and caregiver‐reported sympathy interacted in predicting sharing: Higher levels of respect were associated with higher levels of sharing for children with low, but not medium or high, levels of sympathy. The motivational components of other‐oriented respect may compensate for low levels of sympathetic concern in the promotion of sharing.  相似文献   
526.
527.
Since its inception, Shannon's information theory has attracted interest for the study of language and music. Recently, a wide range of converging studies have shown how efficient communication pervades language, from phonetics to syntax. Efficient principles imply that more resources should be assigned to highly informative items. For instance, average information content was shown to be a better predictor of word length than frequency, revisiting the famous Zipf's law. However, in spite of the success of the efficient communication framework in the study of language and speech, very little work has investigated its relevance in the analysis of music. Here, we examine the organization of harmonic information in two large corpora of Western music, one made of MIDI files directly sequenced from scores, and the other made of MIDI recordings of live performances of highly skilled piano players. We show that there is a clear positive relationship between (contextual) information content of harmonic sequences and two essential musical properties, namely duration and loudness: the more unexpected a harmonic event is, the longer and the louder it is.  相似文献   
528.
This article introduces the special issue of Cognitive Systems Research on public policy processes. We begin with a discussion of the cognitive foundations of public policy that stem from the complexity of human cognition and emotion. Next, we provide an overview of the articles in the special issue, which occur at the edge of a public policy-cognitive systems boundary. We then turn to a discussion of promising new work in the study of public policy that explores—or may benefit from—the cognitive systems perspective.  相似文献   
529.
Abstract

This article compares the information processing and dynamical systems perspectives on problem solving. Key theoretical constructs of the information-processing perspective include “searching” a “problem space” by using “heuristics” that produce “incremental” changes such as reaching a “subgoal” to solve a puzzle. Key theoretical constructs of the dynamical-systems perspective include “positive attractors”, “negative attractors”, and “latent attractors” that can cause large “nonincremental” changes in the possibility of a solution through the “emergence” of new ideas and beliefs that can resolve a conflict. The proposed alignment maps dynamical-system constructs to information-processing constructs: state space to problem space, negative attractor to impasse, positive attractor to productive subgoal, latent attractor to implicit cognition, and nonincremental change to insight. The purpose of the mapping is to explore similarities and differences between these constructs. Research from cognitive and social psychology illustrates how using constructs from both perspectives is helpful. The concluding section on Future Directions recommends an agenda based on three objectives: (1) create ontologies to organise current knowledge, (2) conduct research to obtain new knowledge, and (3) provide education to inform students about this knowledge.  相似文献   
530.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号