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991.
Tabullo A Arismendi M Wainselboim A Primero G Vernis S Segura E Zanutto S Yorio A 《Quarterly journal of experimental psychology (2006)》2012,65(9):1848-1863
Most languages have a basic or "canonical" word order, which determines the relative positions of the subject (S), the verb (V), and the object (O) in a typical declarative sentence. The frequency of occurrence of the six possible word orders among world languages is not distributed uniformly. While SVO and SOV represent around 85% of world languages, orders like VSO (9%) or OSV (0.5%) are much less frequent or extremely rare. One possible explanation for this asymmetry is that biological and cognitive constraints for structured sequence processing make some word orders easier to be processed than others. Therefore, the high frequency of these word orders would be related to their higher learnability. The aim of the present study was to compare the learnability of different word orders between groups of adult subjects. Four artificial languages with different word orders were trained: two frequent (SVO, SOV) and two infrequent (VSO, OSV). In a test stage, subjects were asked to discriminate between new correct sentences and syntax or semantic violations. Higher performance rates and faster responses were observed for more frequent word orders. The results support the hypothesis that more frequent word orders are more easily learned. 相似文献
992.
Ramirez G Gunderson EA Levine SC Beilock SL 《Quarterly journal of experimental psychology (2006)》2012,65(3):474-487
Spatial ability is a strong predictor of students' pursuit of higher education in science and mathematics. However, very little is known about the affective factors that influence individual differences in spatial ability, particularly at a young age. We examine the role of spatial anxiety in young children's performance on a mental rotation task. We show that even at a young age, children report experiencing feelings of nervousness at the prospect of engaging in spatial activities. Moreover, we show that these feelings are associated with reduced mental rotation ability among students with high but not low working memory (WM). Interestingly, this WM?×?spatial anxiety interaction was only found among girls. We discuss these patterns of results in terms of the problem-solving strategies that boys versus girls use in solving mental rotation problems. 相似文献
993.
Sánchez-Carracedo D Barrada JR López-Guimerà G Fauquet J Almenara CA Trepat E 《Body image》2012,9(1):163-171
The aims of the present study were: (1) to assess the factor structure of the SATAQ-3 in Spanish secondary-school students by means of exploratory factor analysis (EFA), confirmatory factor analysis (CFA) and exploratory structural equation modeling (ESEM) models; and (2) to study its invariance by sex and school grade. ESEM is a technique that has been proposed for the analysis of internal structure that overcomes some of the limitations of EFA and CFA. Participants were 1559 boys and girls in grades seventh to tenth. The results support the four-factor solution of the original version, and reveal that the best fit was obtained with ESEM, excluding Item 20 and with correlated uniqueness between reverse-keyed items. Our version shows invariance by sex and grade. The differences between scores of different groups are in the expected direction, and support the validity of the questionnaire. We recommend a version excluding Item 20 and without reverse-keyed items. 相似文献
994.
In the present study, we showed that a representational disorder for words can dissociate from both representational neglect for objects and neglect dyslexia. This study involved 14 brain-damaged patients with left unilateral spatial neglect and a group of normal subjects. Patients were divided into four groups based on presence of left neglect dyslexia and representational neglect for non-verbal material, as evaluated by the Clock Drawing test. The patients were presented with bisection tasks for words and lines. The word bisection tasks (with words of five and seven letters) comprised the following: (1) representational bisection: the experimenter pronounced a word and then asked the patient to name the letter in the middle position; (2) visual bisection: same as (1) with stimuli presented visually; and (3) motor bisection: the patient was asked to cross out the letter in the middle position. The standard line bisection task was presented using lines of different length. Consistent with the literature, long lines were bisected to the right and short lines, rendered comparable in length to the words of the word bisection test, deviated to the left (crossover effect). Both patients and controls showed the same leftward bias on words in the visual and motor bisection conditions. A significant difference emerged between the groups only in the case of the representational bisection task, whereas the group exhibiting neglect dyslexia associated with representational neglect for objects showed a significant rightward bias, while the other three patient groups and the controls showed a leftward bisection bias. Neither the presence of neglect alone nor the presence of visual neglect dyslexia was sufficient to produce a specific disorder in mental imagery. These results demonstrate a specific representational neglect for words independent of both representational neglect and neglect dyslexia. 相似文献
995.
Elliott L Golub A Ream G Dunlap E 《Cyberpsychology, behavior and social networking》2012,15(3):155-161
This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem. 相似文献
996.
Mena G Llupià A García-Basteiro AL Aldea M Sequera VG Trilla A 《Cyberpsychology, behavior and social networking》2012,15(6):328-331
The low acceptance of influenza vaccination by both medical students and healthcare workers (HCWs) signals the need for innovative strategies. We administered an anonymous questionnaire to 410 University of Barcelona medical students who were asked about using the Internet to find information on influenza vaccination of HCWs and about their willingness to use technical and informal Facebook pages as an information channel on this topic. Of the 410 participants, 74.1 percent were female and 58.3 percent were in the first preclinical 3-year university cycle. A total of 7.6 percent participants reported using the Internet for queries on influenza vaccination, 89.8 percent reported that they were Facebook users, and 275 (67.1 percent) would accept an invitation from the technical or informal Facebook pages. The technical Web site would be actively followed by 77, or by 30.0 percent of those who would accept the invitation and the informal site by 116 (43.6 percent of those who would accept). The marked willingness to use Facebook to obtain information on the influenza vaccination of HCWs potentially opens a new window in health education: social networks could be used to help create professional habits. Students would be more likely to engage with this type of Facebook page if the contents were informal rather than highly technical. 相似文献
997.
Face aftereffects can provide information on how faces are stored by the human visual system (eg Leopold et al, 2001 Nature Neuroscience 4 89-94), but few studies have used robustly represented (highly familiar) faces. In this study we investigated the influence of facial familiarity on adaptation effects. Participants were adapted to a series of distorted faces (their own face, a famous face, or an unfamiliar face). In experiment 1, figural aftereffects were significantly smaller when participants were adapted to their own face than when they were adapted to the other faces (ie their own face appeared significantly less distorted than a famous or unfamiliar face). Experiment 2 showed that this 'own-face' effect did not occur when the same faces were used as adaptation stimuli for participants who were unfamiliar with them. Experiment 3 replicated experiment 1, but included a pre-adaptation baseline. The results highlight the importance of considering facial familiarity when conducting research on face aftereffects. 相似文献
998.
Polyn SM Erlikhman G Kahana MJ 《Journal of experimental psychology. Learning, memory, and cognition》2011,37(3):766-775
In recalling a set of previously experienced events, people exhibit striking effects of recency, contiguity, and similarity: Recent items tend to be recalled best and first, and items that were studied in neighboring positions or that are similar to one another in some other way tend to evoke one another during recall. Effects of recency and contiguity have most often been investigated in tasks that require people to recall random word lists. Similarity effects have most often been studied in tasks that require people to recall categorized word lists. Here we examine recency and contiguity effects in lists composed of items drawn from 3 distinct taxonomic categories and in which items from a given category are temporally separated from one another by items from other categories, all of which are tested for recall. We find evidence for long-term recency and for long-range contiguity, bolstering support for temporally sensitive models of memory and highlighting the importance of understanding the interaction between temporal and semantic information during memory search. 相似文献
999.
Love J McKoon G 《Journal of experimental psychology. Learning, memory, and cognition》2011,37(4):874-887
Research on shallow processing suggests that readers sometimes encode only a superficial representation of a text and fail to make use of all available information. Greene, McKoon, and Ratcliff (1992) extended this work to pronouns, finding evidence that readers sometimes fail to automatically identify referents even when these are unambiguous. In this paper we revisit those findings. In 11 recognition probe, priming, and self-report experiments, we manipulated Greene et al.'s stories to discover under what circumstances a pronoun's referent is automatically understood. We lengthened the stories from 4 to 8 lines. This simple manipulation led to automatic and correct resolution, which we attribute to readers' increased engagement with the stories. We found evidence of resolution even when the additional text did not mention the pronoun's referent. In addition, our results suggest that the pronoun temporarily boosts the referent's accessibility, an advantage that disappears by the end of the next sentence. Finally, we present evidence from memory experiments that supports complete pronoun resolution for the longer but not the shorter stories. 相似文献
1000.
Following other researchers, we investigated the premise that visual judgment of kinship might be modelled as a signal-detection task, strictly related to similar facial features. We measured subjects' response times to face-pair stimuli while they performed visual judgments of kinship, similarity, or dissimilarity, and examined some priming effects involved. Our results show that kinship judgment takes longer on average than either similarity or dissimilarity judgment-which is compatible with existing models, yet might also suggest that kinship judgments are of a more complex character. In our priming study we observed selective suppression/enhancement of the efficacy of dissimilarity judgments whenever they followed similarity and kinship judgments. This finding confounds the notion, inherent in previous models, of resemblance cues signalling for kinship, since similarity and dissimilarity cannot be considered just as opposite concepts, and observed priming effects need to be explicitly modelled, including dissimilarity cues. To model kinship judgments across faces that are perceived as dissimilar, a new framework may be required, perhaps accepting the perspective of a task-driven use of the visual cues, modulated by experience and cultural conditioning. 相似文献