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41.
42.
This study assesses denominational differences in well-being among older Mexican Americans and examines differences between this group and older non-Hispanic Whites. Data came from two representative surveys of the US older adult population, focusing on each of these ethnic groups (N?=?996 and N?=?612, respectively). Evangelical Mexican Americans reported fewer symptoms of depression and greater life satisfaction than their Catholic counterparts, but there were no such differences among non-Hispanic Whites. Potential explanatory mechanisms examined included differences in frequency of attendance at religious services, use of positive and negative religious coping, and social support or conflict in the congregation. Among these, only the relationship of attendance and denomination varied by ethnicity, but this factor did not appear to explain differences in well-being. We propose that aspects of conflict between Catholic and Mexican-American identities contribute to making Evangelical affiliation more strongly related to well-being in this group. 相似文献
43.
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
44.
Are some video games associated with more life interference and psychopathology than others? Comparing massively multiplayer online role‐playing games with other forms of video game
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David Berle Vladan Starcevic Guy Porter Pauline Fenech 《Australian journal of psychology》2015,67(2):105-114
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
45.
46.
In a mental rotation task, participants must determine whether two stimuli match when one undergoes a rotation in 3-D space
relative to the other. The key evidence for mental rotation is the finding of a linear increase in response times as objects
are rotated farther apart. This signature increase in response times is also found in recognition of rotated objects, which
has led many theorists to postulate mental rotation as a key transformational procedure in object recognition. We compared
mental rotation and object recognition in tasks that used the same stimuli and presentation conditions and found that, whereas
mental rotation costs increased relatively linearly with rotation, object recognition costs increased only over small rotations.
Taken in conjunction with a recent brain imaging study, this dissociation in behavioral performance suggests that object recognition
is based on matching of image features rather than on 3-D mental transformations. 相似文献
47.
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
48.
Font tuning (FT) occurs when observers recognize a sequence of letters presented in the same font faster than in different fonts (Sanocki 1987, 1988 Journal of Experimental Psychology. Human Perception and Performance 13 267-278; 14 472-480). Here, we test the hypothesis that FT is associated with expertise with a specific writing system. We developed a systematic search task allowing the measurement of FT over a large number of letters and generalized the finding of FT from English readers viewing Roman letters to Chinese readers viewing Chinese characters. Non-Chinese readers did not show evidence of FT for Chinese characters in this search task. We also used a simpler 3-letter identification task to directly compare novice and expert readers, and to explore FT for different aspects of font such as fill, slant, and aspect ratio. We found that experts tune to aspect ratio but not to the other font changes. These findings reveal that letters are not processed visually in the same manner as shapes, and suggest an explanation for the cortical specialization obtained in the visual system for letters. 相似文献
49.
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
50.
Boumenir Y Georges F Valentin J Rebillard G Dresp-Langley B 《Perceptual and motor skills》2010,111(3):829-847
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