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71.
Empirical studies on the relationship between affect and creativity often produce conflicting results. This inconsistency has led us to believe that the relationship between affect and creativity may be better understood by looking at potential moderators. Our study looked specifically at trait affect and self‐perceived creativity. Using the Affect Infusion Model (AIM) theory with problem clarity as the potential moderator, we hypothesized that when individuals are faced with problems that lack clarity, trait affect has greater sway over their self‐perceived creativity. Our results provided evidence that problem clarity moderated the relationship between positive trait affect and self‐perceived creativity; the positive relationship between positive trait affect and self‐perceived creativity is stronger when problem clarity is low and weaker when problem clarity is high. No moderating effect was found in the relationship between negative trait affect and self‐perceived creativity.  相似文献   
72.
Seventy‐three children between 6 and 7 years of age were presented with a problem having ambiguous subgoal ordering. Performance in this task showed reliable fingerprints: (a) a non‐monotonic dependence of performance as a function of the distance between the beginning and the end‐states of the problem, (b) very high levels of performance when the first move was correct, and (c) states in which accuracy of the first move was significantly below chance. These features are consistent with a non‐Markov planning agent, with an inherently inertial decision process, and that uses heuristics and partial problem knowledge to plan its actions. We applied a statistical framework to fit and test the quality of a proposed planning model (Monte Carlo Tree Search). Our framework allows us to parse out independent contributions to problem‐solving based on the construction of the value function and on general mechanisms of the search process in the tree of solutions. We show that the latter are correlated with children's performance on an independent measure of planning, while the former is highly domain specific.  相似文献   
73.
Michael Ruse 《Zygon》2015,50(2):361-375
There is a strong need of a reasoned defense of what was known as the “independence” position of the science–religion relationship but that more recently has been denigrated as the “accommodationist” position, namely that while there are parts of religion—fundamentalist Christianity in particular—that clash with modern science, the essential parts of religion (Christianity) do not and could not clash with science. A case for this position is made on the grounds of the essentially metaphorical nature of science. Modern science functions because of its root metaphor of the machine: the world is seen in mechanical terms. As Thomas Kuhn insisted, metaphors function in part by ruling some questions outside their domain. In the case of modern science, four questions go unasked and hence unanswered: Why is there something rather than nothing? What is the foundation of morality? What is mind and its relationship to matter? What is the meaning of it all? You can remain a nonreligious skeptic on these questions, but it is open for the Christian to offer his or her answers, so long as they are not scientific answers. Here then is a way that science and religion can coexist.  相似文献   
74.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
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PoeTryMe is a poetry generation system that autonomously produces poems from a set of initial parameters. After using it, creative writers and other users of this system expressed the desire to partake in the creative process by directly interacting with PoeTryMe. This paper is motivated by the previous impressions. It illustrates some of the challenges of automatic poetry generation, highlights limitations of PoeTryMe, and reports on recent efforts to address user feedback and provide alternative ways of using this system. First, making some functionalities available via a web API enabled their exploitation by other systems. Those include the generation of single lines as well as retrieval of related words, allowing for additional constraints on the number of syllables, sentiment and rhyme. On top of this API, a co-creative interface, Co-PoeTryMe, has been developed. Co-PoeTryMe allows users to either start from scratch or from a generated draft. Extensive editing functionality has been incorporated, in particular, allowing lines and words to be switched or replaced by newly generated alternatives. Co-PoeTryMe, its interface and the co-creative process for producing poetry are described, along with a user study that provided useful feedback. Users pointed out the strengths of this new system, including its capacities in providing inspiration, and giving the user the ability to customize an existing draft and visualize the changes, but also pointed out weaknesses, primarily by identifying potential improvements in the user interface.  相似文献   
78.
选取生态效度较高的科学发明问题材料(分为高启发量与低启发量两类),采用“1对1”和“8对8”的“学习-测试”实验范式,考察午睡剥夺对科学发明问题解决中的原型启发效应的影响.结果发现:午睡剥夺处理、范式(“1对1”和“8对8”)和材料启发量高低在原型激活率和问题解决率上主效应均显著,午睡剥夺和范式以及启发量高低在问题解决率以及原型激活率上的交互作用不显著.这一结果说明,午睡剥夺影响科学发明问题解决中的原型启发效应,这种影响是通过对启发信息应用和原型激活两个加工过程的影响而实现的.  相似文献   
79.
记忆的顿悟优势效应指, 与加工非顿悟问题相比, 加工顿悟问题能够产生更优的记忆保持量。该效应在顿悟的两种操作性定义以及不同实验材料中稳定出现。基于顿悟阶段观, 研究者提出两种理论解释记忆的顿悟优势效应的认知机制:认知的生成效应和表征转化理论认为, 顿悟加工过程中的认知努力、适当迁移加工以及顿悟的表征转换加工促进记忆的保持效果; 情绪的“啊哈”体验理论认为, 加工顿悟问题后的情绪对后续的信息提取具有促进作用。未来的研究可从优化顿悟的指标、巩固记忆的顿悟优势效应、评估其持续性以及更加系统探讨记忆的顿悟优势效应的认知机制等四个方面展开。  相似文献   
80.
A mindful experiential rather than an analytical ruminative mode of information processing is beneficial in depression. However studies have not taken into account people’s trait mindfulness or trait rumination. This study aimed to examine the effects of state and trait analytical rumination and experiential mindfulness on affect and social problem solving (SPS). Participants filled in the trait mindfulness and trait rumination questionnaires. After mood induction, dysphoric participants with and without a history of depression were assessed for SPS and affect before and after induction of mindful (experiential) or ruminative (analytic) processing modes. Results showed trait mindfulness was negatively correlated with the BDI and trait rumination was positively correlated with the BDI. There was no significant difference between groups after the induced experiential mindful or analytical ruminative processing modes. However, participants who scored high on trait rumination showed significant improvement in SPS after induced mindfulness processing. No such effect was found on trait mindfulness. These findings suggest a useful way to prevent high trait ruminators from developing depressive symptoms or depression. Experiential mindful processing may help reduce the risk of developing depressive symptoms by increasing social problem solving ability in those with low mood and high levels of trait rumination.  相似文献   
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