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191.
192.
科研技术人员核心自我评价与工作倦怠、工作投入的结构方程分析 总被引:1,自引:0,他引:1
目的:探讨在中国文化背景下公司内技术部门人员核心自我评价是否包括集体自尊的维度及其与工作投入、工作倦怠的关系。方法:在人力资源部门人员的指导下,301名公司技术部门人员填写了工作倦怠量表(MBI—GS)、工作投入量表(UWES)、经典核心自我评价4个分量表、集体自尊量表以及核心自我评价集成量表(CSES),并以密封信封方式提交。结果:(1)集体自尊对核心自我评价的载荷为0.68,是核心自我评价的重要因素。(2)加入集体自尊维度的核心自我评价对工作投入和工作倦怠路径系数分别达到了0.79和-0.54。(3)采用集成核心自我评价量表测量也支持了这一结果,对工作投入和工作倦怠各维度的回归系数均达到了显著水平。结论:集体自尊是中国文化背景下技术部人员的核心自我评价重要成分,且加入集体自尊维度的核心自我评价对工作投入和工作倦怠均有较好的预测作用。 相似文献
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Based on a sample of non-clinical subjects (N=74) the study examines the Defence Mechanism Test (DMT) by focusing on when perceptual distortions, called ‘signs of defence’ in DMT terminology, occur (distribution in exposure duration), which part of the picture is involved (distribution in localisation), and which ‘signs’ go together (using correlation and factor analyses). The results disclosed that the occurrence of perceptual distortions (‘signs of defence’) was related to exposure duration (some ‘defences’ are more frequent at brief exposures, some others at longer exposure durations), and to localisation on the picture. The location of misperceptions to the central person (hero) or the peripheral person (pp) of the picture was the major explanatory principle for the distribution of ‘signs’ on factors. Rather than capturing psychodynamic defence mechanisms, which is the theoretical basis of the test, the analyses imply that the DMT seems to measure misperceptions which are a function of the localisation of persons on the stimulus picture and of exposure durations. 相似文献
194.
在暗适应和在明适应(1×10~(-2)熙提)条件下,对11名正常视觉的男性受试者测定了闪光亮度、闪光时间对闪光盲恢复时间的影响。观察目标为6’视角的蓝道环缺口。结果表明:①在0.45—1.5熙提(暗适应条件)和2—36熙提(明适应条件)范围内,恢复时间与闪光亮度成线性关系。②关系曲线的斜率随闪光时间的加长而增大。③引起同样恢复时间的闪光盲,明适应时所需闪光亮度为暗适应时的3—5倍,实验结果可为防闪光盲护目镜减光倍率的确定提供参数。 相似文献
195.
近年来,由于新技术革命的发展和信息交流的加快神经外取得了突飞猛进的发展,主要表现在CT、MRI、DSA、PET、IOM、术中导航系统和远程医疗的应用等方面,使神经外科的诊断和治疗水平有了长足的发展。 相似文献
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Bo Hagberg 《Psychological research》1980,41(2-3):211-215
Summary The relationship between psychometric performance and regional cerebral blood flow (rCBF) measurement in a series of patients suffering from presenile dementia is discussed. An evaluation of central concepts in the late Professor A.R. Luria's dynamic localization model for behavior determination is made. A new indirect measurement of regional cerebral metabolism (rCBF) is used. In general, support is obtained from Luria's model for the interpretation of the relation between psychometric results and the rCBF data. 相似文献
199.
Johansson BS 《Scandinavian journal of psychology》2005,46(2):157-167
In two studies, the role of the number‐word sequence skill for arithmetic performance was investigated. In the first, children between 4 and 8 years of age were asked to count forward and backward on the number‐word sequence and to solve arithmetic problems followed by post‐solution interviews about solution procedures. The results demonstrated that the number‐word sequence skill predicted both number of problems solved and strategy to solve the problems. In Study 2 it was found that solving doubles (e.g., 2 + 2 = ?) problems served as a link between the number‐word sequence skill and the number of arithmetic problems solved. The findings suggest that counting on the number‐word sequence may be an early solution procedure and that, with increasing counting skill, the child may detect regularities in the number‐word sequence that can be used to form new and more accurate strategies for solving arithmetic problems. 相似文献
200.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars. 相似文献