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41.
Fabrice Jotterand 《Nanoethics》2008,2(1):15-23
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.
相似文献
Fabrice JotterandEmail: |
42.
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
43.
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
44.
45.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(2):146-158
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
46.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(4):358-371
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
47.
48.
Accountability in a computerized society 总被引:2,自引:0,他引:2
Helen Nissenbaum PhD 《Science and engineering ethics》1996,2(1):25-42
This essay warns of eroding accountability in computerized societies. It argues that assumptions about computing and features
of situations in which computers are produced create barriers to accountability. Drawing on philosophical analyses of moral
blame and responsibility, four barriers are identified: 1) the problem of many hands, 2) the problem of bugs, 3) blaming the
computer, and 4) software ownership without liability. The paper concludes with ideas on how to reverse this trend.
Several people have contributed generously to this work. Michael Davis, Deborah G. Johnson, Arthur Kuflik, Pamela Samuelson,
Debra Satz, Richard De George, Larry May, and Dennis Thompson read drafts and made invaluable suggestions. Reviewers forScience and Engineering Ethics offered thorough and challenging commentary. An earlier version of the paper was presented at The American Philosophical
Association, Eastern Division Meeting, December 1993, where audience comments and questions led to clarification of several
key issues. 相似文献
49.
Professor J. Berleur 《Science and engineering ethics》1996,2(2):155-165
This paper reviews codes of ethics and codes of conduct from different countries. The differences and similarities between code content and between attitudes are considered. Distinction is drawn between a code of ethics and a code of conduct. Recommendations are made for establishing a common framework for IFIP (International Federation for Information Process) Member or Affiliate Societies. 相似文献
50.
Business ethics and computer ethics: The view from Poland 总被引:1,自引:0,他引:1
Prof. Jacek Sojka 《Science and engineering ethics》1996,2(2):191-200
An Aristotelian approach to understanding and teaching business ethics is presented and defended. The newly emerging field
of computer ethics is also defined in an Aristotelian fashion, and an argument is made that this new field should be called
“information ethics”. It is argued that values have their roots in the life and practices of a community; therefore, morality
cannot be taught by training for a special way of reasoning. Transmission of values and norms occurs through socialization
— the process by which an individual absorbs not only values but also the whole way of life of his or her community. It follows
that business ethics and information ethics can be considered kinds of socialization into a profession: role learning and
acquiring a new self-identification. This way of understanding fields of applied ethics is especially important for their
proper development in Central-Eastern Europe because of endemic factors which are the result of recent political developments
there. 相似文献