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21.
We tested an embodied account of language proposing that comprehenders create perceptual simulations of the events they hear and read about. In Experiment 1, children (ages 7–13 years) performed a picture verification task. Each picture was preceded by a prerecorded spoken sentence describing an entity whose shape or orientation matched or mismatched the depicted object. Responses were faster for matching pictures, suggesting that participants had formed perceptual-like situation models of the sentences. The advantage for matching pictures did not increase with age. Experiment 2 extended these findings to the domain of written language. Participants (ages 7–10 years) of high and low word reading ability verified pictures after reading sentences aloud. The results suggest that even when reading is effortful, children construct a perceptual simulation of the described events. We propose that perceptual simulation plays a more central role in developing language comprehension than was previously thought.  相似文献   
22.
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   
23.
Previous studies provided evidence of the claim that the prediction of occluded action involves real-time simulation. We report two experiments that aimed to study how real-time simulation is affected by simultaneous action execution under conditions of full, partial or no overlap between observed and executed actions. This overlap was analysed by comparing the body sides and the movement kinematics involved in the observed and the executed action. While performing actions, participants observed point-light (PL) actions that were interrupted by an occluder, followed by a test pose. The task was to judge whether the test pose depicted a continuation of the occluded action in the same depth angle. Using a paradigm proposed by Graf et al., we independently manipulated the duration of the occluder and the temporal advance of the test pose relative to occlusion onset (occluder time and pose time, respectively). This paradigm allows the assessment of real-time simulation, based on prediction performance across different occluder time/pose time combinations (i.e., improved task performance with decreasing time distance between occluder time and pose time is taken to reflect real-time simulation). The PL actor could be perceived as from the front or back, as indicated by task instructions. In Experiment 1 (front view instructions), evidence of action simulation was obtained for partial overlap (i.e., observed and performed action corresponded either in body side or movement kinematics), but not for full or no overlap conditions. The same pattern was obtained in Experiment 2 (back view instructions), ruling out a spatial compatibility explanation for the real-time pattern observed. Our results suggest that motor processes affect action prediction and real-time simulation. The strength of their impact varies as a function of the overlap between observed and executed actions.  相似文献   
24.
The urban traffic system is most likely to change in the next years to a mixed traffic with human drivers, vulnerable road users, and automated vehicles. In the past, the development of external communication approaches for automated vehicles focused on scenarios where an automated vehicle communicates with either a pedestrian or a human driver. However, interactions with more than one traffic partner are more realistic. Therefore, a study with 42 participants was conducted with a multi-agent simulation in which an automated vehicle interacted simultaneously with two participants, a pedestrian and a driver of a manual vehicle. In this study, two main scenarios were investigated in order to evaluate the safety and efficiency of the interactions and to determine whether the human road users feel correctly addressed. In one scenario, the pedestrian had to cross the road in front of the automated and the manual vehicle, which were approaching from different sides. In the other, the manual vehicle had to drive through a bottleneck in front of the oncoming automated vehicle, while the pedestrian had to cross the road after both vehicles passed. The communication approach of the automated vehicle consisted of implicit signals using a speed profile and lateral offset within its lane, and explicit signals using an external human–machine interface. The results of the study show that no collisions were observed in terms of safety and no significant negative effects on efficiency were measured. However, in contrast to single agent interactions, a majority of participants felt wrongly addressed in situations where the automated vehicle signals the right-of-way to the other human road user. It can be concluded that the communication approach of the automated vehicle needs to be modified in order to address certain road users more clearly.  相似文献   
25.
探究带宽选择方法、样本量、题目数量、等值设计、数据模拟方式对项目反应理论观察分数核等值的影响。通过两种数据模拟方式,获得研究数据,并计算局部与全域评价指标。研究发现,在随机组设计中,带宽选择方法表现相似;考生样本量和题目数量影响甚微。在非等组设计中,惩罚法与Silverman经验准则表现优异;增加题目量可降低百分相对误差和随机误差;增加样本量导致百分相对误差变大,随机误差减小。数据模拟方式可影响等值评价。未来应重点关注等值系统评估。  相似文献   
26.
本研究将微观发生法设计和虚拟仿真技术相结合,考察了不同特质社会创造性大学生跨情境、跨时间的状态社会创造性的变化特点。结果表明:(1)在四种具体社会问题情境中,个体策略新颖性的变化表现出了跨情境的多样性特点,而策略实用性的变化则主要表现出了跨情境的一致性特点;(2)个体特质社会创造性对其状态社会创造性的表现的影响主要体现在策略的实用性上。  相似文献   
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28.
Within-group differences amongst gamers must be considered when studying the psychological correlates of gameplay. A conceptual framework, whereby gaming may be treated as a means to other ends—such as coping with boredom or bonding with friends—or as an end in itself, was the basis upon which the Gaming Styles Questionnaire was developed. Factor analysis and criterion-group validity, based on data obtained from a heterogeneous sample of gamers, offered support to a continuum of gamers, ranging from those for whom gaming is a means to other ends to those for whom gaming is an end in itself. Although age did not correlate with gaming style, men’s endorsement of gaming as an end in itself was stronger than women’s.  相似文献   
29.
Models that generate event records have very general scope regarding the dimensions of the target behavior that we measure. From a set of predicted event records, we can generate predictions for any dependent variable that we could compute from the event records of our subjects. In this sense, models that generate event records permit us a freely multivariate analysis. To explore this proposition, we conducted a multivariate examination of Catania's Operant Reserve on single VI schedules in transition using a Markov Chain Monte Carlo scheme for Approximate Bayesian Computation. Although we found systematic deviations between our implementation of Catania's Operant Reserve and our observed data (e.g., mismatches in the shape of the interresponse time distributions), the general approach that we have demonstrated represents an avenue for modelling behavior that transcends the typical constraints of algebraic models.  相似文献   
30.
Some argue the common practice of inferring multiple processes or systems from a dissociation is flawed (Dunn, 2003). One proposed solution is state‐trace analysis (Bamber, 1979), which involves plotting, across two or more conditions of interest, performance measured by either two dependent variables, or two conditions of the same dependent measure. The resulting analysis is considered to provide evidence that either (a) a single process underlies performance (one function is produced) or (b) there is evidence for more than one process (more than one function is produced). This article reports simulations using the simple recurrent network (SRN; Elman, 1990) in which changes to the learning rate produced state‐trace plots with multiple functions. We also report simulations using a single‐layer error‐correcting network that generate plots with a single function. We argue that the presence of different functions on a state‐trace plot does not necessarily support a dual‐system account, at least as typically defined (e.g. two separate autonomous systems competing to control responding); it can also indicate variation in a single parameter within theories generally considered to be single‐system accounts.  相似文献   
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