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21.
We investigated surface interpolation in displays of structure from motion (SFM). To do so, we introduced a new method for measuring surface perception in dynamic displays—theSFM probe. An SFM probe is a dot that moves rigidly with the dots on a simulated surface, and whose distance from that surface can be adjusted with a joystick or similar control. The displays we studied were random-dot cylinders containing a vertical strip devoid of feature points (thegap). Subjects adjusted an SFM probe, presented in the gap, until the probe dot appeared to be on the surface. Variability in probe-dot placement decreased with increasing texture density on the cylinder and increased with increasing gap width. Subjects showed a consistent bias to place the probe dot outside the cylinder. This bias increased with increasing texture density for the SFM displays. (The opposite bias was found in a static two-dimensional interpolation task with an arc whose curvature matched that of the cylinder: Subjects placed the probe dot inside the arc.) This outside bias is inconsistent with several theoretical approaches to surface interpolation.  相似文献   
22.
Play-fighting in deer mice, Peromyscus maniculatus bairdii, prairie voles, Microtus ochrogaster, and montane voles, M. Montanus, was compared to that of laboratory rats, Rattus norvegicus. Play in rats appears more complex for two reasons: 1) more of the playful contacts elicit defensive behaviors, and 2) more of these defenses lead to counterattacks, and hence, role reversals between attackers and defenders. Neither high levels of defense, as shown by montane voles, nor high levels of counterattack, as shown by prairie voles, produce rat-like play-fighting. This only occurs when high rates of defense involving turning to face the attacker and counterattack are combined, as in rats. These two components are rarely combined together by deer mice, and so this species rarely exhibits rat-like play-fighting. Furthermore, playful counterattack appears to arise from playful attack, and not from an escalation of defense. These data suggest that the more complex forms of social play, such as play-fighting, have evolved, in part, via the escalation of defense in response to playful attack.  相似文献   
23.
Summary Four experiments are reported that examine performance on a complex reasoning task. Subjects have to determine which factory has polluted a river by ordering a series of tests for the presence or absence of various pollutants. Previous research has shown that people typically employ a non-optimal exhaustive search stragegy on this task. Experiments 1 and 2 attempt to identify some of the boundary conditions of this strategy. It is found that the order in which pollutants appear on the matrix list does not seem to be a critical factor, whereas the overall size of the factory-pollutant matrix is. Experiments 3 and 4 attempt to deter people directly from adopting the exhaustive strategy. The results show that even when people are deterred from using the exhaustive method, this will not necessarily result in their adopting a more efficient strategy.  相似文献   
24.
A cross-sex difference on one variable is often hypothesized to be related to a gender difference on a second variable. However, caution should be exercised in making such comparative hypotheses. We gathered the expected and actual examination grades for 168 female and 163 male college students. As in prior research, males had higher expectancies than females (p<.05). But analysis of the intrasex regression equations indicated that the relationship of expectancies to performance was different for women than it was for men. Thus, a cross-sex difference in expectancies did not correspond to a parallel difference in grades. This finding highlights the potential hazards of making certain cross-sex comparisons, and we argue for more caution in their application.  相似文献   
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It has generally been assumed that increases in the concrete outcomes of a procedure will result in judgments of greater procedural and distributive fairness, but research on this topic has been inconsistent. Using a classic procedural justice paradigm (Walker, LaTour, Lind, &. Thibaut, 1974), the experiment tested the effects of four levels of outcome. Forty-eight male and female undergraduates were led to believe that their team had been wrongfully charged with cheating in a business simulation game. An adversary adjudication was held, purportedly to resolve the charge. The outcome of the adjudication was confiscation of all, two thirds, one third, or none of the subject's monetary winnings from the game. Both procedural and distributive fairness measures showed dear nonlinear outcome effects. The relationship between outcomes and both fairness measures showed some evidence of being nonmonotonic as well: A two-thirds loss resulted in less favorable reactions than did a total loss. Ratings on other scales suggest that the nonlinear effects are due to beliefs that the judge did not fully consider the evidence in the two-thirds loss and one-third loss conditions. The discussion focuses on the theoretical implications of the findings for procedural justice and social exchange processes and the practical implications for conflict resolution procedure.  相似文献   
28.
Behavioral assessment procedures were used to prescribe and evaluate treatments of maladaptive behavior for 2 children with severe multiple handicaps. In Experiment 1, the results of an assessment of reinforcer preference were used in conjunction with a functional analysis of the conditions maintaining self-injurious behavior to prescribe a treatment for a child with severe disabilities. The treatment procedure involved the use of a pressure-sensitive microswitch to activate reinforcing stimuli during two solitary conditions, during which self-injurious behavior had occurred at high rates. The results were evaluated with a multiple baseline across settings design and indicated that self-injury decreased with concomitant increases in microswitch activation. Results were maintained at 6 weeks, 8 weeks, and 6 months. In Experiment 2, the results of behavioral assessments of reinforcer preference and self-injurious behavior were combined to develop a treatment for a second severely handicapped child, who exhibited high rates of self-injury in demand situations. This treatment was evaluated with a multiple baseline across tasks design and resulted in the elimination of self-injury for up to 15 months.  相似文献   
29.
We provided tactile cues to a student who was deaf, blind, and mentally retarded to guide her performance on a variety of packaging tasks. The student had previously received extensive training on multiple packaging and sequencing tasks through her vocational education program. Although she was able to complete these tasks, each change in materials necessitated that similar levels of retraining be conducted in order for her to perform revised tasks. Tactile cues were introduced and evaluated through a multiple baseline with sequential withdrawal design for two envelope-stuffing tasks and one bagging task. Results indicated that the tactile prompts were effective in guiding her performance on the training task and in promoting generalization to novel tasks and cues. Continued use of the cues was necessary to maintain the student's performance. Our findings suggest that tactile prompts function similarly to picture prompts and may be an effective alternative external prompting system for persons for whom picture prompts would not be appropriate.  相似文献   
30.
Relative outcomes in social commerce with peers are potent determinants of cognitions and behavior in young children. Although there has been considerable attention given to the behavioral consequences of social comparisons following the receipt of rewards, there has been less concern with cognitive or affective consequences. Additionally, little is known about the accrued effects of multiple social comparison experiences that may be consistent or inconsistent with one another. In the present study, young children received a constant level of reward but the amount they saw a peer receive was varied. There were two sequences of reward distribution, and in a given sequence children received either the same number of rewards as the peer (=), more (+), or fewer (?). In a 3 × 3 factorial design all possible combinations occurred. A negative inequality in reward distribution, no matter where it fell in a sequence, made children sad and inclined children to distribute fewer rewards to peers. When a sequence contained an initial experience of positive inequality, children decreased subsequent levels of self-reward. Experiencing a comparison that revealed a negative inequality in reward distribution also disrupted children's accuracy in appraising the overall distribution of rewards: even when an initial negative inequality was completely offset by an equivalent experience of positive inequality, children inaccurately concluded that they had received fewer rewards than their peers.  相似文献   
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