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71.
Investigating pedestrian crossing and driver yielding decisions should be an important focus considering the high risks of pedestrians in exposed to motorized traffic. Limitations, however, exist in previous studies – variables considered previously have been limited; how their behavior affect each other (defined as interactive impacts) were not sufficiently considered. This paper aims to provide a methodological approach for pedestrian crossing and driver yielding decisions during their interactions, considering of different variable types including interactive impact variables, traffic condition variables, road design variables, and environment variables. A Distance-Velocity (DV) framework proposed in an earlier study is introduced for definitions and concepts in studying pedestrian-vehicle interactions. Logistic regression, support vector machines, neural networks and random forests, are introduced as candidate models. A case study involving six crosswalk locations is conducted, focusing on interactions between pedestrians and right-turn vehicles. The proposed methodological approach is applied, with the performance of the four machine learning methods compared in terms of model generalization and confusion matrix. The model with the best performance is further compared to the typical gap-based model. Results show that random forest and logistic regression models performed the best in modeling pedestrian crossing and driver yielding decisions respective, in terms of model generalization. Besides, the DV-based modeling method (average accuracy of over 90% for pedestrians and 80% for drivers) outperformed the traditional gap-based method in all test seeds. As a key finding, interactive impacts from each other (the pedestrian and the driver) act as a key contributing variable on their decisions.  相似文献   
72.
任赫  黄颖诗  陈平 《心理科学进展》2022,30(5):1168-1182
计算机化分类测验(Computerized Classification Testing, CCT)能够高效地对被试进行分类, 已广泛应用于合格性测验及临床心理学中。作为CCT的重要组成部分, 终止规则决定测验何时停止以及将被试最终划分到何种类别, 因此直接影响测验效率及分类准确率。已有的三大类终止规则(似然比规则、贝叶斯决策理论规则及置信区间规则)的核心思想分别为构造假设检验、设计损失函数和比较置信区间相对位置。同时, 在不同测验情境下, CCT的终止规则发展出不同的具体形式。未来研究可以继续开发贝叶斯规则、考虑多维多类别情境以及结合作答时间和机器学习算法。针对测验实际需求, 三类终止规则在合格性测验上均有应用潜力, 而临床问卷则倾向应用贝叶斯规则。  相似文献   
73.
We investigate the hypothesis that infant-directed speech is a form of hyperspeech, optimized for intelligibility, by focusing on vowel devoicing in Japanese. Using a corpus of infant-directed and adult-directed Japanese, we show that speakers implement high vowel devoicing less often when speaking to infants than when speaking to adults, consistent with the hyperspeech hypothesis. The same speakers, however, increase vowel devoicing in careful, read speech, a speech style which might be expected to pattern similarly to infant-directed speech. We argue that both infant-directed and read speech can be considered listener-oriented speech styles—each is optimized for the specific needs of its intended listener. We further show that in non-high vowels, this trend is reversed: speakers devoice more often in infant-directed speech and less often in read speech, suggesting that devoicing in the two types of vowels is driven by separate mechanisms in Japanese.  相似文献   
74.
Three experiments demonstrate that in the context of U.S. foreign policy decision making, people infer informational quality from secrecy. In Experiment 1, people weighed secret information more heavily than public information when making recommendations about foreign political candidates. In Experiment 2, people judged information presented in documents ostensibly produced by the Department of State and the National Security Council as being of relatively higher quality when those documents were secret rather than public. Finally, in Experiment 3, people judged a National Security Council document as being of higher quality when presented as a secret document rather than a public document and evaluated others' decisions more favorably when those decisions were based on secret information. Discussion centers on the mediators, moderators, and broader implications of this secrecy heuristic in foreign policy contexts.  相似文献   
75.
People often assign ownership to the person who has invested labor into making an object (labor rule). However, labor usually improves objects and increases their value, and it has not been investigated whether these considerations underlie people's use of the labor rule. We presented participants with third‐party ownership conflicts between an owner of materials and an artist who used the materials for some artwork. Experiment 1 revealed that participants were more likely to transfer ownership to the artist for low‐value materials than for high‐value materials, and Experiment 2 showed that this effect was further moderated by the amount of effort the artist had invested. A third experiment confirmed that participants transferred ownership more often if the artist's labor had increased the value of the materials than when it had added no value. These findings suggest that considerations for value underlie ownership transfers following the investment of labor.  相似文献   
76.
Two studies examined how intragroup affective patterns influence groups’ pervasive tendency to ignore the unique expertise of their members. Using a hidden profile task, Study 1 provided evidence that groups with at least one member experiencing positive affect shared more unique information than groups composed entirely of members experiencing neutral affect. This occurred because group members experiencing positive affect were more likely to initiate unique information sharing, as well as information seeking. Study 2 built upon this base by showing that confidence mediates the relationship between positive affect and the initiation of unique information sharing. Additionally, Study 2 investigated the role of negative affect in group decision making and how negative and positive affect concurrently influence decision making when groups are composed of members experiencing each. The results are discussed in terms of the role affect plays in influencing group behavior and the resultant importance of investigating specific affective patterns.  相似文献   
77.
Team effectiveness and group performance are often defined by standards set by domain experts. Professional musicians consistently report that sound output is the most important standard for evaluating the quality of group performance in the domain of music. However, across six studies, visual information dominated rapid judgments of group performance. Participants (1062 experts and novices) were able to select the actual winners of live ensemble competitions and distinguish top-ranked orchestras from non-ranked orchestras based on 6-s silent video recordings yet were unable to do so from sound recordings or recordings with both video and sound. These findings suggest that judgments of group performance in the domain of music are driven at least in part by visual cues about group dynamics and leadership.  相似文献   
78.
Every day we use products and treatments with unknown but expected effects, such as using medication to manage pain. In many cases, we have a choice over which products or treatments to use; however, in other cases, people choose for us or choices are unavailable. Does choosing (versus not choosing) have implications for how a product or treatment is experienced? The current experiments examined the role of choice‐making in facilitating so‐called expectation assimilation effects—or situations in which a person's experiences (e.g., discomfort and pain) are evaluated in a manner consistent with their expectations. In Experiment 1, participants were initially exposed to a baseline set of aversive stimuli (i.e., sounds). Next, some participants were given expectations for two “treatments” (i.e., changes in screen display) that could ostensibly reduce discomfort. Critically, participants were either given a choice or not about which of the two treatments they preferred. Participants in a control condition were not provided with treatment expectations. Results revealed that discomfort experiences assimilated to expectations only when participants were provided with choice. Experiment 2 replicated this finding and provided evidence against the idea that demand characteristics and choice‐making unrelated to the core task (i.e., choices without associated expectations) could account for the results. Further, Experiment 2 showed that choosing reduced discomfort because of increased positivity about the treatment. Results are discussed in the context of extant research on choice‐making and expectation effects. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
79.
Whether buying stocks or playing the slots, people making real‐world risky decisions often rely on their experiences with the risks and rewards. These decisions, however, do not occur in isolation but are embedded in a rich context of other decisions, outcomes, and experiences. In this paper, we systematically evaluate how the local context of other rewarding outcomes alters risk preferences. Through a series of four experiments on decisions from experience, we provide evidence for an extreme‐outcome rule, whereby people overweight the most extreme outcomes (highest and lowest) in a given context. As a result, people should be more risk seeking for gains than losses, even with equally likely outcomes. Across the experiments, the decision context was varied so that the same outcomes served as the high extreme, low extreme, or neither. As predicted, people were more risk seeking for relative gains, but only when the risky option potentially led to the high‐extreme outcome. Similarly, people were more risk averse for relative losses, but only when the risky option potentially led to the low‐extreme outcome. We conclude that in risky decisions from experience, the biggest wins and the biggest losses seem to matter more than they should. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
80.
Neuroeconomics research has shown that preference for gambling is altered by the statistical moments (mean, variance, and skew) of reward and punishment distributions. Although it has been shown that altered means can affect feedback‐based decision making tasks, little is known if the variance and skew will have an effect on these tasks. To investigate, we systematically controlled the variance (high, medium, and low) and skew (negative, zero, and positive) of the punishment distributions in a modified version of the Iowa Gambling Task. The Iowa Gambling Task has been used extensively in both academic and clinical domains to understand decision making and diagnose decision making impairments. Our results show that decision making can be altered by an interaction of variance and skew. We found a significant decrease over trials in choices from the decks with high variance and asymmetrically skewed punishments and from the decks with low variance and zero skew punishments. These results indicate that punishment distribution shape alone can change human perception of what is optimal (i.e., mean expected outcome) and may help explain what guides our day‐to‐day decisions. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
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