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91.
92.
With the rapid progress and considerable promise of nanobiotechnology/neurosciences there is the potential of transforming the very nature of human beings and of how humans can conceive of themselves as rational animals through technological innovations. The interface between humans and machines (neuro-digital interface), can potentially alter what it means to be human, i.e., the very idea of human nature and of normal functioning will be changed. In this paper, I argue that we are potentially on the verge of a paradigm shift in terms of the ends and goals of techno-science and its applications in the biomedical sciences. In particular, the development of brain-computer interfaces could reconceptualize the very notion of what it means to be human. Hence, we should not limit our reflections of applications in terms of therapy and enhancement but also include an examination of applications aiming at the alteration of human nature. To this end I will first delineate the potential paradigm shift and then map out four distinct clusters of concerns in relation to the brain-computer interface. Finally, I argue that our moral and philosophical reflections should follow a procedural model based on managed consensus due to our pluralistic context.
Fabrice JotterandEmail:
  相似文献   
93.
The purpose of the current study was to examine the effects of a multicomponent intervention that included discrimination training, real-time visual feedback, and self-monitoring on postural behavior at a computer workstation in a simulated office environment. Using a nonconcurrent multiple baseline design across 8 participants, the study assessed the effects of the intervention across three postural variables. Following an information phase, the intervention started for the lowest stable postural variable. The intervention led to substantial improvements in safety behavior for most targeted postural variables. A reversal to the information phase for 2 participants did not lead to decreases in safety. Postures self-monitored with high accuracy improved to a greater degree than postures self-monitored with low accuracy.  相似文献   
94.
People may exhibit two kinds of modifications when demonstrating action for others: modifications to facilitate bottom-up, or sensory-based processing; and modifications to facilitate top-down, or knowledge-based processing. The current study examined actors' production of such modifications in action demonstrations for audiences that differed in their capacity for intentional reasoning. Actors' demonstrations of complex actions for a non-anthropomorphic computer system and for people (adult and toddler) were compared. Evidence was found for greater highlighting of top-down modifications in the demonstrations for the human audiences versus the computer audience. Conversely, participants highlighted simple perceptual modifications for the computer audience, producing more punctuated and wider ranging motions. This study suggests that people consider differences in their audiences when demonstrating action.  相似文献   
95.
孙月  陈巍  丁峻 《心理科学进展》2011,19(8):1138-1146
人类日常动作有两种类型, 一是是对外界刺激的反应, 是一种自下而上的动作模式, 即感觉运动(sensorimotor)模式; 二是以人们头脑中的观念意图为基础, 由观念引导, 为了实现一个特定的目标而执行特定的动作, 是一种自上而下的动作模式, 即观念运动(ideomotor)模式。观念运动理论(ideomotor theory)所解释的就是以基于意图的动作。该理论经历了长期的演变, 一般动作执行与动作模仿领域内的行为与神经科学研究的证据初步证实了观念运动的理论构想与主要机制:共同编码机制与镜像神经机制。观念运动理论在贯通感知觉与动作方面具有重大意义, 由此还产生了共享环路模型(shared circuits model, SCM)等新近观点。此外, 观念运动理论还强调了目标和预期的重要地位。未来还需加强对动作与意图之间的通路, 以及动作的本体性效果等方面的研究。  相似文献   
96.
97.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc.  相似文献   
98.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc.  相似文献   
99.
阅读流畅性研究及其进展   总被引:1,自引:0,他引:1  
陆爱桃  张积家 《心理科学》2006,29(2):376-379
从介绍两个阅读发展模型入手,探讨了阅读流畅性与阅读的关系,揭示阅读流畅性在阅读发展进程中的地位和作用,并介绍了影响阅读流畅性的因素。在此基础上,指出了阅读流畅性研究对语言认知研究的重要性,并对今后研究作了初步展望。  相似文献   
100.
群体过程由各种行动和行为反应组成,具有动态性和复杂性。以往研究根据群体均衡理论、功能观点或时间理论等分别开发了各种基于研究者视角的群体互动过程观察分析系统。但很多研究结论并不一致,主要原因在于各个分析系统的关注点不同。本研究从信效度、理论基础、分析对象以及编码难易等角度总结了各个系统的优点和不足,并进一步提出未来研究可能的方向:构建适当的群体决策动态实验任务、明确群体过程作用机制、以及开发运用于实践的群体互动过程分析系统。  相似文献   
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