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151.
Localisation and navigation of autonomous vehicles (AVs) in static environments are now solved problems, but how to control their interactions with other road users in mixed traffic environments, especially with pedestrians, remains an open question. Recent work has begun to apply game theory to model and control AV-pedestrian interactions as they compete for space on the road whilst trying to avoid collisions. But this game theory model has been developed only in unrealistic lab environments. To improve their realism, this study empirically examines pedestrian behaviour during road crossing in the presence of approaching autonomous vehicles in more realistic virtual reality (VR) environments. The autonomous vehicles are controlled using game theory, and this study seeks to find the best parameters for these controls to produce comfortable interactions for the pedestrians. In a first experiment, participants’ trajectories reveal a more cautious crossing behaviour in VR than in previous laboratory experiments. In two further experiments, a gradient descent approach is used to investigate participants’ preference for AV driving style. The results show that the majority of participants were not expecting the AV to stop in some scenarios, and there was no change in their crossing behaviour in two environments and with different car models suggestive of car and last-mile style vehicles. These results provide some initial estimates for game theoretic parameters needed by future AVs in their pedestrian interactions and more generally show how such parameters can be inferred from virtual reality experiments.  相似文献   
152.
《Pratiques Psychologiques》2021,27(4):301-317
ObjectiveTo explore the relation to times in crisis units and psychiatric emergencies by crisis stakeholders.MethodIt is in a qualitative logic that the collection and analysis of data are discussed. 9 crisis stakeholders participated in the study. The data were collected using semi-structured interviews and analyzed using the Grounded Theory.ResultsThe Grounded Theory shows significant phenomena resulting the experience of temporality in psychiatric emergencies: plural human temporalities (1), impacts of multiple temporalities (2), reorganizing temporalities of the relationship (3), and appropriation of temporality (4). The manner of appropriating time depends essentially on the emotional control and the reflexivity of the therapeutic actions.ConclusionCrisis stakeholders are in temporality of immediacy, speed and subjective urgency and suggest us thinking in less quickly and better. Team exchanges are so many suspended moments that contribute to the resumption of a thought process and avoid acting too quickly. Participants would like the relational component to be privileged with patients.  相似文献   
153.
A variable message sign (VMS), which is a key component of intelligent transportation systems, has been frequently used in the management of urban roads and motorways to provide drivers with real-time traffic condition information about a road section or area. Nevertheless, there is a lack of unified regulations for VMS design, which makes it difficult to accurately determine the understandability and legibility of VMS information. In practice, inappropriate designs of VMSs are common, such as overload of VMS information and excessive number of phases, particularly on the urban roads of China. Building on our earlier findings obtained by surveys, in this study, field tests were conducted to assess the reliability of VMS information in terms of the visual perception characteristics of drivers. For a full visual perception, the information displayed on a VMS must be reliable, i.e., it should be easy for drivers to detect, obtain, and understand the messages they require. Two basic theories—information theory and visual perception theory—were introduced to build a quantification model of VMS information, select evaluation indices, and design the experimental process. A total of 24 drivers participated in the field experiments and questionnaires. Five indices—information obtainment rate, periodic validity, driver subjective scoring and the corresponding UI (represents information intelligibility), and CE (represents information legibility)—were analyzed to evaluate their relationships to VMS information reliability. The results confirmed that the amount of information, and the scrolling period considering redundant distance, significantly affect the reliability of VMSs information. For static VMSs, the information obtainment rate and the subjective scoring decrease with increasing amount of information. The recollection accuracy of the drivers significantly declines when the amount of information shown increases to 90 bits, corresponding to an information obtainment rate of less than 0.8 and UI equal to 0. For dynamic VMSs, the information reliability deteriorates as the scrolling period shortens and the number of phases increases. Unreasonable reliability is found when the periodic validity is less than 0.9, i.e., the actual scrolling period is more than 10% less than the calculated one, corresponding to CE equal to 0. The reliability of information was evaluated by combining the subjective scoring of the drivers and a data-based statistical analysis and considering driving safety. Accordingly, it was recommended that 90 bit is the maximum amount of information to be shown on a VMS and that the preferred scrolling period of each phase of a dynamic VMS is 5 s. The results of this study support the objective of providing reliable information to drivers by addressing the problems related to the amount of information and presentation time for VMSs. These findings provide a basis for determining the thresholds for VMS information to promote practical and user-friendly designs of VMSs on urban roads.  相似文献   
154.
In this study, we focus on ethical education as a means to improve artificial companion’s conceptualization of moral decision-making process in human users. In particular, we focus on automatically determining whether changes in ethical education influenced core moral values in humans throughout the century. We analyze ethics as taught in Japan before WWII and today to verify how much the pre-WWII moral attitudes have in common with those of contemporary Japanese, to what degree what is taught as ethics in school overlaps with the general population’s understanding of ethics, as well as to verify whether a major reform of the guidelines for teaching the school subject of “ethics” at school after 1946 has changed the way common people approach core moral questions (such as those concerning the sacredness of human life). We selected textbooks used in teaching ethics at school from between 1935 and 1937, and those used in junior high schools today (2019) and analyzed what emotional and moral associations such contents generated. The analysis was performed with an automatic moral and emotional reasoning agent and based on the largest available text corpus in Japanese as well as on the resources of a Japanese digital library. As a result, we found out that, despite changes in stereotypical view on Japan’s moral sentiments, especially due to historical events, past and contemporary Japanese share a similar moral evaluation of certain basic moral concepts, although there is a large discrepancy between how they perceive some actions to be beneficial to the society as a whole while at the same time being inconclusive when it comes to assessing the same action’s outcome on the individual performing them and in terms of emotional consequences. Some ethical categories, assessed positively before the war, while being associated with a nationalistic trend in education have also disappeared from the scope of interest of post- war society. The findings of this study support suggestions proposed by others that the development of personal AI systems requires supplementation with moral reasoning. Moreover, the paper builds upon this idea and further suggests that AI systems need to be aware of ethics not as a constant, but as a function with a correction on historical and cultural changes in moral reasoning.  相似文献   
155.
156.
物质成瘾是一种涉及生理、心理和环境等多因素的复杂现象, 但是当前基于生物还原论的解释对物质成瘾现象整体性的理解和康复研究造成了阻碍。网络理论聚焦于心理障碍变量之间相互作用形成的反馈环路, 从整体视角为研究物质成瘾提供了新的理论框架。将网络理论应用于物质成瘾的研究中将有利于:(1)理解症状之间的相互关系和影响; (2)理解症状网络的整体性和系统性动态变化过程; 以及(3)将多层次和多水平因素整合到统一的理论框架中。从网络理论视角来理解物质成瘾, 也将对未来的干预和治疗提供了理论支持。目前, 网络理论仍处于言语模型阶段, 未来需要进一步提出更具体、可验证的统计模型, 以完善对于物质成瘾机制的了解, 更加有效地推进物质成瘾的治疗与恢复。  相似文献   
157.
发展性阅读障碍是一种在获得阅读技能方面的特殊困难, 这种障碍会严重影响个体的发展, 如何帮助发展性阅读障碍者改善其阅读技能是近年来研究的焦点。传统的干预方法主要针对发展性阅读障碍者的语音缺陷, 这类方法存在一些问题, 如费时费力、给阅读障碍者带来阅读压力等。近年来, 大部分研究表明通过趣味性的动作视频游戏训练可以显著地提高发展性阅读障碍者的阅读技能, 但是其背后的机制尚不明确。基于大细胞通路缺陷理论框架, 从视觉空间注意、注意跨通道转换、视觉运动加工等方面来梳理动作视频游戏与阅读之间的关系, 揭示了动作视频游戏训练对阅读效率影响的可能内在机制。未来的研究可以在大细胞通路缺陷理论的框架下, 深入分析动作视频游戏改善阅读的神经机制, 并尝试开发更适合发展性阅读障碍者的干预程序。  相似文献   
158.
双加工理论认为熟悉性和回想是情景记忆的两个独立过程,其重要证据是ERP研究中FN400和LPC可以分别指示熟悉性和回想。但也有研究证明FN400是概念启动和熟悉性共同作用的结果,而LPC也不能准确的反映回想加工,因此,将其作为双加工理论证据的可靠性需进一步讨论。未来需进一步明确概念启动和熟悉性影响FN400的前提条件,并在提高生态效度和控制额外变量的同时明晰LPC的指向性,同时探究熟悉性和回想在再认过程中的具体作用方式。  相似文献   
159.
赵益  何东军 《心理科学》2021,(3):530-536
为了研究眼跳的双相调节理论是否适用于人类的视觉系统,本研究测量了人类被试对分别呈现在三种眼跳时间段(基线、眼跳抑制和眼跳增强)内的光栅的朝向辨别准确率。研究发现:相对于光栅呈现在基线时间段内,被试对呈现在抑制(或增强)时间段内的光栅的朝向辨别准确率显著地更低(或更高)(实验1);另外,只有使用低或中等空间频率光栅作为测试刺激时,才有这种双相调节作用(实验2)。这些结果表明:人类的视觉系统在眼跳过程中存在双相调节机制,并且这种双相调节机制具有刺激选择性。  相似文献   
160.
孙五俊  姜媛  方平 《心理科学》2021,(1):230-236
摘 要 积极和消极情绪的同时体验,即混合情绪,是生活中常见的情绪状态。健康应对的共激活模型、情绪动态模型和积极比模型一致认为混合情绪与心理健康之间呈现非线性的关系,适当的混合情绪有利于个体在困境中全面加工和整合信息,寻求意义,获得控制感,进而实现健康应对和心理症状改善,获得幸福感。未来研究应关注对非线性关系的精确描述;低压力或非压力情境下混合情绪的意义;进一步研究混合情绪促进心理健康的内部机制和影响因素。  相似文献   
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