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951.
This study examines two overlapping longitudinal samples of U.S. couples with children, covering a period of 15 years after the first child's birth. The first sample extended from the pregnancy with a first child until that child was 5.5 years old; the second from ages 4.5 to 14.5. Growth curve analyses revealed that marital satisfaction declined over 15 years for both husbands and wives. Attachment security measured in the second sample was associated with greater marital satisfaction, but did not buffer against declines in marital satisfaction over time. Husbands' lower initial level of marital satisfaction measured around the first child's transition to school was the only significant predictor of marital dissolution. The discussion emphasizes theoretical and practical implications of these findings. 相似文献
952.
The ability to recognize three-dimensional objects from two-dimensional (2-D) displays was investigated in domestic chicks,
focusing on the role of the object’s motion. In Experiment 1 newly hatched chicks, imprinted on a three-dimensional (3-D)
object, were allowed to choose between the shadows of the familiar object and of an object never seen before. In Experiments
2 and 3 random-dot displays were used to produce the perception of a solid shape only when set in motion. Overall, the results
showed that domestic chicks were able to recognize familiar shapes from 2-D motion stimuli. It is likely that similar general
mechanisms underlying the perception of structure-from-motion and the extraction of 3-D information are shared by humans and
animals. The present data shows that they occur similarly in birds as known for mammals, two separate vertebrate classes;
this possibly indicates a common phylogenetic origin of these processes. 相似文献
953.
Reformers urge that representation no longer earns its explanatory keep in cognitive science, and that it is time to discard
this troublesome concept. In contrast, we hold that without representation cognitive science is utterly bereft of tools for
explaining natural intelligence. In order to defend the latter position, we focus on the explanatory role of representation
in computation. We examine how the methods of digital and analog computation are used to model a relatively simple target
system, and show that representation plays an in-eliminable explanatory role in both cases. We conclude that, to the extent
that biologic systems engage in computation, representation is destined to play an explanatory role in cognitive science.
相似文献
Jon OpieEmail: URL: http://arts.adelaide.edu.au/humanities/jopie/ |
954.
Marchetti G 《Cognitive processing》2009,10(1):7-40
The analysis of time is vitiated very often by circularity: several disciplines, such as psychology, linguistics, and neurosciences,
analyze time by using concepts or terms which already contain in themselves, or are based, on the experience and notion of
time (as when, for example, time is defined as “duration”, or when our ability to estimate durations is explained by resorting
to the notion of an internal clock). Some detailed examples of circularity in the analysis of time are given here and examined.
A way out of circularity is then given: it is represented by the proposal of attentional semantics (AS) of considering words
and their meanings in terms of the aim they serve, and the means and processes developed and implemented in order to achieve
that aim. According to AS, the main aim of words is that of indicating to, and eliciting in, the listener or reader a specific
conscious experience: namely, the conscious experience referred to by their meanings. Words achieve their main aim by conveying
the condensed instructions on the attentional operations one has to perform if one wants to consciously experience what is
expressed through and by them. By describing the conscious experiences elicited by words in terms of the attentional operations
that are responsible for the production of such conscious experiences, AS offers an a-linguistic counterpart to language,
and therefore an effective way out of circularity. Following in footsteps of Mach (Contributions to the analysis of the sensations,
1890), but slightly revising his hypothesis, AS defines time-sensation as the perception of the effort made, or alternatively
the nervous energy expended, by the organ of attention when performing a “temporal activity” (for instance, estimating duration),
that is, when one’s own attention is focused in a continuous and incremental way on the conscious product of the (“non-temporal”)
activity performed by means of another portion of one’s attention.
相似文献
Giorgio MarchettiEmail: Email: |
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957.
Computer analysis of video footage is one option for recording locomotor behavior for a range of neurophysiological and behavioral studies. This technique is reasonably well established and accepted, but its use for some behavioral analyses remains a challenge. For example, filming through water can lead to reflection, and filming nocturnal activity can reduce resolution and clarity of filmed images. The aim of this study was to develop a noninvasive method for recording nocturnal activity in aquatic decapods and test the accuracy of analysis by video tracking software. We selected crayfish, Cherax destructor, because they are often active at night, they live underwater, and data on their locomotion is important for answering biological and physiological questions such as how they explore and navigate. We constructed recording arenas and filmed animals in infrared light. Wethen compared human observer data and software-acquired values. In this article, we outline important apparatus and software issues to obtain reliable computer tracking. 相似文献
958.
Desai AV Wilsmore B Bartlett DJ Unger G Constable B Joffe D Grunstein RR 《Behavior research methods》2007,39(3):673-681
Several driving simulators have been developed which range in complexity from PC based driving tasks to advanced "real world" simulators. The AusEd driving simulator is a PC based task, which was designed to be conducive to and test for driver fatigue. This paper describes the AusEd driving simulator in detail, including the technical requirements, hardware, screen and file outputs, and analysis software. Some aspects of the test are standardized, while others can be modified to suit the experimental situation. The AusEd driving simulator is sensitive to performance decrement from driver fatigue in the laboratory setting, potentially making it useful as a laboratory or office based test for driver fatigue risk management. However, more research is still needed to correlate laboratory based simulator performance with real world driving performance and outcomes. 相似文献
959.
We designed and tested a novel technology that enables us to capture the entire stream of behavior in perseverative reaching tasks. Beyond fitting the criteria of the conventional A-not-B task, the novel technology gives us better access to the core features of perseverative reaching, such as timing, behavior history, and reinforcement. The technology allows us to quantitatively manipulate reinforcement characteristics, to accurately program onsets, delays, and stimulus durations as well as locations and salience of the targets, and to automatically record the number of reaches to each target and compute timing. We did a validation study on this new technology, investigating the influence of a number of novel factors on perseverative reaching. We replicated the A-not-B phenomenon and associated developmental changes. In addition, results demonstrated that the new technology offers insights into infants' behavior beyond the first reaching action. Moreover, data collection is fully automated, yielding precise, quantitative data. Future studies using this technology will capitalize on the salient advantages of this technology to more precisely measure goal-directed actions and understand the development of reaching skill. 相似文献
960.
Theoretical models of attention for affective information have assigned a special status to the cognitive processing of emotional facial expressions. One specific claim in this regard is that emotional faces automatically attract visual attention. In three experiments, the authors investigated attentional cueing by angry, happy, and neutral facial expressions that were presented under conditions of limited awareness. In these experiments, facial expressions were presented in a masked (14 ms or 34 ms, masked by a neutral face) and unmasked fashion (34 ms or 100 ms). Compared with trials containing neutral cues, delayed responding was found on trials with emotional cues in the unmasked, 100-ms condition, suggesting stronger allocation of cognitive resources to emotional faces. However, in both masked and unmasked conditions, the hypothesized cueing of visual attention to the location of emotional facial expression was not found. In contrary, attentional cueing by emotional faces was less strong compared with neutral faces in the unmasked, 100-ms condition. These data suggest that briefly presented emotional faces influence cognitive processing but do not automatically capture visual attention. 相似文献