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91.
The left inferior frontal gyrus (LIFG) is crucially has been found to be involved in syntactic processing of various kinds. This study investigates the cortical effects of two types of syntactic processes: (i) Reconstruction in ellipsis (recovery of left-out material given by context, More people have been to Paris than […] to Oslo), using pseudo-elliptical structures (‘dead ends’) as control (More people have been to Paris than I have). (ii) Reanalysis in the face of structural ambiguity in syntactic ‘garden paths’, where the parser initially assigns an incorrect structure and is forced to reanalyze. Reanalysis and reconstruction require additional syntactic processing and were predicted to increase activation in areas otherwise involved in structural computation: LIFG (BA 44, 45), premotor BA 6, and posterior temporal BA 21, 22. This was borne out. The results showed an interaction effect of the types of construction in all three areas reflecting syntactic processing.  相似文献   
92.
By  Noreen Herzfeld 《Dialog》2005,44(4):347-353
Abstract: Is a human/computer hybrid feasible: If so, in what ways would such hybridization affect our concept of what it means to be human? There are two forms of such hybridization, the actual and the virtual. Actual hybridization involves the implantation of mechanical devices in the human body. In actual hybridization the computer comes to us and to our body to enhance our functioning in our world. In virtual hybridization we go to the computer, projecting our minds into the world of cyberspace and being formed there. Perhaps the most common form of virtual hybridization is the immersion our children experience in the world of video games. Both forms of hybridization encourage us to think of ourselves only in terms of function, just when most of our theologians find that humans reflect the image of God through our relationships. This emphasis on function best serves the military, but leaves us in the theological community with a dissatisfying concept of what it means to be human.  相似文献   
93.
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   
94.
Blake PR  McAuliffe K 《Cognition》2011,120(2):215-224
Research using economic games has demonstrated that adults are willing to sacrifice rewards in order to prevent inequity both when they receive less than a social partner (disadvantageous inequity) and when they receive more (advantageous inequity). We investigated the development of both forms of inequity aversion in 4- to 8-year-olds using a novel economic game in which children could accept or reject unequal allocations of candy with an unfamiliar peer. The results showed that 4- to 7-year-olds rejected disadvantageous offers, but accepted advantageous offers. By contrast, 8-year-olds rejected both forms of inequity. These results suggest that two distinct mechanisms underlie the development of the two forms of inequity aversion.  相似文献   
95.
本研究以技术接受模型(TAM)为理论框架, 通过对380名中学生的问卷调查考察了青少年网络游戏成瘾的影响因素及其机制。结果发现:(1)有用感、易用感、品质感知、游戏体验和态度与网络游戏成瘾显著正相关;(2)品质感知和游戏体验通过态度的部分中介作用对网络游戏成瘾产生间接影响, 同时对网络游戏成瘾有直接效应;有用感和易用感通过态度的完全中介作用对网络游戏成瘾产生间接影响, 对网络游戏成瘾没有直接效应。本研究结果表明, 品质感知、有用感、易用感和游戏体验对青少年网络游戏成瘾具有重要影响, 态度是其中的重要中介变量。  相似文献   
96.
为了探讨亲社会视频游戏对玩家人性化知觉的影响, 研究以大学生为被试, 通过两个实验, 分别采用自陈报告法和单类别内隐联想测验技术考察了亲社会视频游戏对玩家自我及他人外显及内隐人性化知觉的影响。结果发现:(1)相对于中性游戏, 不论是普遍人性, 还是独特人性, 亲社会视频游戏均可提高玩家对自我及他人外显的人性化知觉水平;(2)相对于中性游戏, 亲社会游戏可显著提高玩家对自我及他人独特人性的内隐知觉水平, 也可提升对自我普遍人性的内隐知觉水平, 但对他人普遍人性的内隐知觉的效应不明确。这些结果表明, 亲社会视频游戏对于提升玩家对自我和他人的人性化知觉水平具有重要作用。  相似文献   
97.
赵永乐  何莹  郑涌 《心理科学进展》2011,19(12):1788-1797
国内外的心理学者对暴力与非暴力电子游戏的消极影响做了大量研究, 随着一般学习模型的出现, 电子游戏的积极影响研究开始兴起, 同时也产生了对电子游戏消极影响的激烈争议。通过对近年来电子游戏消极影响研究中存在的问题进行分析, 认为争议的原因主要在于相关研究未能与真实社会情境结合, 研究设计与方法存在异议, 研究范围狭窄, 研究结果相互矛盾等。将研究领域扩展至电子游戏积极影响方面, 以及大范围的纵向研究将是解决这一争议的关键和这一领域未来的研究方向。  相似文献   
98.
In the 1970s, Robin Giles introduced a game combining Lorenzen-style dialogue rules with a simple scheme for betting on the truth of atomic statements, and showed that the existence of winning strategies for the game corresponds to the validity of formulas in Łukasiewicz logic. In this paper, it is shown that ‘disjunctive strategies’ for Giles’s game, combining ordinary strategies for all instances of the game played on the same formula, may be interpreted as derivations in a corresponding proof system. In particular, such strategies mirror derivations in a hypersequent calculus developed in recent work on the proof theory of Łukasiewicz logic. Presented by Daniele Mundici  相似文献   
99.
杨玉昌 《现代哲学》2004,2(4):121-127
本文通过分析叔本华的意志和维特根斯坦的语言游戏探讨了哲学问题与生活方式之间的关系问题,认为叔本华和维特根斯坦分别提出意志和语言游戏的目的是要通过改变人们的生活方式来消除传统的哲学问题。他们的这一探索对于我们重新认识哲学的性质、意义和功能具有重要意义。  相似文献   
100.
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression.  相似文献   
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