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171.
The purpose of present study was to investigate differences in media violence exposure between groups of adolescents with and without Disruptive Behavior Disorders with Aggressive Features, using a case‐controlled design and multimethod assessment. Samples of 27 adolescents aged 13‐17 with Disruptive Behavior Disorder with Aggressive Features and 27 age‐gender‐IQ matched controls completed a semistructured interview about exposure to violence on television and video games; parents completed a corresponding questionnaire measure. Moderate intercorrelations were found between most self‐ and parent‐report television and video game violence exposure measures. Compared to control adolescents, adolescents with Disruptive Behavior Disorder with Aggressive Features had higher aggregate media violence exposure, higher exposure to video game violence, and higher parent‐reported exposure to television violence. Results show that adolescents and parents agree about the adolescent's level of media violence exposure, that exposure to violence on television tends to be accompanied by exposure to violence in video games, and that the association between media violence exposure and Disruptive Behavior Disorder with Aggressive Features is not due to a spurious effect of gender or IQ. Aggr. Behav. 31:000–000, 2005. © 2005 Wiley‐Liss, Inc.  相似文献   
172.
Different approaches have investigated the syntax and semantics of agent communication languages. However, these approaches have not indicated how agents should dynamically use communications. Instead of filling this pragmatics gap, most approaches have mainly focused on the ‘structure’ of dialogues even though developers are more interested in agents’ capabilities of having ‘useful’ automated conversations with respect to their goals rather than in their abilities to structure dialogues. This led us to work on a theory of the use of conversations between agents. In this paper, we propose a pragmatics theory which extends and adapts the cognitive dissonance theory (a major theory of social psychology) to multi-agent systems by unifying it with the theory of coherence in thought and action that issues from computational philosophy of mind. Precisely, we show how this theory allows us to provide generic conceptual tools for the automation of both agent communicational behavior and attitude change processes. This new motivational model is formulated in terms of constraints and elements of cognition and allows us to define cognitive incoherences and dialogue utility measures. We show how these measures could be used to solve common problems and answer some critical questions concerning agent communication frameworks use. Finally, our exploration in applying the cognitive coherence pragmatics theory as a new communication layer over classical BDI agents is presented. It relies on our dialogue games based agent communication language (DIAGAL) and our dialogue games simulator toolbox (DGS). The resulting framework provides the necessary theoretical and practical elements for implementing our theory. In doing so, it brings in a general scheme for automatizing agents’ communicational behavior as it is exemplified in this article.  相似文献   
173.
This paper argues the Lyotard's The Postmodern Condition is to be interpreted as a response to nihilism, especially in relation to the question of the legitimation of knowledge and the so-called crisis of narratives, and that, therefore, it provides an appropriate response to the question of nihilism in educational philosophy. The paper begins with a discussion of Nietzsche's and Heidegger's views of nihilism as a prolegomenon to Lyotard's views concerning European nihilism and the end of grand narratives. These are important sources for a philosophical reception of the problem and the context in which Lyotard formulates his response and the immediate sources against that conditions Lyotard's response. The problem of nihilism raises its head in education in a double way: in relation to both the foundation of knowledge and the problem of its legitimation (The Postmodern Condition) and the problem of values (The Differend).  相似文献   
174.
Numerous studies have shown that exposure to media violence increases aggression, though the mechanisms of this effect have remained elusive. One theory posits that repeated exposure to media violence desensitizes viewers to real world violence, increasing aggression by blunting aversive reactions to violence and removing normal inhibitions against aggression. Theoretically, violence desensitization should be reflected in the amplitude of the P300 component of the event-related brain potential (ERP), which has been associated with activation of the aversive motivational system. In the current study, violent images elicited reduced P300 amplitudes among violent, as compared to nonviolent video game players. Additionally, this reduced brain response predicted increased aggressive behavior in a later task. Moreover, these effects held after controlling for individual differences in trait aggressiveness. These data are the first to link media violence exposure and aggressive behavior to brain processes hypothetically associated with desensitization.  相似文献   
175.
We used simple economic games to examine pro-social behavior and the lengths that people will take to avoid engaging in it. Over two studies, we found that about one-third of participants were willing to “exit” a $10 dictator game and take $9 instead. The exit option left the receiver nothing, but also ensured that the receiver never knew that a dictator game was to be played. Because most social utility models are defined over monetary outcomes, they cannot explain choosing the ($9, $0) exit outcome over the dominating $10 dictator game, since the game includes outcomes of ($10, $0) and ($9, $1). We also studied exiting using a “private” dictator game. In the private game, the receiver never knew about the game or from where any money was received. Gifts in this game were added innocuously to a payment for a separate task. Almost no dictators exited from the private game, indicating that receivers’ beliefs are the key factor in the decision to exit. When, as in the private game, the receivers’ beliefs and expectations cannot be manipulated by exit, exit is seldom taken. We conclude that giving often reflects a desire not to violate others’ expectations rather than a concern for others’ welfare per se. We discuss the implications of our results for understanding ethical decisions and for testing and modeling social preferences. An adequate specification of social preferences should include “psychological” payoffs that directly incorporate beliefs about actions into the utility function.  相似文献   
176.
This paper extends Parikh’s earlier work in semantics with games of partial information and attempts to derive and represent the full content of an utterance from first principles. It also discusses various ways in which this content may be indeterminate.  相似文献   
177.
张春燕 《社会心理科学》2006,21(4):75-78,118
暴力性的电子游戏在青少年中的普及率相当高。研究发现,暴力性电子游戏对青少年的攻击行为和情感都有影响,对于那些本身就有暴力倾向的青少年来讲更是如此。而且,这种影响存在着年龄和性别差异。其影响的机制主要有:建立并激活与攻击有关的思维网络:削弱了对攻击行为的抑制;模仿和强化;降低了对受害者的同情心等。  相似文献   
178.
认知心理学以实验法为其方法论基础,着力对人类的认识过程进行模型建构。然而,早在20世纪70年代初,其创立者奈塞尔就对心理学的实验范式感到不满,转而寻求心理学的生态学效度。心理学中对实验法的推崇源于自然科学特别是物理学的成功。而实际上,物理学在20世纪初遭遇了实验法所带来的困境。受制于实验法的种种局限,当代认知科学逐渐放弃了方法论的沙文主义立场,接纳了来自语言学、哲学、神经科学等多领域、多视角的研究策略。心理学在一定程度上具有人文科学的性质,因此同样需要采用多重研究手段和方法,而不是一味地笃信实验法的权威性。  相似文献   
179.
Infants employ sophisticated mechanisms to acquire their first language, including some that rely on taking the perspective of adults as speakers or listeners. When do infants first show awareness of what other people understand? We tested 14‐month‐old infants in two experiments measuring event‐related potentials. In Experiment 1, we established that infants produce the N400 effect, a brain signature of semantic violations, in a live object naming paradigm in the presence of an adult observer. In Experiment 2, we induced false beliefs about the labeled objects in the adult observer to test whether infants keep track of the other person's comprehension. The results revealed that infants reacted to the semantic incongruity heard by the other as if they encountered it themselves: they exhibited an N400‐like response, even though labels were congruous from their perspective. This finding demonstrates that infants track the linguistic understanding of social partners. A video abstract of this article can be viewed at https://youtu.be/pQUv8yFhnbk .  相似文献   
180.
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