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Stunned by the implications of Colagè's analysis of the cultural activation of the brain's Visual Word Form Area and the potential role of cultural neural reuse in the evolution of biology and culture, the authors build on his work in proposing a context for the first rudimentary hominin moral systems. They cross‐reference six domains: neuroscience on sleep, creativity, plasticity, and the Left Hemisphere Interpreter; palaeobiology; cognitive science; philosophy; traditional archaeology; and cognitive archaeology's theories on sleep changes in Homo erectus and consequences for later humans. The authors hypothesize that the human genome, when analyzed with findings from neuroscience and cognitive science, will confirm the evolutionary timing of an internal running monologue and other neural components that constitute moral decision making. The authors rely on practical modern philosophers to identify continuities with earlier primates, and one major discontinuity—some bright white moral line that may have been crossed more than once during the long and successful tenure of Homo erectus on Earth. 相似文献
303.
Alberto Testolin Ivilin Stoianov Alessandro Sperduti Marco Zorzi 《Cognitive Science》2016,40(3):579-606
Learning the structure of event sequences is a ubiquitous problem in cognition and particularly in language. One possible solution is to learn a probabilistic generative model of sequences that allows making predictions about upcoming events. Though appealing from a neurobiological standpoint, this approach is typically not pursued in connectionist modeling. Here, we investigated a sequential version of the restricted Boltzmann machine (RBM), a stochastic recurrent neural network that extracts high‐order structure from sensory data through unsupervised generative learning and can encode contextual information in the form of internal, distributed representations. We assessed whether this type of network can extract the orthographic structure of English monosyllables by learning a generative model of the letter sequences forming a word training corpus. We show that the network learned an accurate probabilistic model of English graphotactics, which can be used to make predictions about the letter following a given context as well as to autonomously generate high‐quality pseudowords. The model was compared to an extended version of simple recurrent networks, augmented with a stochastic process that allows autonomous generation of sequences, and to non‐connectionist probabilistic models (n‐grams and hidden Markov models). We conclude that sequential RBMs and stochastic simple recurrent networks are promising candidates for modeling cognition in the temporal domain. 相似文献
304.
Kirschfeld K 《Consciousness and cognition》1999,8(4):87-483
Our visual system not only mediates information about the visual environment but is capable of generating pictures of nonexistent worlds: afterimages, illusions, phosphenes, etc. We are "aware" of these pictures just as we are aware of the images of natural, physical objects. This raises the question: is the neural correlate of consciousness (NCC) of such images the same as that of images of physical objects? Images of natural objects have some properties in common with afterimages (e.g., stability of verticality) but there are also obvious differences (e.g., images maintain size constancy, whereas afterimages follow Emmert's Law: when seen while screens at different distances are observed, an afterimage looks larger, the greater the distance of the screen). The differences can be explained by differences in the retinal extent of images and afterimages, which favors the view that both have the same NCC. It seems reasonable to assume that before neural activity can produce awareness, all the computations necessary for a veridical representation of, e.g., an object, must be completed within the neural substrate and that information characteristic of a particular object must be available within the NCC. Given these assumptions, it can be shown that no retinotopic (in a strict sense) cortical areas can serve as the NCC, although some type of topographic representation is necessary. It seems also to be unlikely that neurons classified as cardinal cells alone can serve as NCC. 相似文献
305.
J W Donahoe J E Burgos D C Palmer 《Journal of the experimental analysis of behavior》1993,60(1):17-40
We describe a principle of reinforcement that draws upon experimental analyses of both behavior and the neurosciences. Some of the implications of this principle for the interpretation of behavior are explored using computer simulations of adaptive neural networks. The simulations indicate that a single reinforcement principle, implemented in a biologically plausible neural network, is competent to produce as its cumulative product networks that can mediate a substantial number of the phenomena generated by respondent and operant contingencies. These include acquisition, extinction, reacquisition, conditioned reinforcement, and stimulus-control phenomena such as blocking and stimulus discrimination. The characteristics of the environment-behavior relations selected by the action of reinforcement on the connectivity of the network are consistent with behavior-analytic formulations: Operants are not elicited but, instead, the network permits them to be guided by the environment. Moreover, the guidance of behavior is context dependent, with the pathways activated by a stimulus determined in part by what other stimuli are acting on the network at that moment. In keeping with a selectionist approach to complexity, the cumulative effects of relatively simple reinforcement processes give promise of simulating the complex behavior of living organisms when acting upon adaptive neural networks. 相似文献
306.
Paula Tallal Michael Merzenich Steve Miller William Jenkins 《Scandinavian journal of psychology》1998,39(3):197-199
Timing cues present in the acoustic waveform of speech provide critical information for the recognition and segmentation of the ongoing speech signal. Research has demonstrated that deficient temporal perception rates, that have been shown to specifically disrupt acoustic processing of speech, are related to specific language-based learning impairments (LLI). Temporal processing deficits correlate highly with the phonological discrimination and processing deficits of these children. Electrophysiological single cell mapping studies of sensory cortex in brains of primates have shown that neural circuitry can be remapped after specific, temporally cohesive training regimens, demonstrating the dynamic plasticity of the brain. Recently, we combined these two lines of research in a series of studies that addressed whether the temporal processing deficits seen in LLIs can be significantly modified through adaptive training aimed at reducing temporal integration thresholds. Simultaneously, we developed a computer algorithm that expanded and enhanced the brief, rapidly changing acoustic segments within ongoing speech and used this to provide intensive speech and language training exercises to these children. Results to date from two independent laboratory experiments, as well as a large national clinical efficacy trial, demonstrate that dramatic improvements in temporal integration thresholds, together with speech and language comprehension abilities of LLI children, results from training with these new computer-based training procedures. 相似文献
307.
行为振荡是个体心理加工过程的周期性动态变化在行为上的表现。通过高时间分辨率的行为采样方法, 行为振荡研究为探索视觉注意的时间动态结构提供了一个新的视角。各种不同的注意任务中都发现存在行为振荡现象。大量行为振荡证据表明, 注意过程存在两种主要的节律成分:反映注意抑制的α节律(8~13 Hz)和反映注意转移的θ节律(4~8 Hz)。这些结果有助于揭示注意的时间动态结构, 也为序列搜索理论和平行搜索理论之间的争论提供了新的分析思路。行为振荡的节律特征会受到一些潜在因素(如任务难度、线索有效性)的影响。行为振荡和神经振荡在某些任务中表现出相同的节律成分, 提示两者涉及了相似的心理过程。后续研究应进一步关注各种不同的注意控制过程以及多模态交互任务, 深入探索其行为振荡特点, 以更好地揭示注意的动态加工过程。 相似文献
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309.
恐惧消退是指反复呈现条件刺激(conditioned stimulus, CS)而不匹配无条件刺激(unconditioned stimulus, US),从而消除个体已有的恐惧反应。应激激素,如去甲肾上腺素(Norepinephrine,NE)和糖皮质激素(Glucocorticoids,GCs),可通过影响腹内侧前额叶、杏仁核和海马等与消退学习有关的神经回路的活动,调节恐惧消退学习效果。NE和GCs对恐惧消退学习的调节作用受激素水平与激素用药时间的影响,且其调节效果存在性别差异。未来研究需进一步探索应激激素如何影响恐惧消退学习效果,并思考如何利用其影响效果促进暴露疗法疗效。 相似文献
310.
视频游戏是一类需要借助视听设备并基于一定剧情进行操作的游戏。先前研究大多关注暴力视频游戏对攻击等负面行为的影响,但本文着重探讨视频游戏对个体认知能力的积极影响及内在神经基础,以辩证看待视频游戏对个体心理和行为的作用。本文对前人研究归纳梳理发现,视频游戏训练能使个体认知能力得到持久改善,同时论述了视频游戏中脑神经基础和奖赏预期对认知能力的调控作用。未来研究应在规范视频游戏训练技术的基础上,用其干预靶脑区以提升个体特定脑功能。 相似文献