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This article highlights the impact of technology on the ability of individuals to be creative within society. The role of computers in the creative act is explored from a broad perspective to allow for the discovery of general principles of creativity. Insight into the barriers that individuals must overcome to function creatively in the information age are then presented. To this end, the process by which creativity occurs is reviewed, and the consequences of the development of technology and the impact of computers on creativity are discussed. Examples of computers used to facilitate creativity are then illustrated. Finally, the necessary conditions for creativity to exist in society are highlighted, and suggestions are offered for the coexistence of creativity and technology in the future. 相似文献
86.
This is a study of the development trend of creative scientific problem finding (CSPF) ability of a sample of 1,367 elementary, middle, and high school students in two Chinese cities. Students were instructed to generate science related questions in both open and closed conditions with responses scored for Fluency, Flexibility, and Originality. Results suggest that CSPF ability has a developmental trend characterized by a significant leap in the 5th grade, followed by a steady advance until it peaked in the 8th grade, and then declined and stabilized in the high school years (9th–11th grades). No difference between male and female students was found. The type of instruction showed significant differential influence on CSPF and its development. 相似文献
87.
The influence of vehicular control on motion sickness has implications for theories of motion sickness etiology. We asked whether motion sickness susceptibility might also be related to the control of non-vehicular locomotion. Participants were exposed to a console video game that featured ambulatory locomotion of a virtual avatar. In a yoked control design, individuals either played the game (players) or watched another participant's recorded game play (viewers). Viewers were more likely than players to report motion sickness. During exposure to the video game players moved more than viewers, and the movement of players was more predictable or self-similar than the movement of viewers. Coupling of movement within player-viewer pairs was greater for pairs in which the viewer later reported motion sickness than for pairs in which both participants stated that they were not motion sick. The results reveal that motion sickness incidence can be influenced by the control of stimulus motion, in general, and is not limited to control of vehicular motion. We discuss implications of these findings for theories of motion sickness etiology. 相似文献
88.
Zheng Yan Yan Dong Valtteri Niemi Guoliang Yu 《Journal of applied social psychology》2013,43(3):638-659
This paper explores trust of mobile applications based on users' behaviors. It proposes a trust behavior construct through principal component analysis, reliability analysis, and confirmatory factor analysis based on the data collected from a questionnaire survey with more than 1,500 participants. It is indicated that a user's trust behavior is composed of three principal constructs: using behavior, reflection behavior, and correlation behavior. They are further delineated into 12 measurable sub‐constructs and relate to a number of external factors. The data analysis showed that the questionnaire has positive psychometric properties with respect to construct validity and reliability. We also discuss the practical significance and limitations of our work toward usable trust management. 相似文献
89.
Weiping Hu Baojun Wu Xiaojuan Jia Xinfa Yi Chunyan Duan Winter Meyer James C. Kaufman 《创造性行为杂志》2013,47(1):3-21
The “Learn to Think” (LTT) Intervention Program was developed for raising thinking abilities of primary and secondary school students. It has been implemented in more than 300 schools, and more than 200,000 students took part in the experiment over a 10‐year span. Several longitudinal intervention studies showed that LTT could promote the development of students' thinking ability, learning motivation, and learning strategy as well as raise academic performance in primary schools. This article describes a study of the influence and the delayed effects of LTT on the scientific creativity of secondary school students. One hundred and seven students were selected from a secondary school, 54 of them participated in the LTT every 2 weeks and the rest had not. The intervention lasted 2 years, and the delayed effect was explored half a year after terminating the intervention. The Scientific Creativity Test for Secondary School Students was used four times from pre‐test to delayed post‐test. The results indicated that the LTT did promote the development of scientific creativity of secondary school students, and the effects on the scientific creativity were not necessarily immediate, but tended to be long‐lasting. 相似文献
90.
This study examines the dynamic regulation process responding to an external stimulus. The damped oscillator model has been used to describe this process. However, the model does not allow a nonzero steady state, even though the oscillations may continue and do not necessarily damp toward zero. This study introduces the driven damped oscillator model which has an additional parameter to identify different patterns of the steady state. Three methods, generalized local linear approximation, continuous time structural equation modeling, and analytic solutions of differential equations are provided to estimate model parameters. A simulation study indicates that parameters in the driven damped oscillator model are well recovered. The model is then illustrated using a data set on the daily reports of sales after a sale promotion. Potential applications and possible expansions of this model are also discussed. 相似文献