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A new multiobjective linear programming (MOLP) algorithm is presented. The algorithm uses a variant of Karmarkar's interior-point algorithm known as the affine-scaling primal algorithm. Using this single-objective algorithm, interior search directions are generated and used to provide an approximation to the gradient of the (implicitly known) utility function. The approximation is guided by assessing locally relevant preference information for the various interior directions through interaction with a decision maker (DM). The resulting algorithm is an interactive approach that makes its progress towards the solution through the interior of the constraints polytope.  相似文献   
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This study was aimed at the examination of ‘mental construction’ in paradise fish by interactive learning, which is suggested as an alternative hypothesis for backward or second-order conditioning. Avoidance of goldfish was established in paradise fish by presenting a harmless goldfish (a novel stimulus) after an aversive event (mild electric shocks) in the dark compartment of a shuttle tank. It was found that this avoidance depended on context pre-exposure. Experiment 1 was designed to study the effect of mild shocks on shuttling activity in a familiar context. Experiment 2 aimed at establishing fear-conditioning to the goldfish in a higher-order conditioning paradigm. In the course of training, unpaired stimuli were presented in the dark compartment of the shuttle tank in such a manner that the presentation of mild shocks (20 mA) preceded the encounter with a harmless fish (goldfish). Experiment 3 demonstrated the role of context pre-exposure in interactive learning. Results indicate that (1) while 60 mA shocks resulted in avoidance of the dark compartment, the 20 mA mild shocks affected exploratory behaviour; (2) after pre-exposure to the training environment, paradise fish avoided the dark compartment containing goldfish provided that subjects had previously encountered mild, explorative shocks there; (3) this conditioned fear, a ‘mental construction’ of a potential danger, was proved to be transferable to another context and was consequently aimed specifically at the goldfish, a living being, rather than the training context; (4) the pre-exposure to the shuttle tank was an important part of this training procedure, that is, only subjects habituated to the shuttle tank avoided the goldfish. Results are discussed in the framework of the Interactive Learning Hypothesis, which has been developed as an ethological approach to a higher-order conditioning paradigm. Received: 15 January 1999 / Accepted after revision: 18 August 1999  相似文献   
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According to the Interactive Systems Framework for Dissemination and Implementation, implementation is a major mechanism and concern in bridging research and practice. The growing number of implementation frameworks need to be synthesized and translated so that the science and practice of quality implementation can be furthered. In this article, we: (1) use the synthesis of frameworks developed by Meyers et al. (Am J Commun Psychol, 2012) and translate the results into a practical implementation science tool to use for improving quality of implementation (i.e., the Quality Implementation Tool; QIT), and (2) present some of the benefits and limitations of the tool by describing how the QIT was implemented in two different pilot projects. We discuss how the QIT can be used to guide collaborative planning, monitoring, and evaluation of how an innovation is implemented.  相似文献   
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Bringing evidence based programs to scale was a major initial impetus for the development of the Interactive Systems Framework for Dissemination and Implementation (ISF). The ISF demonstrates the importance of the Support System in facilitating the uptake of innovations in the community (the Delivery System). Two strategies that members of the Support System commonly use are training‐of‐trainers (TOT) models and technical assistance (TA). In this article, we focus on the role of the Support System in bringing evidence‐based programs (EBPs) to scale in the Delivery System using a case example, with special attention on two strategies employed by Support Systems—trainingoftrainers (TOT) and proactive technical assistance. We then report on findings from a case example from the Promoting Science Based Approaches to Teen Pregnancy Prevention project that furthers our conceptualization of these strategies and the evidence base for them. We also report on the limitations in the literature regarding research on TOTs and proactive TA and provide suggestions for future research on TOTs and proactive TA that will enhance the science and practice of support in the ISF. Special Issue: Advances in Bridging Research and Practice Using the Interactive System Framework for Dissemination and Implementation; Guest Editors: Abraham Wandersman, Paul Flaspohler, Catherine A. Lesesne, Richard Puddy; Action Editor: Emilie Phillips Smith  相似文献   
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The present study uses the Interactive Systems Framework (ISF) to understand how general capacity influences the implementation of prevention programs in afterschool settings. Eight afterschool sites received the Good Behavior Game (GBG) intervention, a program designed to foster supportive behavioral management and positive youth behavior. In line with the Prevention Support System component of ISF, the intervention afterschool staff were trained and received weekly on-site support from coaches in implementing the GBG. It was found that GBG implementation scores were greatest in afterschool programs that rated high on both organizational- and community-levels of general capacity; high scores on only one level of general capacity resulted in lower implementation scores. Thus, afterschool sites that were more organized, maintained adequate facilities, and developed strong linkages to individuals or organizations in the community scored highest in implementation fidelity and quality. This study highlights the importance of considering interactions among multiple levels of general capacity in efforts to promote evidence-based practices in afterschool settings. Caution should be taken in generalizing findings due to the small sample in this study.  相似文献   
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Investigating pedestrian crossing and driver yielding decisions should be an important focus considering the high risks of pedestrians in exposed to motorized traffic. Limitations, however, exist in previous studies – variables considered previously have been limited; how their behavior affect each other (defined as interactive impacts) were not sufficiently considered. This paper aims to provide a methodological approach for pedestrian crossing and driver yielding decisions during their interactions, considering of different variable types including interactive impact variables, traffic condition variables, road design variables, and environment variables. A Distance-Velocity (DV) framework proposed in an earlier study is introduced for definitions and concepts in studying pedestrian-vehicle interactions. Logistic regression, support vector machines, neural networks and random forests, are introduced as candidate models. A case study involving six crosswalk locations is conducted, focusing on interactions between pedestrians and right-turn vehicles. The proposed methodological approach is applied, with the performance of the four machine learning methods compared in terms of model generalization and confusion matrix. The model with the best performance is further compared to the typical gap-based model. Results show that random forest and logistic regression models performed the best in modeling pedestrian crossing and driver yielding decisions respective, in terms of model generalization. Besides, the DV-based modeling method (average accuracy of over 90% for pedestrians and 80% for drivers) outperformed the traditional gap-based method in all test seeds. As a key finding, interactive impacts from each other (the pedestrian and the driver) act as a key contributing variable on their decisions.  相似文献   
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Nairne and collaborators showed that assessing the relevance of words in the context of an imagined survival scenario boosts memory for these words. Although this survival-processing advantage has attracted a considerable amount of research, little is known about the proximate memory mechanism mediating this effect. Recently, Kroneisen and Erdfelder (2011) argued that it is not survival processing itself that facilitates recall but rather the richness and distinctiveness of encoding that is triggered by the survival-processing task. Alternatively, however, it is also conceivable that survival processing fosters interactive imagery, a process known to improve associative learning. To test these explanations we compared relevance-rating and interactive imagery tasks for survival and control scenarios. Results show that the survival advantage replicates in the relevance-rating condition but vanishes in the interactive imagery condition. This refutes the interactive imagery explanation and corroborates the richness-of-encoding hypothesis of the survival-processing effect.  相似文献   
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A monitoring bias account is often used to explain speech error patterns that seem to be the result of an interactive language production system, like phonological influences on lexical selection errors. A biased monitor is suggested to detect and covertly correct certain errors more often than others. For instance, this account predicts that errors that are phonologically similar to intended words are harder to detect than those that are phonologically dissimilar. To test this, we tried to elicit phonological errors under the same conditions as those that show other kinds of lexical selection errors. In five experiments, we presented participants with high cloze probability sentence fragments followed by a picture that was semantically related, a homophone of a semantically related word, or phonologically related to the (implicit) last word of the sentence. All experiments elicited semantic completions or homophones of semantic completions, but none elicited phonological completions. This finding is hard to reconcile with a monitoring bias account and is better explained with an interactive production system. Additionally, this finding constrains the amount of bottom-up information flow in interactive models.  相似文献   
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