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41.
Social science researchers have increasingly come to utilize Amazon's Mechanical Turk (MTurk) to obtain adult, opt‐in samples for use with experiments. Based on the demographic characteristics of MTurk samples, studies have provided some support for the representativeness of MTurk. Others have warranted caution based on demographic characteristics and comparisons of reliability. Yet, what is missing is an examination of the most glaring demographic difference in MTurk—religion. We compare five MTurk samples with a student convenience sample and the 2012 General Social Survey, finding that MTurk samples have a consistent bias toward nonreligion. MTurk surveys significantly overrepresent seculars and underrepresent Catholics and evangelical Protestants. We then compare the religiosity of religious identifiers across samples as well as relationships between religiosity and partisanship, finding many similarities and a few important differences from the general population.  相似文献   
42.
我国社会转型 ,为当代中国医患关系的合理重构提供了平台 ,但社会转型期中出现的诸多医患利益冲突也向人们提出了严峻的挑战 ,亟需对其加以调节和平衡。这种调节与平衡 ,不能完全甚至不能主要地交由市场这双“看不见的手”去运作 ,不能完全任凭甚至不能主要地任凭医患双方自由地去博弈 ;政府必须明确并履行自己的职责 ,为正确调节与平衡我国社会转型期的医患利益创立一个全方位的合理的框架 ,使医患之间在有控制的理性的双赢的利益博弈中合理地重构当代中国医患关系的基本格局。  相似文献   
43.
《陆军军医学校防疫研究报告》是日本陆军军医学校(东京)的内部刊物,《陆军军医学校防疫研究报告》第2部·第1册是第2部第1号~第100号,主编为731部队长石井四郎,收录了1939年7月~1941年底日军细菌战方面的研究成果,包括陆军军医学校、731部队、东京帝国大学等机构成员撰写的专题研究报告共计96篇,缺失4篇。日军在1939年~1945年在华多次发动细菌战,从报告发布时间看,全部发表于日本全面侵华战争之后和细菌战开始之前;从报告内容看,有关血清、细菌培养、滤水器使用、疫苗研究等主要内容可以反映出细菌战研究为开展细菌战所做的准备。  相似文献   
44.
We present a simple but effective method based on Luce’s choice axiom [Luce, R.D. (1959). Individual choice behavior: A theoretical analysis. New York: John Wiley & Sons] for consistent estimation of the pairwise confusabilities of items in a multiple-choice recognition task with arbitrarily chosen choice-sets. The method combines the exact (non-asymptotic) Bayesian way of assessing uncertainty with the unbiasedness emphasized in the classical frequentist approach.We apply the method to data collected using an adaptive computer game designed for prevention of reading disability. A player’s estimated confusability of phonemes (or more accurately, phoneme-grapheme connections) and larger units of language is visualized in an easily understood way with color cues and explicit indication of the accuracy of the estimates. Visualization of learning-related changes in the player’s performance is considered.The empirical validity of the choice axiom is evaluated using the game data itself. The axiom appears to hold reasonably well although a small systematic violation is observable for the smallest choice-set sizes.  相似文献   
45.
Adaptive learning games should provide opportunities for the student to learn as well as motivate playing until goals have been reached. In this paper, we give a mathematically rigorous treatment of the problem in the framework of Bayesian decision theory. To quantify the opportunities for learning, we assume that the learning tasks that yield the most information about the current skills of the student, while being desirable for measurement in their own right, would also be among those that are efficient for learning. Indeed, optimization of the expected information gain appears to naturally avoid tasks that are exceedingly demanding or exceedingly easy as their results are predictable and thus uninformative. Still, tasks that are efficient for learning may be experienced as too challenging, and the resulting failures can lower motivation. Therefore, in addition to quantifying the expected informational benefit for learning of any prospective task to be presented next, we also model the expected motivational cost of its presentation, measured simply as the estimated probability of failure in our example model. We propose a “learner-friendly” adaptation algorithm that chooses the learning tasks by optimizing the expected benefit divided by the expected cost. We apply this algorithm to a Rasch-like student model implemented within a real-world application and present initial results of a pilot experiment.  相似文献   
46.
Abstract

Real-world experiments that test new technologies can affect policy and practice by introducing new objects of intervention through tinkering; the ad hoc work of realigning relations in the face of frictions, surprises, and disturbances that occur when introducing a technology. In a pilot study on aggression detection, tinkering moved aggression in and out of the human body. In the end, the pilot defined aggression as a set of acoustic-physical variables representing the aroused human body, alongside other signals of aggression. How aggression as an object intervention was shaped by tinkering is relevant because it involved inclusions and exclusions by the authorities who identified aggression, the methods they applied, and mandate for intervention. A focus on relations that are tinkered within a real-world experiment permits critical engagement with this format. Although the real-world experimental format is credited with producing knowledge about a technology's ‘actual’ performance, actors and events at the pilot study location were made only selectively relevant. Analyses of real-world experiments should therefore explain how experiments selectively make the world relevant, giving only particular objects of intervention a truth status.  相似文献   
47.
This paper explores the relationship between play and interpretative verbalization in child analysis. Through examination of a clinical case, the paper distinguishes between two different modes of interpretative interventions in play. It is the contention of the paper that the analyst’s capacity to tolerate tension and respond to the roles the child assigns him widens the area of play, facilitating a space for thinking through. Interpretation is formulated in two distinct ways: (a) interpreting from the context of the roles the analyst assumes within play, respecting the games and facilitating the patient’s understanding; (b) interpreting at a distance from play, on the one hand distinguishing the area of play, and on the other hand analyzing that which occurs verbally and non‐verbally.  相似文献   
48.
The present study aimed at investigating whether the way offers are framed in the Ultimatum Game (UG) affects behavioral and autonomic responses in men and women. The “I give you” and “I take” expressions were used as gain and loss frames, respectively. Skin conductance and heart rate were recorded as indices of autonomic activation in response to unfair, mid‐value, and fair offers. Acceptance rates were higher in men than in women under the gain frame. Moreover, men showed higher acceptance rates under the gain than under the loss frame with mid‐value offers, whereas women's choices were not affected by frame. On the physiological level, men produced differential autonomic response patterns during decision‐making when offers were presented under gain and loss framing. The “I take” frame, by acting as a loss frame, elicited in men the characteristic defensive response pattern that is evoked by aversive stimulation, in which increases in skin conductance are coupled with increases in heart rate. On the other hand, the “I give you” frame, by acting as a gain frame, elicited in men increases in skin conductance associated with prevailing heart rate deceleratory responses, reflecting a state of enhanced attention and orienting. In contrast, women's autonomic reactivity was not affected by frame, consistent with behavioral results. Phasic changes in heart rate were crucial in revealing differential functional significance of skin conductance responses under different frames in men, thus questioning the assumption that this autonomic measure can be used as an index of negative emotional arousal in the UG.  相似文献   
49.
The result of using Eigen and Winkler's LIFE/DEATH GAME to integrate Rashevksy's social physics and Rapoport's mathematical game theory, synchrony removes the arbitrariness from problems of ethics. It focuses on the primary conflicts between strategies that optimize individual survival and those that optimize survival of groups. According to synchrony, cooperation is an optimal strategy, not because cooperation conforms to some ethical pattern, but because the evolution of our technical societies has made the alternatives to cooperation potentially lethal at all levels of human interaction. Eigen and Winkler offer hypercycles as a possible method of resolving problems that conventional wisdom has labeled “irreconcilable differences.”

Combined with the findings of clinical psychologist Paul Meehl and cultural anthropologist Magoroh Maruyama, Eigen and Winkler's LIFE/ DEATH GAME indicates that a pattern of reasoning, called Alpha‐H, is not only a formidable obstacle to cooperation, it threatens contemporary societies with extinction through violent conflicts, social upheavals economic collapse or all three together.

The Demotion of Alpha‐H argues that an inability to deal constructively with change and/or diversity is Alpha‐H's fatal flaw. And the removal of gender bias toward opponent processes reasoning is a crucial step toward correcting it. The key concept is the LIFE/DEATH GAME.  相似文献   
50.
Applying regulatory focus theory to the context of social dilemma situations, the present research demonstrates that individual differences in vigilant, prevention‐focused self‐regulation predict the tendency to invest private resources to punish uncooperative interaction partners (costly punishment), a behaviour that typically has strong positive effects on the collective level of cooperation. Analyses further support the distinctiveness of the vigilance system proposed in regulatory focus theory (prevention focus) in comparison with general defensive inhibitory tendencies (measured with Carver and White's Behavioral Inhibition System scale). Results document that individual differences in prevention‐focused self‐regulation but not differences in general defensive inhibitory tendencies are positively related to costly punishment. In sum, the findings indicate that vigilant, prevention‐focused self‐regulation plays a crucial role in the context of sanctions that enforce cooperation. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
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