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151.
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   
152.
Using the film Belleville Rendez-vous as a vehicle for discussion, this paper argues that whilst a traumatic complex may bring about dissociation of the psyche, this is not the only possibility, nor is dissociation necessarily to be seen solely as a difficulty to be overcome. If trauma is experienced within the context of support and validation, the experience of trauma may generate integration not only of the trauma but also of the growth potential that the trauma has previously inhibited.  相似文献   
153.
Dynamic programming methods for matrix permutation problems in combinatorial data analysis can produce globally-optimal solutions for matrices up to size 30×30, but are computationally infeasible for larger matrices because of enormous computer memory requirements. Branch-and-bound methods also guarantee globally-optimal solutions, but computation time considerations generally limit their applicability to matrix sizes no greater than 35×35. Accordingly, a variety of heuristic methods have been proposed for larger matrices, including iterative quadratic assignment, tabu search, simulated annealing, and variable neighborhood search. Although these heuristics can produce exceptional results, they are prone to converge to local optima where the permutation is difficult to dislodge via traditional neighborhood moves (e.g., pairwise interchanges, object-block relocations, object-block reversals, etc.). We show that a heuristic implementation of dynamic programming yields an efficient procedure for escaping local optima. Specifically, we propose applying dynamic programming to reasonably-sized subsequences of consecutive objects in the locally-optimal permutation, identified by simulated annealing, to further improve the value of the objective function. Experimental results are provided for three classic matrix permutation problems in the combinatorial data analysis literature: (a) maximizing a dominance index for an asymmetric proximity matrix; (b) least-squares unidimensional scaling of a symmetric dissimilarity matrix; and (c) approximating an anti-Robinson structure for a symmetric dissimilarity matrix. We are extremely grateful to the Associate Editor and two anonymous reviewers for helpful suggestions and corrections.  相似文献   
154.
张丽锦  毕远  梁熠  刘敏红 《心理学报》2016,48(7):804-817
首先编制测查小学一年级儿童数感发展水平的测验, 以筛查出数感发展不良儿童并进行数量转换和数量估计的动态干预。将数感不良儿童分为干预组(29人)和控制组(27人), 并以数感正常儿童作为对照组(40人), 以比较干预训练对儿童数感水平和与之密切相关的计算流畅性的促进作用。同时进一步考查数感和计算流畅性的作用方向。结果发现:(1)所编制的儿童数感发展测验信效度良好, 能有效评估一年级儿童的数感水平; (2)数感不良儿童经干预后, 其数感水平较控制组有了明显改善, 计算流畅性水平也显著提高, 甚至达到正常组儿童的水平; (3)数感对计算流畅性有明显的预测作用, 是计算流畅性的基础。  相似文献   
155.
A rational principle of decision making called dynamic consistency was tested by presenting decision makers with a sequence of two gambles. The first gamble was obligatory. Before playing the first gamble, participants were asked to make a planned choice as to whether they would take the second gamble. After experiencing the actual results of the first gamble, decision makers were asked to make a final choice regarding the second gamble. Dynamic consistency requires agreement between the planned and final choices. Violations of dynamic consistency were observed, e.g. anticipating a gain in the first gamble, decision makers planned to take the second gamble; after experiencing the gain, they changed their minds and rejected the second gamble. Two models of dynamic inconsistency were compared. One assumes that experience shifts the reference point and changes the utility associated with the gamble; another assumes that experience changes the subjective probability associated with the gamble. The reference point model provided the best account for the findings. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   
156.
The present information explosion on the World Wide Web poses a problem for the general public and the members of an academic discipline alike, of how to find the most authoritative, comprehensive, and up-to-date information about an important topic. At the Stanford Encyclopedia of Philosophy (SEP), we have since 1995 been developing and implementing the concept of a dynamic reference work (DRW) to provide a solution to these problems, while maintaining free access for readers. A DRW is much more than a web-based encyclopedia, and its scope far exceeds that of an electronic journal or preprint exchange. In this article we document the progress of the SEP toward full implementation of the DRW concept. We discuss the fiscal challenges posed by our desire to maintain free or low-cost access to the contents of the SEP, and we consider technological challenges posed by the desire to stay abreast of technological developments in document markup while making it easy for authors and subject editors to write and maintain entries representing the very best scholarship.  相似文献   
157.
本实验考察了在教学活动中,动力系统中自我强化和学生期待两因素与中学生学习效率的关系。结果表明:在其它教学条件相同的情况下,适当地、适时地满足学生期待对初中生学习效率的提高有较明显的作用,而对高中学生则作用不明显;对中学生进行自我强化的训练,有助于高中生学习效率的提高,而对初中生学习效率的作用则不明显;实验中未出现交互作用。  相似文献   
158.
An easily constructed and inexpensive battery operated circuit is described for use as a lickometer or contact detector in behavioral studies with rodents.  相似文献   
159.
The present experiment examined whether a response class was acquired by humans with delayed reinforcement. Eight white circles were presented on a computer touch screen. If the undergraduates touched two of the eight circles in a specified sequence (i.e., touching first the upper‐left circle then the bottom‐left circle), then the touches initiated an unsignaled resetting delay culminating in point delivery. Participants experienced one of three different delays (0 s, 10 s, or 30 s). Rates of the target two‐response sequence were higher with delayed reinforcement than with no reinforcement. Terminal rates of the target sequence decreased and postreinforcement pauses increased as a function of delay duration. Other undergraduates exposed to yoked schedules of response‐independent point deliveries failed to acquire the sequence. The results demonstrate that a response class was acquired with delayed reinforcement, extending the generality of this phenomenon found with nonhuman animals to humans.  相似文献   
160.
The ontogeny of referential offers was examined in a longitudinal, within dyad case study of two mother–infant pairs. A combination of microanalytic and qualitative methodologies was employed in describing the functions and morphology of this gesture, as well as its temporal and sequential organization with a number of infant and maternal behaviours. Offers were found to emerge from repetitive, exploratory play routines that provide infants with alternative visual perspectives on objects, and were facilitated by mothers' support of infants' immature attentional, motoric and arousal regulation capacities. Offers were observed to co. occur with maternal behaviours that direct and maintain infants' attention to objects. Our observations suggest that offers are transformed through guided interactions into conventional communicative gestures. Offering arises as mothers become part of the infants' exploratory play routines, gradually changing the function of the behaviour of the infants. These observations are consistent with dynamic systems models of development.  相似文献   
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