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81.
This paper describes the use of video installation as a creative means of engaging audiences in visual research. A detailed image-based overview of the project, 1247 Days on Whymark Avenue, is also presented. This interactive video installation offered viewers a level of phenomenological immersion in the compressed temporality and asynchronous dialogue captured by this visual research project. This film is part of a larger research project on the longitudinal photo-documentation of urban life (Hansen & Flynn 2015a). The project uses repeat photography to study street art and graffiti as visual dialogue.  相似文献   
82.
Abstract

Following its economic impact and rising popularity, ‘e-sports’ has become a theme within the academic debate on sports. The current discussion revolves around the definitions of sports provided by the philosophy and sociology of sports and how in turn, this can be adapted to e-sports. The premise of this article is the analysis of ‘institutionalisation’, which is claimed to be an element of modern sport. The governance and production aspects of e-sports will be the main focus where the nature of video games with their fractured production process, the lack of a monopolistic international organisation and its relative novelty will be emphasised. Furthermore, the shaky ground on which the term ‘institutionalisation’ stands will be touched on. It will conclude that the current debate on the recognition of e-sports as a sport may experience certain pitfalls if it does not solve the fundamental problems regarding institutionalisation and ignores the production process of video games and e-sports.  相似文献   
83.
音乐表演影像材料的情绪诱发功能有音乐和影像的共同优势,但目前缺乏以音乐表演为内容的情绪音乐影像库。试图建立可供相关研究使用的情绪音乐影像系统。根据前期研究使用过的材料、相关研究结果及音乐专业人士的建议,收集分别表达愤怒、恐惧、悲伤和开心的音乐,包括歌剧、交响乐、民乐等,剪辑为30秒左右的片段,非音乐专业被试对材料的情绪类型和强度进行评定,最终筛选出能有效诱发目标情绪的64条音乐影像材料。未来可在测量指标的客观性和审美性及被试和音乐材料的样本量两方面改进。  相似文献   
84.
Different approaches have investigated the syntax and semantics of agent communication languages. However, these approaches have not indicated how agents should dynamically use communications. Instead of filling this pragmatics gap, most approaches have mainly focused on the ‘structure’ of dialogues even though developers are more interested in agents’ capabilities of having ‘useful’ automated conversations with respect to their goals rather than in their abilities to structure dialogues. This led us to work on a theory of the use of conversations between agents. In this paper, we propose a pragmatics theory which extends and adapts the cognitive dissonance theory (a major theory of social psychology) to multi-agent systems by unifying it with the theory of coherence in thought and action that issues from computational philosophy of mind. Precisely, we show how this theory allows us to provide generic conceptual tools for the automation of both agent communicational behavior and attitude change processes. This new motivational model is formulated in terms of constraints and elements of cognition and allows us to define cognitive incoherences and dialogue utility measures. We show how these measures could be used to solve common problems and answer some critical questions concerning agent communication frameworks use. Finally, our exploration in applying the cognitive coherence pragmatics theory as a new communication layer over classical BDI agents is presented. It relies on our dialogue games based agent communication language (DIAGAL) and our dialogue games simulator toolbox (DGS). The resulting framework provides the necessary theoretical and practical elements for implementing our theory. In doing so, it brings in a general scheme for automatizing agents’ communicational behavior as it is exemplified in this article.  相似文献   
85.
In this paper I want to argue for the optimal way to characterise the logical and semantical behaviour of the singular term ‘God’ used in religious language. The relevance of this enterprise to logical theory is the main focus as well. Doing this presupposes to outline the two rivaling approaches of well-definition of singular terms: Kripke’s (“rigid designators”) and Hintikka’s (“world-lines”). ‘God’ as a “rigid designator” is purified from all real-life-language-games of identification and only spells out a metaphysical tag, which favours the view of “anything goes”. Instead, ‘God’ as a “world-line,” plus two ways of quantification, is much more flexible to theological traditions, teachings of the church, religious practices and personal feelings. Thus, it provides a sufficiently well-defined singular term for the purposes of logical theory. The whole sketch is based on Jaakko Hintikka’s logical ideas, mainly on his responses to different authors in PJH. I have systematically omitted direct references to his texts because I have modified considerably his ideas for my own purposes.  相似文献   
86.
In this paper, we present a discussion game for argumentationunder stable semantics. Our work is inspired by Vreeswijk andPrakken, who have defined a similar game for preferred semantics.In the current paper, we restate Vreeswijk and Prakken's workusing the approach of argument labellings and then show howit can be adjusted for stable semantics. The nature of the resultingargument game is somewhat unusual, since stable semantics doesnot satisfy the property of relevance.  相似文献   
87.
The Penny Beliefs Scale - Weapons (PBS-W) comprises of 36 items that measure young people’s beliefs about carrying and using weapons. It was designed to facilitate our understanding of weapons carrying and use. The PBS-W has excellent internal reliability (Cronbach’s alpha of .92), extremely good test-retest consistency (ICC = .83) and is significantly positively correlated with self-reported delinquency. In order to further demonstrate the utility of the PBS-W it was compared with other measures that would be expected to be associated with weapons carrying and use. The PBS-W, the Eysenck Personality Questionnaire (EPQ-R-SV), the Maudsley Violence Questionnaire (MVQ), the Barratt Impulsiveness Scale (BIS-11), and the Brief Measure of Sensation Seeking (SS2) were administered to 189 school pupils in South Wales, aged between 16 and 18 years. Results demonstrated that the PBS-W is significantly positively correlated with EPQ Psychoticism (P), violent cognitions, impulsivity, and sensation seeking. Multiple regressions, controlling for gender and impression management (EPQ-Lie), showed that violent cognitions predicted beliefs about carrying and using weapons above and beyond P, sensation seeking and impulsivity. These findings suggest that violent cognitions are the single most powerful predictors of positive beliefs about carrying and using weapons.  相似文献   
88.
河南省医疗改革突出的难题在于如何实现保健资源的公平公正.影响河南医疗改革公平的因素是产权改制的方向偏差,道德异乡人的利益博弈,资本和技术对医学的剥蚀,医学、医疗自身发展的失衡.实现医疗改革公平的对策建议是显化政府责任伦理,重建医患利益共同体,整合优化卫生资源的配置,推行医学整体化的发展模式.  相似文献   
89.
Debate remains regarding the interaction between predictor variables for aggression, including family environment, media violence, and personality. The current study examined the contributions of gender and personality, exposure to physical abuse and violence in the family, and exposure to media violence in both television and in video games on violent criminal activity. Data from young adults (n = 355) indicated that personality characteristics and direct physical abuse significantly predicted violent crime. Exposure to television and video game violence were not significant predictors of violent crime. These results elucidate the complex interplay between multiple factors related to the etiology of violent crime. These results also call into question the belief that media violence is involved in the etiology of violent crime.  相似文献   
90.
This study evaluated the use of video modeling and video modeling plus video feedback to enhance four adolescents' performance of a dance movement. Intervention was evaluated in a multiple baseline across participants design. This study found that video modeling enhanced performance from baseline, but the addition of video feedback produced further increases. For one participant, improvement was dependent on the perspective of the video model. Implications of these findings and suggestions for future research are discussed.  相似文献   
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