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61.
To investigate possible iPad related mode effect, we tested 403 8th graders in Indiana, Maryland, and New Jersey under three mode conditions through random assignment: a desktop computer, an iPad alone, and an iPad with an external keyboard. All students had used an iPad or computer for six months or longer. The 2-hour test included reading, math, and writing items adapted from released NAEP 8th grade tests. Overall, no significant difference was found on the reading, math, or writing section scores or section response time among the three mode conditions. Further, roughly comparable numbers of students reportedly favored testing using an iPad or a desktop computer, but using a preferred mode did not lead to significantly higher section scores. These findings suggest that there is no noticeable disadvantage associated with taking a test on an iPad than on a desktop computer for experienced users of these two studied devices.  相似文献   
62.
The capacity to remain spatially oriented is an essential function in our day to day lives and it seems that the form in which we acquire the spatial information affects the way in which the spatial knowledge is represented in our memory. The goal of this research was to investigate whether the acquisition of spatial information through the learning of three routes within an immersive environment was improved or impaired when participants have access to the backward perspective in addition to the forward perspective. Results, both in reproduction and drawing tasks, showed a poorer performance of the bidirectional group maybe due to the extra-effort involved in updating the spatial information trial by trial. However it seems that the experience enhanced the performance of the bidirectional group in one respect, as they were able to reduce significantly the number of error directions in the last path.  相似文献   
63.
Walker Shields 《Group》2000,24(1):33-48
The technology of the future will bring a new, world-wide, interactive but virtual social experience to our parlors and desktops in place of face-to-face relationships. Governments will stand or fall on the basis of electronically mediated communication with masses of people. Adventures in this new open large group context in the outer world, and the maturation of our inner selves may mirror as well as contribute to each other. Small group experience and group therapy, in particular, may play a vital role.  相似文献   
64.
伦理的经济意义新论   总被引:1,自引:0,他引:1  
讨论效率的经济意义不能仅仅局限于伦理的工具价值 ,而应当将伦理的内在价值和工具价值两者结合起来。伦理本身也是一种效率 ,同样是企业值得欲求的目标 ,只有这样 ,才能有助于一种综合效率的提升。  相似文献   
65.
To investigate everyday memory, more and more studies rely on virtual‐reality applications to bridge the gap between in situ approaches and laboratory settings. In this vein, the present study was designed to assess everyday‐like memory from the virtual reality‐based Human Object Memory for Everyday Scenes (HOMES) test (Sauzéon et al., 2012 , Exp. Psychol., 59, 99) in ageing and in Alzheimer's disease (AD). Two aims motivated this study: the first was to assess multiple processes of episodic memory (EM) functioning embedded within contexts closely related to real life in ageing and AD using the multi‐trial free‐recall paradigm, and the second aim was to evaluate the mediating effects of executive functioning (EF), EM, and subjective memory complaints (SMCs) on age differences in the HOMES measures and in AD. To this end, the HOMES test and neurocognitive tests of EF and EM were administered to 23 younger adults, 23 older adults, and 16 patients with AD. The results were: firstly, compared to young adults, elderly adults presented only free‐recall decline that almost disappeared in recognition condition whereas AD patients exhibited a poor clustering, learning, and recognition performance, and also a high amount of false recognition; secondly, age differences as well as AD related deficits on the HOMES test were mediated by both memory and EF measure while those observed on false memory indices were only mediated by EM measure; thirdly, the HOMES indices are related to SMCs even when episodic or EF measures are controlled. Overall, the results supported the fact that the VR‐based memory test is an appropriate device to capture age‐related differences as well as the AD effect with respect to both in situ and laboratory settings.  相似文献   
66.
"继善成性"是易学哲学的重要问题.朱熹解释"继善成性"总体上不是为字义的通顺,而在为他的理学本体论作论证.理上气下的基本原则通过易学的语言进一步得到贯彻.善与性、天与人、未发与已发、天理流行与人物成性等,虽也体现了天人之间的密切关联,但又不能将一般天理与已具形质的人性混淆起来."继善成性"说的优长,就在于它将由天至人的生成序列,解释为一个以天道为本而构筑本性的思辨逻辑,同时兼顾个体形质生成带来的特殊性.而本性只是"存"而非"成",以卫护本然之性纯善无恶的假定.  相似文献   
67.
Research communication in interdisciplinary research projects requires a way of demarcation of theory and knowledge that is easy to communicate, is inconsequential for the framework of concepts, results, and procedures within existing scientific disciplines, and abstains from trying to resolve the dispute between (neo)positivists and constructivists. A simple way of demarcation starts from the notion of language-independent and language-dependent reality. Currently, what passes for knowledge (“news”) and myth (“fake news”) depends, besides on sheer volume and frequency of the messages, increasingly on the internal consistency of (computer) language-dependent reality and decreasingly on language-independent reality. All language is instruction, and knowledge is to know which instructions (that is, theory) are predictive of a result, state, or situation in language-independent reality. Any theory that doesn’t reduce outcome space, or contains one or more empirically/physically impossible instructions, or produces wrong predictions, or falls short of demonstration is not knowledge.  相似文献   
68.
New technologies make their way into education and one of the most prominent of them is the immersive Virtual Reality (IVR). But the scientific data about its efficiency in the educational process is controversial. In the present study three randomized groups of students, who did not have biological and medical classes amongst their courses, studied human heart anatomy using three different learning methods – a paper (text and images); a 3D interactive human heart model presented on a computer display; an IVR human heart model. Prior and after learning session students performed the test of human heart anatomy with 28 open questions. The IVR group showed the increase of correct answers within the group and compared with other groups. Also, the subjects with lesser baseline knowledge in IVR group showed the greater increase of correct answers following IVR session. The structure and the way how the learning material should be presented in IVR and how it affects the learning outcomes are discussed.  相似文献   
69.
Virtual reality (VR) promises methodological rigour with the extra benefit of allowing us to study the context-dependent behaviour of individuals in their natural environment. Pan and Hamilton (2018, Br. J. Psychol.) provide a useful overview of methodological recommendations for using VR. Here, we highlight some other aspects of the use of VR. Our first argument is that VR can be useful by virtue of its differences from the normal perceptual environment. That is, by virtue of its relative non-realism and poverty of its perceptual elements, it can actually offer increased clarity with respect to the features of interest for the researcher. Our second argument is that VR exerts its measurable influence more by eliciting an acceptance of the virtual world (i.e., ‘suspension of disbelief’) rather than by eliciting a true belief of the realism of the VR environment. We conclude by providing a novel suggestion for combining neuroimaging methods with embodied VR that relies on the suspension of disbelief.  相似文献   
70.
As virtual reality (VR) technology and systems become more commercially available and accessible, more and more psychologists are starting to integrate VR as part of their methods. This approach offers major advantages in experimental control, reproducibility, and ecological validity, but also has limitations and hidden pitfalls which may distract the novice user. This study aimed to guide the psychologist into the novel world of VR, reviewing available instrumentation and mapping the landscape of possible systems. We use examples of state-of-the-art research to describe challenges which research is now solving, including embodiment, uncanny valley, simulation sickness, presence, ethics, and experimental design. Finally, we propose that the biggest challenge for the field would be to build a fully interactive virtual human who can pass a VR Turing test – and that this could only be achieved if psychologists, VR technologists, and AI researchers work together.  相似文献   
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