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201.
The “top-down” and “bottom-up” approaches have been thought to exhaust the possibilities for doing cognitive neuroscience. We argue that neither approach is likely to succeed in providing a theory that enables us to understand how cognition is achieved in biological creatures like ourselves. We consider a promising third way of doing cognitive neuroscience, what might be called the “neural dynamic systems” approach, that construes cognitive neuroscience as an autonomous explanatory endeavor, aiming to characterize in its own terms the states and processes responsible for brain-based cognition. We sketch the basic motivation for the approach, describe a particular version of the approach, so-called ‘Dynamic Causal Modeling’ (DCM), and consider a concrete example of DCM. This third way, we argue, has the potential to avoid the problems that afflict the other two approaches.  相似文献   
202.
The present study seeks to address the gap in our understanding of the role of community- and school-level factors on individual-level gang joining. We assess our research question by bringing together data from a statewide survey of more than 35,000 school youth who were enrolled in more than 250 schools and resided in more than 300 communities. We first use multilevel modeling techniques to examine the independent relationship of community and school on the likelihood of individual youth gang joining. Second, while controlling for individual-level risk and protective factors, we examine the simultaneous relationship of community- and school-level conditions on gang joining. Overall, the results of the present study suggest that both community- and school-level characteristics play a role in gang joining. The results of the cross-classified model suggests that community structural characteristics may serve as protection against gang joining. Individual-level risk and protective factors remain important for understanding gang joining. A variety of factors are related to gang joining. Though individual-level factors are important, community- and school-level factors are meaningful in the understanding of gang joining.  相似文献   
203.
The present paper examined the structure of Dutch adolescents' music preferences, the stability of music preferences and the relations between Big‐Five personality characteristics and (changes in) music preferences. Exploratory and confirmatory factor analyses of music‐preference data from 2334 adolescents aged 12–19 revealed four clearly interpretable music‐preference dimensions: Rock, Elite, Urban and Pop/Dance. One thousand and forty‐four randomly selected adolescents from the original sample filled out questionnaires on music preferences and personality at three follow‐up measurements. In addition to being relatively stable over 1, 2 and 3‐year intervals, music preferences were found to be consistently related to personality characteristics, generally confirming prior research in the United States. Personality characteristics were also found to predict changes in music preferences over a 3‐year interval. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   
204.
Three experiments examined the effects of interactive visualizations and spatial abilities on a task requiring participants to infer and draw cross sections of a three-dimensional (3D) object. The experiments manipulated whether participants could interactively control a virtual 3D visualization of the object while performing the task, and compared participants who were allowed interactive control of the visualization to those who were not allowed control. In Experiment 1, interactivity produced better performance than passive viewing, but the advantage of interactivity disappeared in Experiment 2 when visual input for the two conditions in a yoked design was equalized. In Experiments 2 and 3, differences in how interactive participants manipulated the visualization were large and related to performance. In Experiment 3, non-interactive participants who watched optimal movements of the display performed as well as interactive participants who manipulated the visualization effectively and better than interactive participants who manipulated the visualization ineffectively. Spatial ability made an independent contribution to performance on the spatial reasoning task, but did not predict patterns of interactive behavior. These experiments indicate that providing participants with active control of a computer visualization does not necessarily enhance task performance, whereas seeing the most task-relevant information does, and this is true regardless of whether the task-relevant information is obtained actively or passively.  相似文献   
205.
We have developed a process model that learns in multiple ways while finding faults in a simple control panel device. The model predicts human participants' learning through its own learning. The model's performance was systematically compared to human learning data, including the time course and specific sequence of learned behaviors. These comparisons show that the model accounts very well for measures such as problem-solving strategy, the relative difficulty of faults, and average fault-finding time. More important, because the model learns and transfers its learning across problems, it also accounts for the faster problem-solving times due to learning when examined across participants, across faults, and across the series of 20 trials on an individual participant basis. The model shows how learning while problem solving can lead to more recognition-based performance, and helps explain how the shape of the learning curve can arise through learning and be modified by differential transfer. Overall, the quality of the correspondence appears to have arisen from procedural, declarative, and episodic learning all taking place within individual problem-solving episodes.  相似文献   
206.
Most complex categories observed in real-world settings consist of perceptually disparate stimuli, such as a picture of a person's face, the person's name as written, and the same name as heard, as well as dimensional variants of some or all of these stimuli. The stimuli function as members of a single partially or fully elaborated generalized equivalence class when they occasion the mutual selection of each other after the establishment of some subset of relations among the stimuli. Indeed, it is these generalized relations among stimuli that enable an individual to respond appropriately to the inevitable flux of natural environments. The present experiments involved procedures for producing both types of generalized equivalence class and for evaluating their retention. Granting the formal and functional similarities that exist between generalized equivalence classes and natural categories, natural kinds, and fuzzy superordinate classes, the variables responsible for the emergence of the former might also account for the emergence of the latter three phenomena. In Experiment 1, After forming an A'-B' class, a B'-C relation was trained and generalization tests were conducted with B'-C, C-B', A'-C, and C'-A. Two of 5 participants passed the tests documenting the formation of A'-B'-C classes. Failures occurred in the A'-C and C-A' tests but not the B'-C and C-B' tests. Failures were also correlated with time between A'-B' class formation and C-based testing and with the absence of baseline confirmation when training and testing were separated by about one week. Experiment 2 replicated Experiment 1 but presented baseline confirmation probes immediatley prior to testing when training and testing were separated by one week; all participants then formed partially elaborated generalized equivalence classes. In Experiment 3, 5 of 6 participants formed fully elaborated generalized equivalence classes, represented as A' = B' = C'.  相似文献   
207.
Virtual organisms animated by a computational theory of selection by consequences responded on symmetrical and asymmetrical concurrent schedules of reinforcement. The theory instantiated Darwinian principles of selection, reproduction, and mutation such that a population of potential behaviors evolved under the selection pressure exerted by reinforcement from the environment. The virtual organisms' steady‐state behavior was well described by the power function matching equation, and the parameters of the equation behaved in ways that were consistent with findings from experiments with live organisms. Together with previous research on single‐alternative schedules (McDowell, 2004; McDowell & Caron, 2007) these results indicate that the equations of matching theory are emergent properties of the evolutionary dynamics of selection by consequences.  相似文献   
208.
Conducting studies using an undergraduate participant pool is fraught with difficulties. Among them are problems with adequately motivating subjects both to come to the study, and once there, to actively engage the experimental task. Thirty-one college students participated in a matching-to-sample (MTS) study involving substantial training, testing, retraining, and retesting of conditional discriminations and equivalence relations among four 4-member classes of nonsensical words. The study was conducted during the end of the semester, when performance often had been observed to be poorer than at other points in the semester. Eleven of the participants, in addition to standard instructions about the task, received additional instructions specifying molar consequences for high rates of "correct" responses throughout the procedure. This subset of participants displayed markedly improved performance as compared to those who did not receive the additional instructions. Results suggest that specification of molar contingencies improves participants' sensitivity to molecular contingencies within the study. Instructions that specify and increase the consequential functions of feedback provided during MTS trials may be one means of reducing unwanted variability in human MTS performance.  相似文献   
209.
眼动交互中边框和视标对作业绩效的影响研究   总被引:1,自引:0,他引:1  
研究人计算机界面设计中的眼动交互反馈方式,为优化基于视线追踪技术的人计算机界面设计提供工效学依据。12名被试在交互对象有无边框提示和当前注视位置有无视标反馈的四种组合条件下,通过眼动交互完成目标选择任务,由计算机自动记录作业时间、选择错误和超时数目。结果发现,有无当前注视位置的视标反馈对作业时间有显著影响,有视标反馈可加速目标字母的搜索与定位过程和目标激活过程,由视标反馈所产生的作业时间下降,主要由目标定位时间的缩短所致;边框提示对用户的作业绩效无显著影响。根据上述结果可得以下结论:对当前注视位置提供视标反馈是一种有效的反馈方式,基于视线追踪的人机交互系统应为用户提供这种反馈信息。  相似文献   
210.
Open Problems in the Philosophy of Information   总被引:5,自引:0,他引:5  
Abstract: The philosophy of information (PI) is a new area of research with its own field of investigation and methodology. This article, based on the Herbert A. Simon Lecture of Computing and Philosophy I gave at Carnegie Mellon University in 2001, analyses the eighteen principal open problems in PI. Section 1 introduces the analysis by outlining Herbert Simon's approach to PI. Section 2 discusses some methodological considerations about what counts as a good philosophical problem. The discussion centers on Hilbert's famous analysis of the central problems in mathematics. The rest of the article is devoted to the eighteen problems. These are organized into five sections: problems in the analysis of the concept of information, in semantics, in the study of intelligence, in the relation between information and nature, and in the investigation of values.  相似文献   
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