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Video game addiction in children and teenagers in Taiwan is associated with levels of animosity, social skills, and academic achievement. This study suggests that video game addiction can be statistically predicted on measures of hostility, and a group with high video game addiction has more hostility than others. Both gender and video game addiction are negatively associated with academic achievement. Family function, sensation seeking, gender, and boredom have statistically positive relationships with levels of social skills. Current models of video game addiction do not seem to fit the findings of this study. 相似文献
154.
The 'double identity' of Taiwanese as both Chinese and Taiwanese identity was measured among both general and student samples using categorical and continuous measures. As predicted, Mingnan (native province) Taiwanese were higher in Taiwanese identity whereas outside-province Taiwanese were higher in Chinese identity. Both groups shared similar representations of the history of Taiwan, but evaluations of leaders followed patterns of in-group favoritism. These representations of history were used to predict and find zero correlations between Chinese and Taiwanese identity. Taiwanese and Chinese identities were mutually compatible in cultural domains, and mediated the effect of demographic group. However, in issues concerning politicized allocation decisions (and language), Taiwanese and Chinese identity worked in opposite directions, and demographic group (and a critical evaluation of an historical leader) were significant even after controlling for identity. Implications for social identity theory, realistic group conflict theory, and the cross-straits relationship are discussed. 相似文献
155.
Recent research has shown that visual stimuli can influence cognitive control functions, even if subjects are unaware of the identity of the stimuli. However, in those previous studies, subjects actively attended to the location of the subliminal stimuli. Here we assessed the role of endogenous spatial attention in such paradigms. We required subjects to quickly prepare for one of two numerical judgment tasks on the basis of the direction of motion in patches of moving dots presented in cued spatial locations. We found that irrelevant motion patches presented in the uncued spatial locations also influenced task performance. Motion in the uncued patches was weak and did not affect the perception of the cued patches. Further analyses suggested that the effect of priming by the uncued stimuli was present even for subjects who could only discriminate such stimuli at chance level. Three additional experiments confirmed that subjects paid minimal attention to the uncued locations, in that the subjects could not perform simple discriminations of conjunctions of features in those locations. 相似文献
156.
Three-quarters of a century ago Gestalt psychologist Kurt Koffka described a remarkable effect: when a contiguous gray ring is placed on a background half one shade of gray, half another, the ring appears homogeneous. However, if the ring is divided, the two halves of the ring appear different shades of gray, the half of the ring on the darker background appearing lighter than the half of the ring on the lighter background. The Gestalt principle of continuity is used to explain this effect. But what microscopic principles might be mediating this effect? Recently we found sufficiently thin rings (annuli) appear heterogeneous even when geometrically continuous. Here, using crescent-shaped figures instead of the circular annuli used for the traditional Koffka effect, we show that this effect of thickness of the ring is mediated by the thickness at the boundary of the region where the halves of the figure are joined. 相似文献
157.
“宗”“教”之别与扬净抑禅:印光净土思想的两块基石 总被引:1,自引:0,他引:1
印光认为不宜"宗"与"教"混淆,"宗"是佛教的根本旨趣,"教"则是适应不同的教化对象而说的教法,上根者宜"宗",中下根者宜"教"。"宗"分律、教、禅、密、净五宗。禅净是最易令众生了生脱死的两大要门,禅净有别,净为律、教、禅、密之归宿。印光通过重释禅净四料简,扬净抑禅,强调专修净土法门是末法时代佛教信众的最优选择。 相似文献
158.
Zhong-Lin Lu Tianmiao Hua Chang-Bing Huang Yifeng Zhou Barbara Anne Dosher 《Neurobiology of learning and memory》2011,95(2):145-151
Perceptual learning refers to the phenomenon that practice or training in perceptual tasks often substantially improves perceptual performance. Often exhibiting stimulus or task specificities, perceptual learning differs from learning in the cognitive or motor domains. Research on perceptual learning reveals important plasticity in adult perceptual systems, and as well as the limitations in the information processing of the human observer. In this article, we review the behavioral results, mechanisms, physiological basis, computational models, and applications of visual perceptual learning. 相似文献
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