enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Rate of response - Wikipedia

    en.wikipedia.org/wiki/Rate_of_response

    In behaviorism, rate of response is a ratio between two measurements with different units. Rate of responding is the number of responses per minute, or some other time unit. It is usually written as R. Its first major exponent was B.F. Skinner (1939). It is used in the Matching Law. R = # of Responses/Unit of time = B/t

  3. Frequency - Wikipedia

    en.wikipedia.org/wiki/Frequency

    Frequency is an important parameter used in science and engineering to specify the rate of oscillatory and vibratory phenomena, such as mechanical vibrations, audio signals , radio waves, and light. For example, if a heart beats at a frequency of 120 times per minute (2 hertz), the period—the time interval between beats—is half a second (60 ...

  4. Definitions of science fiction - Wikipedia

    en.wikipedia.org/wiki/Definitions_of_science_fiction

    "A science fiction story is a story built around human beings, with a human problem, and a human solution, which would not have happened at all without its scientific content." [13] Basil Davenport. 1955. "Science fiction is fiction based upon some imagined development of science, or upon the extrapolation of a tendency in society." [14] Edmund ...

  5. Reinforcement - Wikipedia

    en.wikipedia.org/wiki/Reinforcement

    Matching law is a rule for instrumental behavior which states that the relative rate of responding on a particular response alternative equals the relative rate of reinforcement for that response (rate of behavior = rate of reinforcement). Animals and humans have a tendency to prefer choice in schedules. [23]

  6. Frequency (statistics) - Wikipedia

    en.wikipedia.org/wiki/Frequency_(statistics)

    In statistics, the frequency or absolute frequency of an event is the number of times the observation has occurred/been recorded in an experiment or study. [ 1 ] : 12–19 These frequencies are often depicted graphically or tabular form.

  7. Behavioral momentum - Wikipedia

    en.wikipedia.org/wiki/Behavioral_momentum

    Behavioral momentum is a theory in quantitative analysis of behavior and is a behavioral metaphor based on physical momentum. It describes the general relation between resistance to change (persistence of behavior) and the rate of reinforcement obtained in a given situation.

  8. Psionics - Wikipedia

    en.wikipedia.org/wiki/Psionics

    In American science fiction of the 1950s and '60s, psionics was a proposed discipline that applied principles of engineering (especially electronics) to the study (and employment) of paranormal or psychic phenomena, such as extrasensory perception, telepathy and psychokinesis. [1]

  9. Psychological fiction - Wikipedia

    en.wikipedia.org/wiki/Psychological_fiction

    Psychological science fiction refers to works that focus is on the character's inner struggle dealing with political or technological forces. A Clockwork Orange (1971) is a notable example of this genre. [11] [12]