首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1054篇
  免费   32篇
  2020年   13篇
  2019年   8篇
  2018年   11篇
  2017年   18篇
  2016年   18篇
  2015年   11篇
  2014年   14篇
  2013年   98篇
  2012年   44篇
  2011年   34篇
  2010年   21篇
  2009年   29篇
  2008年   41篇
  2007年   43篇
  2006年   53篇
  2005年   31篇
  2004年   23篇
  2003年   31篇
  2002年   19篇
  2001年   16篇
  2000年   25篇
  1999年   22篇
  1998年   14篇
  1997年   17篇
  1996年   12篇
  1995年   14篇
  1994年   13篇
  1992年   13篇
  1991年   13篇
  1989年   12篇
  1988年   11篇
  1987年   10篇
  1986年   18篇
  1985年   23篇
  1984年   18篇
  1983年   18篇
  1982年   17篇
  1981年   15篇
  1980年   16篇
  1979年   8篇
  1978年   22篇
  1977年   17篇
  1975年   11篇
  1973年   8篇
  1971年   13篇
  1968年   8篇
  1967年   7篇
  1966年   8篇
  1963年   7篇
  1959年   7篇
排序方式: 共有1086条查询结果,搜索用时 250 毫秒
11.
This article presents Albert Ellis' personal responses to the Survey of Rational-Emotive Therapists and his answers to a number of questions that the first and second authors asked Ellis regarding some of his responses. Ellis also commented on how adequately he thought the results of the survey appeared to represent the current philosophies and practices of RET.  相似文献   
12.
Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   
13.
A variety of studies withhabitual users of nicotine, caffeine, cocaine, and amphetamines have shown that administration of these stimulants has the paradoxical effect of lowering arousal states. Research on transmarginal inhibition shows that when subjects are presented with a succession of stimuli monotonically increasing in intensity, GSR and related arousal responses increase first and then begin to decline beyond a certain point of stimulus intensity. That is, following repeated exposure to intense stimuli, continued more intense stimulation has the effect of lowering arousal. Since stimulants subjectively heighten stimulus intensity, the transmarginal inhibition data provide a basis for explaining opposing effects of stimulants on arousal, depending on dose and frequency of use. It was hypothesized that when dose levels are low and usage is infrequent, arousal increases with stimulant intake. In contrast, when dose levels are high and frequent, arousal shows decrements with new intakes of stimulant. A new questionnaire measure of characteristic arousal was developed and correlated with subjects' reports of habitual levels of stimulant and sedative intake. Weekly total stimulant use correlated significantly and negatively with characteristic arousal level, providing support for the hypothesis. This lowered arousal of frequent stimulant users was not a confound of, or due to, concomitant frequent sedative use, since total stimulant and sedative use levels were uncorrelated.The author would like to thank Janice Schafrik for running the subjects in this study.  相似文献   
14.
Psychopathology and symptom patterns were studied in 60 former prisoners-of-war (POWs) by administering standardized tests including the Minnesota Multiphasic Personality Inventory (MMPI), an adjustment problem checklist, and a structured clinical interview. Most POWs showed marked psychological impairment, but modal profile analysis identified two prototypic MMPI patterns, which differed in pervasiveness and type of psychopathology. Profile subtypes were defined by unique clusters of clinical symptoms and differed in confinement stress severity. The typology of symptoms argues against a homogeneous conceptualization of stress-induced disorders and suggests the need for definition of the severity and subtype of stress phenomena and individual difference factors in responding to trauma.  相似文献   
15.
For the last century, moral philosophy has stressed theory for the analysis of moral argument and concepts. In the last decade, interest in the ethical issues of health care has stimulated attention to cases and particular instances. This has revealed the gap between ethical theory and practice. This article reviews the history and method of casuistry which for many centuries provided an approach to practical ethics. Its strengths and weaknesses are noted and its potential for contemporary use explored.  相似文献   
16.
Monocular depth perception was compared with binocular depth perception in 5- and 7-month-old infants. Reaching was used as the dependent measure. Two objects, identical except in size, were presented simultaneously to each infant. The smaller object was within reach for the infants while the larger object was just beyond reach. The two objects subtended equal visual angles from the infants' observation point. With binocular presentation, 96% of the 7-month-olds' reaches and 89% of the 5-month-olds' reaches were for the nearer object. With monocular presentation, 58% of the 7-month-olds' reaches and 65% of the 5-month-olds' reaches were for the nearer object. The reaching preferences observed in the monocular condition indicated sensitivity to monocular depth information (motion parallax, accommodation, and relative size information were available). Binocular viewing, however, resulted in a far more consistent tendency to reach for the nearer object. This result suggests that the infants' perception of the objects' distances was more veridical in the binocular condition than in the monocular condition.  相似文献   
17.
The authors conducted two full-scale network assemblies for the family network of a suicidal adolescent. Findings from the clinical follow-up and telephone interviews with 21 of 65 participants revealed benefits for the index family and the network members who participated in the meetings. A ripple effect in which the participants' own personal networks improved was also demonstrated. Benefits included resolution of a suicidal crisis, better understanding of depression and family stress, more adaptive responses to depression and suicidal risk, and improved personal relationships. No casualties from this intervention were discovered. This report is intended to stimulate future, more systematic outcome studies.  相似文献   
18.
19.
20.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号