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411.
Zhen Han 《Frontiers of Philosophy in China》2006,1(1):1-5
In modern society, democracy as a symbol of social civilization and progress is cherished. Any government or organization,
whether truly democratic or not, will claim that it is democratic while its opponents are not. However, as a historical notion,
democracy does not possess the quality of absoluteness. In my view, democracy, in its original meaning, should be understood
as a way to social compromise, whose aim is to guarantee a relatively fair political life.
Translated from New Eyesight, 2004(3) by Dong Lihe 相似文献
412.
Frederic Sautter Judith A. Lyons Gina Manguno-Mire Dana Perry Xiaotong Han Michelle Sherman Leann Myers Ronald Landis Greer Sullivan 《Journal of psychopathology and behavioral assessment》2006,28(2):123-130
A telephone survey was conducted to identify predictors of treatment engagement in 83 cohabitating female partners of 83 Vietnam
theater veterans with combat-related post-traumatic stress disorder (PTSD). The survey assessed veterans for their trauma
history and PTSD symptoms. Partners were assessed for caregiver burden, patient–partner involvement, PTSD treatment engagement,
self-efficacy relating to PTSD, beliefs about benefits of PTSD treatment, and PTSD treatment barriers. Significant predictors
of partner PTSD treatment engagement were the couple’s income, patient–partner involvement, and partner caregiver burden.
These findings have implications for family interventions that may increase partner PTSD treatment engagement and improve
PTSD treatment outcome. 相似文献
413.
高技术工作团队的交互记忆系统及其效果 总被引:17,自引:0,他引:17
交互记忆系统近来被认为是影响工作团队绩效的重要特性之一。以往的研究局限于实验室样本或者由学生组成的临时团队,该研究从高技术企业中选取190个工作团队作为样本,考查了团队的交互记忆系统与团队中的其它现象之间的关系。研究除了发现Lewis的量表中有两个题目不理想外,还发现交互记忆系统与团队成员之间的信任、合作性目标导向具有显著的正相关,同时交互记忆系统与团队的工作绩效和凝聚力也具有显著的关系。该文在检验团队层次的现象时,通过计算团队成员在相应变量上得分的一致性(rwg)来检查加总分析的合理性,这是从事团队层次的研究中需要遵循的方法 相似文献
414.
Shihui Han Glyn W Humphreys 《The Quarterly Journal of Experimental Psychology Section A: Human Experimental Psychology》2002,55(1):5-21
The present study examined the role of segmentation and selection processes when we respond to local elements in hierarchical stimuli. The ease of segmentation and selection of an individual local element from hierarchical patterns was manipulated by making one local element substantially distinct from the others in colour. Experiment 1 showed that, when attention was spread across the global and local levels in a divided attention task, the introduction of the local red element speeded responses to local targets but slowed responses when targets appeared at the global level. Experiment 2 used a selective attention task in which subjects responded only to the local or the global shapes across a block of trials. Under these circumstances, the local red element reduced global-to-local interference in addition to speeding local responses. The results suggest that the efficiency with which local elements are segmented and selected affects responses to local aspects of hierarchical patterns; furthermore, the effect of local pop-out on global processing is contingent on top-down attentional control settings. 相似文献
415.
Kwanguk Kim Jaehun Kim Jeonghun Ku Deog Young Kim Won Hyek Chang Dong Ik Shin Jang Han Lee In Young Kim Sun I Kim 《Cyberpsychology & behavior》2004,7(6):742-749
Patients with unilateral neglect have problems reporting, responding, or orienting to novel or meaningful stimuli that is presented to the side opposite to that of a brain lesion. This creates a serous problem in regards to daily living activities. However, the established methods for assessing and training of unilateral neglect patients have several deficits. Recently, virtual reality (VR) technologies have been used as an assessment and treatment tool for rehabilitation. Hence, this study designed a VR system to assess and train unilateral neglect patients. In addition, the suitability and feasibility of our VR system for unilateral neglect patients was verified. 相似文献
416.
Baek-Hwan Cho Saebyul Kim Dong Ik Shin Jang Han Lee Sang Min Lee In Young Kim Sun I Kim 《Cyberpsychology & behavior》2004,7(5):519-526
In this research, the effectiveness of neurofeedback, along with virtual reality (VR), in reducing the level of inattention and impulsiveness was investigated. Twenty-eight male participants, aged 14-18, with social problems, took part in this study. They were separated into three groups: a control group, a VR group, and a non-VR group. The VR and non-VR groups underwent eight sessions of neurofeedback training over 2 weeks, while the control group just waited during the same period. The VR group used a head-mounted display (HMD) and a head tracker, which let them look around the virtual world. Conversely, the non-VR group used only a computer monitor with a fixed viewpoint. All participants performed a continuous performance task (CPT) before and after the complete training session. The results showed that both the VR and non-VR groups achieved better scores in the CPT after the training session, while the control group showed no significant difference. Compared with the other groups, the VR group presented a tendency to get better results, suggesting that immersive VR is applicable to neurofeedback for the rehabilitation of inattention and impulsiveness. 相似文献
417.
"[人]在[大场所]"材料范式下观察不到信息整合的原因初探 总被引:1,自引:0,他引:1
本研究采用扇效应技术来探求推翻G.A.Radvansky针对其1993年研究结果所作解释的证据。共分为两个分实验。实验1重复Radvansky1993年研究中的实验三,以取得中文材料的基线值,为实验2做准备;实验2通过在材料中使用同样具有可“移动性”的物体的概念(例如快餐车)来探讨“可移动性”是否是“[人]在[大场所]”材料范式下观察不到信息整合的根本原因。结果表明“人的可移动性”不是“[人]在[大场所]”.材料范式下观察不到信息整合的原因。 相似文献
418.
This research explores how mood interacts with outcome and implemental mind‐sets to influence motivation to work toward a goal. We propose and demonstrate that being in a positive (vs. neutral) mood increases motivation for those in an outcome mind‐set. Conversely, being in a positive (vs. neutral) mood decreases motivation for those in an implemental mind‐set. We argue that the reason for this is rooted in the role of positive mood on the number of available goal attainment means: Positive (vs. neutral) mood was found to increase the number of accessible goal attainment activities. For those in an outcome mind‐set, the increased number of goal attainment activities increases motivation because more activities are perceived as more available opportunities or strategies that may aid in successful goal attainment. For those in an implemental mind‐set, where one considers detailed steps and processes required for goal completion, motivation is decreased, because availability of more activities increases perceived difficulty of goal execution. Five studies support these hypotheses, showing differences in available activities depending on mood, differences in perceptions of those activities depending on mind‐set, and differences in motivation depending on the interaction of mood and mind‐set. 相似文献
419.
天台山暨浙江区域道教国际学术研讨会于2005年5月21至23日在天台召开.此次会议由浙江大学、中国社会科学院世界宗教研究所、浙江省社会科学界联合会、天台县人民政府主办,由浙江大学道教文化研究中心、四川大学道教与宗教文化研究所、天台县社会科学界联合会承办.开幕式上,浙江省委宣传部领导到会祝贺,各主办和协办单位领导致辞,卿希泰教授代表与会学者致辞. 相似文献
420.
Jeonghun Ku Hee Jeong Jang Kwang Uk Kim Jae Hun Kim Sung Hyouk Park Jang Han Lee Jae Jin Kim In Y Kim Sun I Kim 《Cyberpsychology & behavior》2005,8(5):493-503
The objectives of this study were to propose a method of presenting dynamic facial expressions to experimental subjects, in order to investigate human perception of avatar's facial expressions of different levels of emotional intensity. The investigation concerned how perception varies according to the strength of facial expression, as well as according to an avatar's gender. To accomplish these goals, we generated a male and a female virtual avatar with five levels of intensity of happiness and anger using a morphing technique. We then recruited 16 normal healthy subjects and measured each subject's emotional reaction by scoring affective arousal and valence after showing them the avatar's face. Through this study, we were able to investigate human perceptual characteristics evoked by male and female avatars' graduated facial expressions of happiness and anger. In addition, we were able to identify that a virtual avatar's facial expression could affect human emotion in different ways according to the avatar's gender and the intensity of its facial expressions. However, we could also see that virtual faces have some limitations because they are not real, so subjects recognized the expressions well, but were not influenced to the same extent. Although a virtual avatar has some limitations in conveying its emotion using facial expressions, this study is significant in that it shows that a new potential exists to use or manipulate emotional intensity by controlling a virtual avatar's facial expression linearly using a morphing technique. Therefore, it is predicted that this technique may be used for assessing emotional characteristics of humans, and may be of particular benefit for work with people with emotional disorders through a presentation of dynamic expression of various emotional intensities. 相似文献