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481.
Many philosophers hold that ‘one-instant worlds’—worlds that contain a single instant—fail to contain time. We experimentally investigate whether these worlds satisfy the folk concept of time. We found that ~50% of participants hold that there is time in such worlds. We argue that this suggests one of two possibilities. First, the population disagree about whether at least one of the A-, B-, or C-series is necessary for time, with there being a substantial sub-population for whom the presence of neither an A-, B-, nor C-series, is necessary for time, and hence those folk have a radically more minimal concept of time than has been attributed to them by philosophers. Or, second, the population do not disagree about whether at least one of the A-, B-, or C-series is necessary for time, but disagree about what it takes for a world to fail to contain even a C-series.  相似文献   
482.
ABSTRACT

In the only two articles on the topic of which I am aware, Chad Carlson and Scott Aikin have leveled three objections against fantasy sports—namely, that participation in fantasy sports elicits (1) a distortion of the virtue of loyalty, (2) an ethically problematic failure of understanding, either of morally valuable parts of games and/or of games as coherent wholes, and (3) a failure to respect the game in that participants desire to see play that is good for their fantasy team rather than play that makes for a good game. This paper defends fantasy sports against those objections. I argue that once the ethical values underlying objections (1) and (2) are identified and plausibly interpreted, we see that fantasy sports pose no threat to those values, but rather provide participants with an alternative, and in some cases superior, means of realizing the relevant values. Participation in fantasy sports is in unavoidable tension with the obligation at work in objection (3), but that obligation is so weak that its failure is easily compensated for by the realization of an ethical value that is central to fantasy sports, yet has been overlooked by both critics—namely, human flourishing in the form of the emotional and intellectual virtues which fantasy sports challenge participants to develop and display.  相似文献   
483.
484.
Intermodal preferential looking (IMPL) is widely used in experimental studies of infant development, especially language development. Control measures vary, and it is not clear how these affect findings. We examined effects of parental awareness of stimuli. Infants (17–19 months) looked at paired pictures, one name-known and one name-unknown, each assigned target status in 50 % of trials. Infants looked longer at a name-known than a name-unknown target, regardless of parents’ awareness. When parents were aware, looking to a name-unknown target increased over a paired name-known non-target. There is evidence that infants’ looking at pictures in this paradigm is not due to direct matching of targets to novel names, but is influenced by additional cues present, in a way that could alter the conclusions of studies of infant word learning and other aspects of infant learning. Implications of these findings are discussed, emphasising replicability and theoretical conclusions drawn from studies using this method.  相似文献   
485.
According to the New Angle, any explanation of the Knobe effect must be gradable and asymmetric. It has been argued that only Hindriks’ approach meets both criteria. First, we argue that Holton’s hypothesis also meets the criteria. Second, we show that the authors are not justified in taking the criteria to be empirically justified. We have failed to replicate the asymmetry result in two experiments. Moreover, gradability can be objective or epistemic. We show that the New Angle presupposes objective gradability. In our experiments, the patterns of responses to questions about epistemic and objective gradability are the same, irrespective of whether the feature is objectively gradable (e.g., blameworthiness) or not (e.g., intentionality). Our results thus question the extent to which the New Angle is empirically grounded. Moreover, they raise doubt whether the answers to questions about epistemic and objective gradability can be taken at face value at all.

Abbreviations: NRH - normative reasons hypothesis; NVH - norm violation hypothesis; DQ - degree question; DAQ - degree of agreement question  相似文献   

486.
ABSTRACT

Scott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I will show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition.  相似文献   
487.
Poliheuristic (PH) theory has received strong empirical support for its depiction of the option selection process: it explains how leaders evaluate, weigh, and ultimately choose among a set of policy options. But PH theory does not explain how this initial set of options is generated. Foreign policy problem representation (PR) research has shown that the way in which leaders mentally represent decision problems determines which options are generated for consideration. In this article, we develop a hybrid PR‐PH framework in which leaders’ problem representations drive an unconscious screening process that occurs prior to the conscious screening of PH stage 1. We test hypotheses drawn from this framework experimentally and find that key elements of PR (most notably, perceived threat) determine which options consciously occur to decision makers and which options are not generated during a simulated foreign policy crisis.  相似文献   
488.
Reading research and research on conversation have followed different paths: While the research program for reading committed itself to a relatively static view of language, where objective text properties serve to elicit specific effects on cognition and behavior of a reader, research on conversation has embraced a language-use perspective, where language is primarily seen as a dynamic, context dependent process. In this essay I contrast these two perspectives, and argue that in order to reach a unified understanding of natural language – be it reading, talking, or conversing – one needs to adopt a language-use perspective. Furthermore, I describe how reading can be seen as a form of language-use, and how the current landscape of research on reading can be re-interpreted in terms of a dynamic, context-sensitive perspective on language. In particular, I propose that the concept of ‘language games’ serves as a good starting point to conceive reading as a form of language-use, describe how one can derive first concrete hypotheses by re-interpreting reading in terms of language games, and show how they can be readily operationalized using tools from dynamic systems analysis.  相似文献   
489.
This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score analyses pointed out that they do not exceed the respective cutoff scores for each scale. The sample was divided into three clusters to differentiate three kinds of users: nonproblematic, problematic, and “addicted” players. The study highlights that the variable “video game typology” relates to some personality traits. Players who excessively use them tend to experience relatively more negative emotions (anxiety and depression), avoid socioemotional involvement, and report bizarre and culturally incongruent thoughts (accompanied by the respective behavioral displays).  相似文献   
490.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   
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