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191.
We present a generic denotational semantic framework for protocols for dialogs between rational and autonomous agents over
action which allows for retraction and revocation of proposals for action. The semantic framework views participants in a
deliberation dialog as jointly and incrementally manipulating the contents of shared spaces of action-intention tokens. The
framework extends prior work by decoupling the identity of an agent who first articulates a proposal for action from the identity
of any agent then empowered to retract or revoke the proposal, thereby permitting proposals, entreaties, commands, promises,
etc., to be distinguished semantically. 相似文献
192.
Nicholas L. Carnagey Craig A. Anderson Bruce D. Bartholow 《Current directions in psychological science》2007,16(4):178-182
ABSTRACT— Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology. 相似文献
193.
Edward Epsen 《Studia Logica》2007,86(3):403-414
We observe that in certain two-player repeated games of incomplete information, where information may be incomplete on both
sides, it is possible for an informed player to signal his status as an informed player to the other without revealing any
information about the choice of chance. The key to obtaining such a class of games is to relax the assumption that the players’
moves are observable. We show that in such cases players can achieve a kind of signaling that is “zero-knowledge”, in the
sense that the other player becomes convinced that her opponent is informed without ever learning the choice of chance. Moreover,
such “zero-knowledge signaling” has all of the statistical properties associated with zero-knowledge proofs in intereactive
protocols. In particular, under the general assumption that moves are unobservable, such signaling leads to a class of equilibria
in repeated games that are separatingin regard to the status of player 1–informed or uninformed–but only for player 2; any other player in a network, being unable
to observe the moves of player 2, remains uncertain as to the status of player 1.
Special Issue Formal Epistemology II. Edited by Branden Fitelson 相似文献
194.
Despite much research on video/computer game play, especially the relationship between such play and aggression, little attention has been directed at needs met through play. The aim of the present study was to extend Selnow’s (1984) needs’ scale, and to identify individual differences in needs among adolescents. Focus groups were conducted, followed by a content analysis, and items corresponding to emerging themes were added to reasons identified in previous research for use in a quantitative survey. Four factors emerged from a factor analysis of the results; ‘companionship’, ‘prefer to friends’, ‘fun challenge’, and ‘stress relief’, and these, with the exception of ‘companionship’, were found to be significant predictors of play. 相似文献
195.
Two hundred twenty-five console video game covers obtained from online retail sites were examined for portrayals of men and
women. We hypothesized that males would be portrayed more often, but that females would be portrayed in a more hyper-sexualized
manner. Male characters were almost four times more frequently portrayed than female characters and were given significantly
more game relevant action. However, in spite of their less frequent appearance, female characters were more likely to be portrayed
with exaggerated, and often objectified, sexiness. Further, violence and sexiness was paired more frequently for female characters
than violence and muscular physiques for the male characters. The potential influence these negative portrayals could have
on gamers is discussed. 相似文献
196.
The development of a drive for muscularity among boys has been linked to various cultural influences, one of which is exposure to mass media depicting the muscular male body ideal. We sought to determine whether self-reported exposure to four ideal-body magazine genres (health/fitness, fashion, sports, and gaming) predicted an increased drive for muscularity 1 year later. A sample of 104 Black and 77 White preadolescent boys (mean age 8.77) participated in a 2-wave longitudinal panel study. Controlling Wave 1 grade, perceived thinness/adiposity, and drive for muscularity, exposure to video gaming magazines predicted a significant increase in Wave 2 drive for muscularity, but only for White boys. Discussion calls for the inclusion of video gaming magazine exposure measures in future research on print media and male body ideals, along with empirical exploration of racial themes in gaming magazines. 相似文献
197.
Games are defined as ongoing series of complementary ulterior transactions that are superficially plausible but have a concealed motivation to maximize pay-offs and minimize penalties for the initiator. While some games are harmless and part of socialization, others are destructive. Destructive game-playing in clinical supervision, in which game-playing (initiated by either supervisors or students) interferes with a student's realization of internship goals, has been documented in some allied healthcare professions but has not yet been studied in genetic counseling. Genetic counselors and clinical supervisors of genetic counseling students were anonymously surveyed regarding their experiences with destructive game-playing. Results show that such games do occur in genetic counseling clinical supervision. Some games are the same or similar to ones previously described in other health-care professions; others may be unique to genetic counseling. The purpose of this paper is to document these games as a first step to facilitating dialogue, understanding and awareness of them. 相似文献
198.
All other things being equal the parser favors attaching an ambiguous modifier to the most recent possible site. A plausible explanation is that locality preferences such as this arise in the service of minimizing memory costs—more distant sentential material is more difficult to reactivate than more recent material. Note that processing any sentence requires linking each new lexical item with material in the current parse. This often involves the construction of long-distance dependencies. Under a resource-limited view of language processing, lengthy integrations should induce difficulty even in unambiguous sentences. To date there has been little direct quantitative evidence in support of this perspective. This article presents 2 self-paced reading studies, which explore the hypothesis that dependency distance is a fundamental determinant of reading complexity in unambiguous constructions in English. The evidence suggests that the difficulty associated with integrating a new input item is heavily determined by the amount of lexical material intervening between the input item and the site of its target dependents. The patterns observed here are not straightforwardly accounted for within purely experience-based models of complexity. Instead, this work supports the role of a memory bottleneck in language comprehension. This constraint arises because hierarchical linguistic relations must be recovered from a linear input stream. 相似文献
199.
Dale O. StahlErnan Haruvy 《Journal of mathematical psychology》2002,46(5):531-553
Psychologically based rules are important in human behavior and have the potential of explaining equilibrium selection and separatrix crossings to a payoff dominant equilibrium in coordination games. We show how a rule learning theory can easily accommodate behavioral rules such as aspiration-based experimentation and reciprocity-based cooperation and how to test for the significance of additional rules. We confront this enhanced rule learning model with experimental data on games with multiple equilibria and separatrix-crossing behavior. Maximum likelihood results do not support aspiration-based experimentation or anticipated reciprocity as significant explanatory factors, but do support a small propensity for non-aspiration-based experimentation by random belief and non-reciprocity-based cooperation. 相似文献
200.
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression—by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. Aggr. Behav. 39:64‐70, 2013. © 2012 Wiley Periodicals, Inc. 相似文献