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81.
卦序问题是《周易》象数学的主要问题之一。孔颖达明确提出《周易》经文六十四卦次序以“二二相耦,非覆即变”为基本原则。这一原则直接推动了《周易》上下经卦数不均问题和“观象系辞”问题的研究。上下经互变之卦的数量不均,是导致上下经总卦数不等的直接原因,而之所以如此安排又有其特殊之用意。诸卦“非覆即变”之象是作《易》者名卦和系辞的重要原则,因而较之于马王堆帛书《周易》卦序,传世本《周易》卦序应当是更为原始的卦序。《周易》经文卦序从整体架构到具体组合排布都有一定规则在其中。  相似文献   
82.
《论科学与艺术》包含了卢梭许多后来思想著述的萌芽,它讨论的是科学艺术的"近代复兴"与道德的"社会风俗"的关系。卢梭仅将科学艺术视作文明,并把它们与道德对立起来,认为近代文明失去了本原的道德精神实质。但所有的成熟文明都包含有物质文明、政治文明和精神文明三个方面,道德也是文明的产物,同时也是文明的价值和规范的基础。卢梭没有意识到,否定文明也就等于否定了道德。但卢梭文中对科学艺术的批判反思,对道德乃至宗教救赎精神的推崇,赋予其思想一种特殊的吸引力与启示意义。时代发展到今天,科学的进展和艺术的普及已经发展到了卢梭难以想象的程度,科技的兴盛固然带来了普遍的福利,却也走近了这样一个门槛:高新技术给人类带来无数方便与好处,人类的控物能力不断大幅提高;与此相比较,人类的道德自控能力若没有相应的提高,科技的发展可能带来难以预测但却可能改变人类文明命运的后果。这种不平衡无疑会是人类文明一个持久的基本矛盾。  相似文献   
83.
Advertisements using assertive language are commonly seen in marketing communications, yet assertive language has often been shown to be ineffective in communication and even decrease compliance. Recent research began to examine factors that influence the effectiveness of assertive advertising messages, but little research has studied the potential moderating role of consumer‐related factors. The current research fills this gap by investigating the moderating role of consumers’ power. Across five studies, the authors find that for high‐power consumers, assertive ads are effective in promoting want products but ineffective in promoting should products. For low‐power consumers, however, assertive ads are effective in promoting should products but ineffective in promoting want products. Moreover, the authors show that this pattern of results is driven (mediated) by consumers’ perception of the fit between the advertising message and the advertised product. Theoretical and practical implications of the findings are discussed.  相似文献   
84.
We used two simple unsupervised machine learning techniques to identify differential trajectories of change in children who undergo intensive working memory (WM) training. We used self‐organizing maps (SOMs)—a type of simple artificial neural network—to represent multivariate cognitive training data, and then tested whether the way tasks are represented changed as a result of training. The patterns of change we observed in the SOM weight matrices implied that the processes drawn upon to perform WM tasks changed following training. This was then combined with K‐means clustering to identify distinct groups of children who respond to the training in different ways. Firstly, the K‐means clustering was applied to an independent large sample (N = 616, Mage = 9.16 years, range = 5.16–17.91 years) to identify subgroups. We then allocated children who had been through cognitive training (N = 179, Mage = 9.00 years, range = 7.08–11.50 years) to these same four subgroups, both before and after their training. In doing so, we were able to map their improvement trajectories. Scores on a separate measure of fluid intelligence were predictive of a child's improvement trajectory. This paper provides an alternative approach to analysing cognitive training data that go beyond considering changes in individual tasks. This proof‐of‐principle demonstrates a potentially powerful way of distinguishing task‐specific from domain‐general changes following training and of establishing different profiles of response to training.  相似文献   
85.
心理健康服务的文化胜任力随着欧美对多元文化群体的重视而逐渐发展起来。该领域存在两种不同的理论取向及相应的实践策略。内容取向关注静态的、结构化的文化胜任力; 过程取向则关注动态的、非结构化的文化胜任力。两种取向的异同体现了文化胜任力的研究和实践中对文化特异性和普遍性因素的平衡。在此基础上, 本文最后讨论了如何参考国外经验, 立足中国现实问题和加强社会心理服务体系建设的大背景, 来发展中国的文化胜任力。  相似文献   
86.
探讨幼儿在准确性线索和共识线索冲突情境下对自然与社会领域知识的选择性信任特点。实验1探究幼儿在线索冲突情境下对自然领域知识的选择性信任,选取88名4~6岁幼儿,采用对物品命名的方法,结果发现4岁幼儿依据共识线索进行信任判断,而5~6岁幼儿依据准确性线索进行信任判断;实验2探究幼儿在线索冲突情境下对社会领域知识的选择性信任,选取94名4-6岁幼儿,采用对人格特质命名的方法,结果发现4岁幼儿依据共识线索进行信任判断,5岁幼儿对两类线索没有做出偏向性选择,6岁幼儿依据准确性线索进行信任判断。实验3采用被试内设计,探讨5岁幼儿对两个领域知识的选择性信任,验证了实验1和实验2的相关结果。结论:在线索冲突情境下幼儿对不同领域知识的选择性信任具有不同的年龄发展特点。  相似文献   
87.
身心关系问题是人类长期探究的重要议题。精神分析学家对身心关系具有诸多独特见解,具体表现为:身体是心理的基础,身体是心理的象征,身体与心理的交织。此三种观点不仅反映出不同精神分析学家在方法论、认识论以及本体论上的差异,也蕴含着精神分析不同流派的理论脉络。厘清精神分析视域下的身心观,既有助于自然科学心理学与人文科学心理学在精神分析中寻求一种主客交织的研究视角,也可为心理学和其他学科领域研究身心关系问题提供新的切入点。  相似文献   
88.
The present study explored the intrinsic event-related potential (ERP) features of the effects of acute psychological stress on the processing of motion-in-depth perception using a dual-task paradigm. After a mental arithmetic task was used to induce acute psychological stress, a collision task was used to evaluate motion-in-depth perception. The error value and average amplitude of late slow waves (SW) were significantly larger for the earlier colliding spheres’ than for the later colliding spheres. The P1 peak latency in the left occipital region was significantly shorter than that of the right occipital region in the motion-in-depth perception task. Compared to the control condition, the estimated value of residual time-to-collision and error value were significantly reduced, and the N1 peak amplitude and the SW averaged amplitude were significantly increased in the stress condition. Longer motion-in-depth time improved discrimination accuracy and decreased the investment of cognitive resources. Acute psychological stress increased behavioral performance and enhanced attention resources on the motion-in-depth perception task together with greater investment of cognitive resources.  相似文献   
89.
Hedden T  Zhang J 《Cognition》2002,85(1):1-36
In reasoning about strategic interpersonal situations, such as in playing games, an individual's representation of the situation often includes not only information about the goals and rules of the game, but also a mental model of other minds. Often such mental models involve a hierarchy of reflexive reasoning commonly employed in social situations ("What do you think I think you think..."), and may be related to the developmental notion of 'theory of mind'. In two experiments, the authors formally investigate such interpersonal recursive reasoning in college-age adults within the context of matrix games. Participants are asked to predict the moves of another player (experimenter's confederate) in a two-choice, sequential-move game that may terminate at various stages with different payoffs for each player. Participants are also asked to decide optimally on their own moves based on the prediction made. Errors concerning the prediction, or translation of those predictions into decisions about one's action, were recorded. Results demonstrate the existence of a "default" mental model about the other player in the game context that is dynamically modified as new evidence is accumulated. Predictions about this other player's behavior are, in general, used consistently in decision-making, though the opponent tends to be modeled, by default, to behave in a myopic fashion not anticipating the participant's own action.  相似文献   
90.
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