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711.
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Sensory-motor experiences are known to build up concrete and abstract concepts during the lifespan. The present study aimed to test how finger counting habits (right-hand vs. left-hand starters) could influence the spatial–numerical representation in number-to-position (explicit) and digit-string bisection (implicit) tasks. The subjects were Italian primary school children (N = 184, from the first to the fifth year) and adults (N = 42). No general preference for right- or left-starting in the finger counting was found. In the explicit task, right- or left-starting did not affect performance. In the implicit task, the right-hand starters shifted from the left to the right space when bisecting small and large numbers respectively, while the left-hand starters shifted from the right to the left space with higher leftward bias for large numbers. The finger configuration in Italian children and adults influences the spatial–numerical representation, but only when implicit number processing is required by the task.  相似文献   
713.
ObjectivesWe compared the spatial concepts given to sounds' directions by blind football players with both blind non-athletes and sighted individuals.MethodParticipants verbally described the directions of sounds around them by using predefined spatial concept labels, under two blocked conditions: 1) facing front, 2) pointing with the hand towards the stimulus.ResultsBlind football players categorized the directions more precisely (i.e., they used simple labels for describing the cardinal directions and combined labels for the intermediate ones) than the other groups, and their categorization was less sensitive to the response conditions than blind non-athletes. Sighted participants' categorization was similar to previous studies, in which the front and back regions were generally more precisely described than the sides, where simple labels were often used for describing directions around the absolute left and right.ConclusionsThe differences in conceptual categorization of sound directions are a) in sighted individuals, influenced by the representation of the visual space b) in blind individuals, influenced by the level of expertise in action and locomotion based on non-visual information, which can be increased by auditive stimulation provided by blind football training.  相似文献   
714.
Concepts, including the mental number line, or addressing pitch as high and low, suggest that the spatial–numerical and spatial–pitch association of response codes (SNARC and SPARC) effects are domain-specific and thus independent. Alternatively, there may be dependencies between these effects, because they share common automatic or controlled decision mechanisms. In two experiments, participants were presented with spoken numbers in different pitches; their numerical value, pitch, and response compatibility were varied systematically. This allowed us to study SNARC and SPARC effects in a factorial design (see also Fischer, Riello, Giordano, &; Rusconi, 2013 Fischer, M. H., Riello, M., Giordano, B. L., &; Rusconi, E. (2013). Singing numbers?…?in cognitive space--a dual-task study of the link between pitch, space, and numbers. Topics in Cognitive Science, 5(2), 354366. Retrieved from http://doi.org/10.1111/tops.12017[Crossref], [PubMed], [Web of Science ®] [Google Scholar]). Participants judged the stimuli on numerical magnitude, pitch, or parity (odd–even). In all tasks, the SNARC and SPARC effects had superadditive interactions. These were interpreted as both effects sharing a common mechanism. The task variation probes the mechanism: In the magnitude judgement task, numerical magnitude was explicit, whereas pitch was implicit; in the pitch judgement task, it was vice versa. In the parity judgement task, both dimensions were implicit. Regardless of whether they were implicit or explicit, both SNARC and SPARC effects occurred in all tasks. We concluded that by not requiring focal attention the common mechanism operates automatically.  相似文献   
715.
716.
Cognitive architectures (CA) are an IA approach to implement computer systems with human-like behavior. Fundamental exhibited human capabilities include planning and decision-making. In that regard, numerous AI systems successfully exhibit human-like behavior but are limited to either achieving specific objectives or are restrained to too heavily constrained environments, which makes them unsuitable in the presence of unforeseen situations where autonomy is required. To try to alleviate the problem, we present a bio-inspired computational model to solve the autonomous navigation problem of a computational entity in a controlled context. This proposal is the result of the interaction between planning and decision-making, spatial attention and the motor cognitive functions. The proposed model is based on neuroscientific evidence concerning the involved cognitive functions and is part of a more general cognitive architecture. In the case study developed to validate our idea, we can see that the processes previously identified play an important role to accomplish spatial navigation. In the case study presented, an agent achieves the navigation over an unexplored maze from an initial to a final position successfully. The reunited results motivate us to continue improving our model considering attentional information to influence the agent’s motor behavior.  相似文献   
717.
The purpose of the study is to develop a learning system for internal representation of the events localization space to realize orientation and navigation of autonomous mobile systems. The task of the research is the development of simulation models of the semantics of the event localization space based on multi-agent neurocognitive architectures. The paper proves that the multi-agent neurocognitive architecture is an effective formalism for describing the semantics of the spatial localization of events. Main theoretical foundations have been developed for the simulation of spatial relations using the so-called multi-agent facts, consisting of software agents-concepts, reflecting semantic categories corresponding to parts of speech. It is shown that locative software agents that describe the spatial location of objects and events, forming homogeneous connections, compose the so-called field locations. The latter describes a holistic view of the intellectual agent about the environment. The paper defines conceptual foundations of multi-agent modeling of the semantics of subjective reflexive mapping of the interaction between real objects, space and time.  相似文献   
718.
This study explores where and when community violence exposure (CVE) matters for psychological functioning in a sample of low-income, racial/ethnic minority youth (M) age = 16.17, 55% female, 69% Black, and 31% Non-Black/Latinx) living in Chicago. CVE was measured with violent crime data that were geocoded in terms of distance from youths’ home and school addresses, and then calculated in terms of three distinct spatial dynamics: chronicity, pervasiveness, and spatial proximity. These measures reflect indirect/objective CVE across different conceptualizations of time, space, and neighborhood context. We tested the relationship between each CVE measure and trait anxiety and behavioral and cognitive dysregulation while controlling for youth-reported, direct violent victimization (e.g., being attacked) to examine how indirect/objective CVE occurring within youths’ neighborhood contexts matters beyond direct/subjective violence exposure. Results revealed that long-term chronic, pervasive, and spatially proximal CVE was related to higher levels of behavioral dysfunction. In contrast, CVE within home- and school-based neighborhoods interacted to predict trait anxiety; youth living in low-crime neighborhoods and attending schools in high-crime neighborhoods had the highest rates of trait anxiety. Measuring CVE within both home and school neighborhoods at specific spatial measurements and time frames is critical to understand and prevent the consequences of CVE.  相似文献   
719.
Frames of reference (i.e. sets of loci defining spatial locations) determine animals’ performances in object search tasks. Reference frames are used at different scales. Although much behavioural research has been conducted on search strategies in many animal species, relatively little has been done on nonhuman primates. The two experiments reported here focused on the relative strength and the level of functioning of different reference frames at the small-scale level in four capuchins (Cebus apella). Two identical boxes and a landmark were placed on a round platform that could be rotated. A reward was hidden in subject’s view under one box, and then a sash-screen was lowered to hide the rotation of the platform; the sash-screen was then lifted and the subject allowed to search for the reward. In experiment 1 the rewarded box was always the closer to the landmark, in experiment 2 it could be either the box closer to or the box farther from the landmark. Capuchins were successful after invisible rotations in experiment 1, but they failed after invisible rotations in experiment 2. Two possible explanations are proposed: (1) capuchins relied heavily on the left-right body-axis as a frame, and they could only substitute it with a simple association between the rewarded position and the landmark; or (2) capuchins failed because they chose external cues in the room, therefore on a inappropriate scale. The latter explanation allows two further inferences: (a) the capuchins’ choice was indirectly related to their body-axes; and (b) the capuchins revealed a cognitive asymmetry between small-scale and large-scale spaces, thus differing from humans. Received: 10 October 1999 / Accepted after revision: 4 May 2000  相似文献   
720.
本研究通过两部分实验探讨汉语发展性阅读障碍儿童与正常儿童中央执行系统的容量差异和这种差异的性质。通过比较匹配生理年龄的不同阅读水平儿童在自定步速和固定步速的复杂阅读广度测验中的成绩,发现发展性阅读障碍儿童在两种阅读广度测验中都表现出中央执行系统容量的缺陷,这种缺陷既不能用加工效率理论,也不能用资源分配理论来解释,而符合一般容量假设。因此,本研究支持发展性阅读障碍儿童存在实时加工和存储信息的一般容量缺陷。  相似文献   
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