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131.
The actions of intelligent agents, such as chatbots, recommender systems, and virtual assistants are typically not fully transparent to the user. Consequently, users take the risk that such agents act in ways opposed to the users’ preferences or goals. It is often argued that people use trust as a cognitive shortcut to reduce the complexity of such interactions. Here we formalise this by using the methods of evolutionary game theory to study the viability of trust-based strategies in repeated games. These are reciprocal strategies that cooperate as long as the other player is observed to be cooperating. Unlike classic reciprocal strategies, once mutual cooperation has been observed for a threshold number of rounds they stop checking their co-player’s behaviour every round, and instead only check it with some probability. By doing so, they reduce the opportunity cost of verifying whether the action of their co-player was actually cooperative. We demonstrate that these trust-based strategies can outcompete strategies that are always conditional, such as Tit-for-Tat, when the opportunity cost is non-negligible. We argue that this cost is likely to be greater when the interaction is between people and intelligent agents, because of the reduced transparency of the agent. Consequently, we expect people to use trust-based strategies more frequently in interactions with intelligent agents. Our results provide new, important insights into the design of mechanisms for facilitating interactions between humans and intelligent agents, where trust is an essential factor. 相似文献
132.
反刍思维是一种重复性的消极思维, 会让个体将注意集中在消极痛苦的事情上。研究表明, 反刍思维和注意脱离损坏虽然是相互独立的概念, 但是二者却存在着密切的联系, 具体表现在注意脱离损坏会预测个体的反刍思维以及反刍思维有关的注意脱损坏可能是受到意识控制的。同时, 反刍思维的类型和自我相关性在反刍思维和注意脱离损坏关系中的作用依然需要进一步探究。另外, 注意脱离有关的训练明显地改善了个体的反刍思维。并且, 杏仁核的过度激活, 前扣带回(anterior cingulate cortex, ACC)对自我相关消极信息的调节异常, 右背外侧前额叶(dorsal lateral prefrontal cortex, DLPFC)的活动异常以及与注意有关的脑神经网络的结构和功能的异常可能是反刍思维和注意脱离损坏相互影响的原因。 相似文献
133.
We conducted two studies to determine whether there is a relationship between dispositional optimism and the attribution of good or bad luck to ambiguous luck scenarios. Study 1 presented five scenarios that contained both a lucky and an unlucky component, thereby making them ambiguous in regard to being an overall case of good or bad luck. Participants rated each scenario in toto on a four-point Likert scale and then completed an optimism questionnaire. The results showed a significant correlation between optimism and assignments of luck: more optimistic people rated the characters in the ambiguous scenarios as more lucky while more pessimistic people rated the same characters in the same scenarios as more unlucky. Study 2 separated the good and bad luck components of the study 1 scenarios and presented the components individually to a new group of participants. Participants rated the luckiness of each component on the same four-point scale and then completed the optimism questionnaire. We found that the luckiness of the bad luck component could be significantly predicted by their level of optimism. We discuss how these findings pose problems for philosophical accounts that treat luck as an objective property. 相似文献
134.
The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of Tetris-based training activities to improve mental rotation skills. In this work, we studied whether, and under what conditions, such ability is used in the TetrisTM game by explicitly modelling mental rotation via an ACT-R based cognitive model controlling a virtual agent. The obtained results show meaningful insights into the activation of mental rotation during game dynamics. The study suggests the necessity to adapt game dynamics in order to force the activation of this process and, therefore, can be of inspiration to design learning activities based on TetrisTM or re-design the game itself to improve its educational effectiveness. 相似文献
135.
Tim Lewens 《Metaphilosophy》2012,43(1-2):46-57
Philosophers have nothing to lose, and much to gain, by paying close attention to developments in the natural sciences. This insight amounts to a case for a tempered, eclectic naturalism. But the case for naturalism is often overstated. We should not overestimate the heuristic benefits of close attention to scientists’ claims, nor should we give up on traditional “armchair” philosophical methods. We should not draw solely on the natural sciences (at the expense of the humanities) when seeking to enrich and discipline our philosophical theorising. Finally, philosophers should not shy away from criticising some scientists’ claims, at the same time as they learn from others. 相似文献
136.
Alexander S. Harper 《Metaphilosophy》2012,43(3):235-256
This article argues, against contemporary experimentalist criticism, that conceptual analysis has epistemic value, with a structure that encourages the development of interesting hypotheses which are of the right form to be valuable in diverse areas of philosophy. The article shows, by analysis of the Gettier programme, that conceptual analysis shares the proofs and refutations form Lakatos identified in mathematics. Upon discovery of a counterexample, this structure aids the search for a replacement hypothesis. The search is guided by heuristics. The heuristics of conceptual analysis are similar to those in other interesting areas of scholarship, and so hypotheses generated by it are of the right form to be applicable to diverse areas. The article shows that the explanationist criterion in epistemology was developed and applied in this way. The epistemic value of conceptual analysis is oblique because it contributes not towards the main purpose of conceptual analysis but towards the reliable development of epistemically valuable hypotheses in philosophy and scholarship. 相似文献
137.
Emily Collins Jonathan FreemanTomas Chamarro-Premuzic 《Personality and individual differences》2012,52(2):133-138
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use. 相似文献
138.
The literature on recursive theory of mind (TOM) reasoning in interactive decision making (reasoning of the type “I think that you think that I think…”) has been pessimistic, suggesting that adults attribute to others levels of reasoning that are low and slow to increase with learning. In four experiments with college‐age adults playing sequential games, we examined whether choices and predictions were consistent with believing that others pursue their immediate self‐interest, or with believing that others reason through their own decision making, with fixed‐sum games that were simpler and more competitive. This manipulation led to higher‐level default TOM reasoning; indeed, reasoning against a lower‐level opponent was frequently consistent with assuming the opponent's reasoning to be higher‐level, leading to sub‐optimal choices. We conclude that TOM reasoning is not of a low level in all game settings; rather, individuals may display effective TOM reasoning, reflecting realistic assumptions about their opponents, in competitive and relatively simple games. Copyright © 2010 John Wiley & Sons, Ltd. 相似文献
139.
140.
Michael E. Geisser Ph.D. Melodye E. Gaskin M.S. Michael E. Robinson Ph.D. Anthony F. Greene Ph.D. 《Psychology & health》2013,28(6):405-415
Abstract The present study examined Fields' proposal that depression increases the sensory experience of pain in part through greater somatic focus. Experimental and clinical pain measures were compared to self-report of depression and somatic focus in 60 chronic pain patients. Depression scores were unrelated to pain threshold or tolerance on the cold-pressor test. However, as hypothesized by Fields, path analytic models suggested that depression had a direct influence on the evaluative and affective aspects of pain, but the relationship between depression and sensory pain was mediated by somatic focus. These results provide partial support for Fields' neurobiological model of pain and depression. 相似文献