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81.
宗教生态论     
宗教生态论是用文化生态学的眼光研究不同范围中宗教文化生命系统总体态势、层次结构、内外关系、动态运行的机制,考察世界三大宗教生态模式:亚伯拉罕系统的一元分化式、印度系统的一元多神蝉变式、中国的多元通和模式,说明宗教生态论的理论价值,重点阐述中国宗教良性生态的失衡与重建。  相似文献   
82.
The hippocampus is known to maintain memories of object-place associations that can produce a scene expectation at a novel viewpoint. To implement such capabilities, the memorized distances and directions of an object from the viewer at a fixed location should be integrated with the imaginary displacement to the new viewpoint. However, neural dynamics of such scene expectation at the novel viewpoint have not been discussed. In this study, we propose a method of coding novel places based on visual scene transformation as a component of the object-place memory in the hippocampus. In this coding, a novel place is represented by a transformed version of a viewer’s scene with imaginary displacement. When the places of individual objects are stored with the coding in the hippocampus, the object’s displacement at the imaginary viewpoint can be evaluated through the comparison of a transformed viewer’s scene with the stored scene. Results of computer experiments demonstrated that the coding successfully produced scene expectation of a three object arrangement at a novel viewpoint. Such the scene expectation was retained even without similarities between the imaginary scene and the real scene at the location, where the imaginary scenes only functioned as indices to denote the topographical relationship between object locations. The results suggest that the hippocampus uses the place coding based on scene transformation and implements the spatial imagery of object-place associations from the novel viewpoint.  相似文献   
83.
Thinking about the abstract concept power may automatically activate the spatial up-down image schema (powerful up; powerless down) and consequently direct spatial attention to the image schema-congruent location. Participants indicated whether a word represented a powerful or powerless person (e.g. ‘king’ or ‘servant’). Following each decision, they identified a target at the top or bottom of the visual field. In Experiment 1 participants identified the target faster when their spatial position was congruent with the perceived power of the preceding word than when it was incongruent. In Experiment 2 ERPs showed a higher N1 amplitude for congruent spatial positions. These results support the view that attention is driven to the image schema congruent location of a power word. Thus, power is partially understood in terms of vertical space, which demonstrates that abstract concepts are grounded in sensory-motor processing.  相似文献   
84.
85.
Can children’s handedness influence how they represent abstract concepts like kindness and intelligence? Here we show that from an early age, right‐handers associate rightward space more strongly with positive ideas and leftward space with negative ideas, but the opposite is true for left‐handers. In one experiment, children indicated where on a diagram a preferred toy and a dispreferred toy should go. Right‐handers tended to assign the preferred toy to a box on the right and the dispreferred toy to a box on the left. Left‐handers showed the opposite pattern. In a second experiment, children judged which of two cartoon animals looked smarter (or dumber) or nicer (or meaner). Right‐handers attributed more positive qualities to animals on the right, but left‐handers to animals on the left. These contrasting associations between space and valence cannot be explained by exposure to language or cultural conventions, which consistently link right with good. Rather, right‐ and left‐handers implicitly associated positive valence more strongly with the side of space on which they can act more fluently with their dominant hands. Results support the body‐specificity hypothesis ( Casasanto, 2009 ), showing that children with different kinds of bodies think differently in corresponding ways.  相似文献   
86.
Spatial mental representations can be derived from linguistic and non‐linguistic sources of information. This study tested whether these representations could be formed from statistical linguistic frequencies of city names, and to what extent participants differed in their performance when they estimated spatial locations from language or maps. In a computational linguistic study, we demonstrated that co‐occurrences of cities in Tolkien’s Lord of the Rings trilogy and The Hobbit predicted the authentic longitude and latitude of those cities in Middle Earth. In a human study, we showed that human spatial estimates of the location of cities were very similar regardless of whether participants read Tolkien’s texts or memorized a map of Middle Earth. However, text‐based location estimates obtained from statistical linguistic frequencies better predicted the human text‐based estimates than the human map‐based estimates. These findings suggest that language encodes spatial structure of cities, and that human cognitive map representations can come from implicit statistical linguistic patterns, from explicit non‐linguistic perceptual information, or from both.  相似文献   
87.
Understanding the role of 'representations' in cognitive science is a fundamental problem facing the emerging framework of embodied, situated, dynamical cognition. To make progress, I follow the approach proposed by an influential representational skeptic, Randall Beer: building artificial agents capable of minimally cognitive behaviors and assessing whether their internal states can be considered to involve representations. Hence, I operationalize the concept of representing as 'standing in,' and I look for representations in embodied agents involved in simple categorization tasks. In a first experiment, no representation can be found, but the relevance of the task is undermined by the fact that agents with no internal states can reach high performance. A simple modification makes the task more "representationally hungry," and in this case, agents' internal states are found to qualify as representations. I conclude by discussing the benefits of reconciling the embodied-dynamical approach with the notion of representation.  相似文献   
88.
We tested an embodied account of language proposing that comprehenders create perceptual simulations of the events they hear and read about. In Experiment 1, children (ages 7–13 years) performed a picture verification task. Each picture was preceded by a prerecorded spoken sentence describing an entity whose shape or orientation matched or mismatched the depicted object. Responses were faster for matching pictures, suggesting that participants had formed perceptual-like situation models of the sentences. The advantage for matching pictures did not increase with age. Experiment 2 extended these findings to the domain of written language. Participants (ages 7–10 years) of high and low word reading ability verified pictures after reading sentences aloud. The results suggest that even when reading is effortful, children construct a perceptual simulation of the described events. We propose that perceptual simulation plays a more central role in developing language comprehension than was previously thought.  相似文献   
89.
Creativity has received, and continues to receive, comparatively little analysis in philosophy and the brain and behavioural sciences. This is in spite of the importance of creative thought and action, and the many and varied resources of theories of mind. Here an alternative approach to analyzing creativity is suggested: start from the bottom up with minimally creative thought. Minimally creative thought depends non‐accidentally upon agency, is novel relative to the acting agent, and could not have been tokened before the time it is in fact tokened, relative to the agent in question. Thoughts that meet these three conditions—agency, psychological novelty, and modal—are what may be called cognitive breakthroughs. Even if such breakthroughs are not necessary to or definitive of richer creativity, they are indeed central to much of creativity. The minimal analysis provides a more workable explanandum for theories of creativity of varied motivation and method.  相似文献   
90.
Persuasion has been extensively researched for decades. Much of this research has focused on different message tactics and their effects on persuasion (e.g., Chang & Chou, 2008; Lafferty, 1999). This research aims to assess whether the persuasion of a specific type of message is influenced by need for cognition (NFC) and time pressure. The 336 undergraduates participated in a 2 (message sidedness: one-sided/two-sided) × 3 (time pressure: low/moderate/high) between-subjects design. Results indicate that two-sided messages tend to elicit more favorable ad attitudes than one-sided messages. As compared with low-NFC individuals, high-NFC individuals are likely to express more favorable ad attitudes, brand attitudes and purchase intention. Moderate time pressure tends to lead to more favorable ad attitudes than low time pressure and high time pressure. In addition, moderate time pressure is likely to elicit more favorable brand attitudes and purchase intentions than high time pressure, but does not elicit more favorable brand attitudes and purchase intentions than low time pressure. Furthermore, when high-NFC individuals are under low or moderate time pressure, two-sided messages are more persuasive than one-sided messages; however, message sidedness does not differentially affect the persuasion when high-NFC individuals are pressed for time. In contrast, one-sided messages are more persuasive than two-sided messages when low-NFC individuals are under low or high time pressure, and two-sided messages are more persuasive than one-sided messages when low-NFC individuals are under moderate time pressure.  相似文献   
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