全文获取类型
收费全文 | 403篇 |
免费 | 53篇 |
国内免费 | 34篇 |
出版年
2024年 | 2篇 |
2023年 | 9篇 |
2022年 | 4篇 |
2021年 | 8篇 |
2020年 | 22篇 |
2019年 | 23篇 |
2018年 | 21篇 |
2017年 | 14篇 |
2016年 | 28篇 |
2015年 | 20篇 |
2014年 | 26篇 |
2013年 | 72篇 |
2012年 | 11篇 |
2011年 | 20篇 |
2010年 | 13篇 |
2009年 | 22篇 |
2008年 | 20篇 |
2007年 | 21篇 |
2006年 | 22篇 |
2005年 | 14篇 |
2004年 | 11篇 |
2003年 | 15篇 |
2002年 | 14篇 |
2001年 | 7篇 |
2000年 | 3篇 |
1999年 | 6篇 |
1998年 | 5篇 |
1997年 | 4篇 |
1996年 | 2篇 |
1995年 | 4篇 |
1994年 | 3篇 |
1993年 | 3篇 |
1991年 | 2篇 |
1990年 | 1篇 |
1984年 | 1篇 |
1983年 | 1篇 |
1982年 | 3篇 |
1981年 | 2篇 |
1980年 | 1篇 |
1979年 | 2篇 |
1978年 | 3篇 |
1977年 | 2篇 |
1976年 | 3篇 |
排序方式: 共有490条查询结果,搜索用时 46 毫秒
181.
182.
C. G. Fermüller 《Studia Logica》2008,90(1):43-68
An overview of different versions and applications of Lorenzen’s dialogue game approach to the foundations of logic, here largely restricted to the realm of manyvalued logics, is presented. Among the reviewed concepts and results are Giles’s characterization of ?ukasiewicz logic and some of its generalizations to other fuzzy logics, including interval based logics, a parallel version of Lorenzen’s game for intuitionistic logic that is adequate for finite- and infinite-valued Gödel logics, and a truth comparison game for infinite-valued Gödel logic. 相似文献
183.
Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. 相似文献
184.
In the tripartite model of working memory (WM) it is postulated that a unique part system—the visuo-spatial sketchpad (VSSP)—processes
non-verbal content. Due to behavioral and neurophysiological findings, the VSSP was later subdivided into visual object and
visual spatial processing, the former representing objects’ appearance and the latter spatial information. This distinction
is well supported. However, a challenge to this model is the question how spatial information from non-visual sensory modalities,
for example the auditory one, is processed. Only a few studies so far have directly compared visual and auditory spatial WM.
They suggest that the distinction of two processing domains—one for object and one for spatial information—also holds true
for auditory WM, but that only a part of the processes is modality specific. We propose that processing in the object domain
(the item’s appearance) is modality specific, while spatial WM as well as object-location binding relies on modality general
processes. 相似文献
185.
The effect of the amount of blood in a violent video game on aggression, hostility, and arousal 总被引:1,自引:0,他引:1
Christopher P. Barlett Richard J. Harris 《Journal of experimental social psychology》2008,44(3):539-546
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed. 相似文献
186.
Heikki Kirjavainen 《International Journal for Philosophy of Religion》2008,64(2):75-88
In this paper I want to argue for the optimal way to characterise the logical and semantical behaviour of the singular term
‘God’ used in religious language. The relevance of this enterprise to logical theory is the main focus as well. Doing this
presupposes to outline the two rivaling approaches of well-definition of singular terms: Kripke’s (“rigid designators”) and
Hintikka’s (“world-lines”). ‘God’ as a “rigid designator” is purified from all real-life-language-games of identification
and only spells out a metaphysical tag, which favours the view of “anything goes”. Instead, ‘God’ as a “world-line,” plus
two ways of quantification, is much more flexible to theological traditions, teachings of the church, religious practices
and personal feelings. Thus, it provides a sufficiently well-defined singular term for the purposes of logical theory.
The whole sketch is based on Jaakko Hintikka’s logical ideas, mainly on his responses to different authors in PJH. I have systematically omitted direct references to his texts because I have modified considerably his ideas for my own purposes. 相似文献
187.
Twenty children, ten 2-year-olds and ten 3-year-olds, participated in an AB procedure. In the baseline phase, each child was trained the same four matching relations to criterion under intermittent reinforcement. During the subsequent imitation test, the experimenter modeled a total of 20 target gestures (six trials each) interspersed with intermittently reinforced baseline trials. In each session, target gestures were selected in a pre-randomized sequence from: Set 1--ear touches; Set 2--shoulder touches; Set 3--midarm touches; and Set 4--wrist touches; subjects' responses to targets were not reinforced. In each target set, half the gestures featured in nursery matching games and were termed common targets whereas the remainder, which were topographically similar but did not feature in the games, served as uncommon targets. The children produced significantly more matching responses to common target models than to uncommon ones. Common responses were also produced as mismatches to uncommon target models more often than vice versa. Response accuracy did not improve over trials, suggesting that "parity" did not serve as a conditioned reinforcer. All children showed a strong bias for "mirroring"--responding in the same hemispace as the modeler. The 2-year-olds produced more matching errors than the 3-year-olds and most children showed a bias for responding with their right hands. The strong effects of training environment (nursery matching games) are consistent with a Skinnerian account, but not a cognitive goal theory account, of imitation in young children. 相似文献
188.
189.
The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same‐sex violent game character. Aggr. Behav. 29:423–429, 2003. © 2003 Wiley‐Liss, Inc. 相似文献
190.
Elizabeth Dreike Almer Jill R. Hopper Steven E. Kaplan 《Journal of business and psychology》2003,17(3):405-418
Experimental approaches require researchers in a variety of applied business disciplines to design experimental materials. This research is often busy and difficult to secure high-level professionals; thus, researchers must ensure sufficient attention to experimental materials to provide usable data. The current study suggests an experimental design feature to encourage participants to thoroughly process information contained in experimental materials. Based on Reynolds' (1992) selective attention strategy (SAS) model, variations in presentation format were expected to influence the relative salience of information presented. Two aspects of presentation format were manipulated to increase salience: display (paragraph vs. bullet point) and typeface (standard vs. bold underlined). Results indicate display improved ability to retrieve information, but typeface did not. Implications for the design of experimental materials are discussed. 相似文献