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31.
The universe that surrounds us is vast, and we are so very small. When we reflect on the vastness of the universe, our humdrum cosmic location, and the inevitable future demise of humanity, our lives can seem utterly insignificant. Many philosophers assume that such worries about our significance reflect a banal metaethical confusion. They dismiss the very idea of cosmic significance. This, I argue, is a mistake. Worries about cosmic insignificance do not express metaethical worries about objectivity or nihilism, and we can make good sense of the idea of cosmic significance and its absence. It is also possible to explain why the vastness of the universe can make us feel insignificant. This impression does turn out to be mistaken, but not for the reasons typically assumed. In fact, we might be of immense cosmic significance—though we cannot, at this point, tell whether this is the case.  相似文献   
32.
Controversy still persists on whether emotional valence and arousal influence cognitive activities. Our study sought to compare how these two factors foster the spread of activation within the semantic network. In a lexical decision task, prime words were varied depending on the valence (pleasant or unpleasant) or on the level of emotional arousal (high or low). Target words were carefully selected to avoid semantic priming effects, as well as to avoid arousing specific emotions (neutral). Three SOA durations (220, 420 and 720 ms) were applied across three independent groups. Results indicate that at 220 ms, the effect of arousal is significantly higher than the effect of valence in facilitating spreading activation while at 420 ms, the effect of valence is significantly higher than the effect of arousal in facilitating spreading activation. These findings suggest that affect is a sequential process involving the successive intervention of arousal and valence.  相似文献   
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In this article, data from the 2005 European Working Conditions Survey are used to examine the relationship between contemporary employment arrangements and the work-related well-being of European employees. By means of a Latent Class Cluster Analysis, several features of the employment conditions and relations characterizing jobs are combined in a typology of five employment arrangements: SER-like, instrumental, precarious unsustainable, precarious intensive and portfolio jobs. These job types show clear relationships with separate indicators of job satisfaction, perceived safety climate and the ability to stay in employment, as well as with an overall indicator for work-related well-being. The findings from this multifaceted approach towards employment quality raise questions about the long-term sustainability of highly flexible and de-standardized employment arrangements.  相似文献   
36.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
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The low prevalence of extrapyramidal symptoms associated with atypical antipsychotics has led to their widespread use during the past decade. Aripiprazole, the newest medication in this class, has been associated with extrapyramidal symptoms (eg, akathisia) and with improvement of tardive dyskinesia (TD), but to date it has not been associated with the development of TD. We report a case of TD associated with the use of aripiprazole 15 mg/day for 18 months for refractory depression. Symptoms of TD resolved within several weeks of discontinuation of aripiprazole.  相似文献   
39.
This study examined the ability of the M-FAST to differentiate a group of undergraduate students simulating one of four DSM-IV diagnoses (n = 190; schizophrenia, major depressive disorder, bipolar disorder, and posttraumatic stress disorder) and a clinical comparison sample drawn from previous M-FAST studies comprising individuals with the same diagnosis (n = 142). Across all diagnostic conditions, the simulators obtained higher M-FAST total scores than the clinical comparisons, and the rare combinations scale was equal or superior to the total score at differentiating the groups. The M-FAST was most efficient at distinguishing feigned from bona fide schizophrenia. Although the internal consistency of the total score was high (alpha = 0.88), inter-item correlations were lower than values reported in previous research. Lastly, given the importance of base rate considerations in the evaluation of diagnostic instruments, it was notable that the M-FAST was able to identify malingerers even at relatively low base rates.  相似文献   
40.
Strategies for finding one's way through an unfamiliar environment may be helped by 2D maps, 3D virtual environments, or other navigation aids. The relative effectiveness of aids was investigated. Experiments were conducted in a large, park-like environment. 24 participants (12 men, 12 women; age range = 22-50 years; M=32, SD = 7.4) were divided into three groups of four individuals, who explored a 2D map of a given route prior to navigation, received a silent guided tour by means of an interactive virtual representation, or acquired direct experience of the real route through a silent guided tour. Participants then had to find the same route again on their own. 12 observers were given a "simple" route with only one critical turn, and the other 12 a "complex" route with six critical turns. Compared to three people familiar with the routes, among the naive participants, those who had a direct experience prior to navigation all found their way again on the simple and complex routes. Those who had explored the interactive virtual environment were unable to find their way on the complex route. The relative scale representation in the virtual environment may have given incorrect impressions of relative distances between objects along the itinerary, rendering important landmark information useless.  相似文献   
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