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131.
Jaime Wright 《Zygon》2018,53(2):375-391
Building upon the insights of scholars attuned to story, narrative, and myth, this article explores the relationship between myth, science, and religion. After clarifying the interplay of the three terms—story, narrative, and myth—and the preference for the term myth, this article will argue that myth can serve as a medium through which religion, neuroscience, and mental well‐being interact. Such an exploration will cover the role of myths in religion, the neurological basis of myth, and the practices of narrative psychology and bibliotherapy. The article will conclude with suggestions for understanding and utilizing the relationship between myth and the scholarly study of the relationship between science and religion. This article ultimately suggests that myth can operate as a methodological aid to the science‐and‐religion field.  相似文献   
132.
People experience meaning in various ways across different secular and sacred situations. However, scholars know relatively little about the situational contexts in which meaning occurs. In this article, we first explored the daily contexts of meaning using data collected by a unique, 2-week experience sampling method through participants’ smartphones. Meaning levels were highest during religious and spiritual practices, as well as during traditional work hours. They were also higher with some activities, such as talking to other people, than other activities, such as playing video games. Second, we examined how feelings of meaningfulness were related to sacred states, parsing out which preceded the other. Sacred states, in which people were aware of God or a higher being, tended to come before feelings of meaning rather than the reverse. From these analyses, meaning emerged as richly patterned in everyday life and closely associated with—and often a consequence of—sacred awareness.  相似文献   
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134.
Imitation is an essential skill in the acquisition of language and communication skills. An initial phase in teaching young children with autism to engage in appropriate affective responding may be to teach the imitation of facial models. Using a multiple baseline across participants design, imitation training (consisting of modeling, prompting, differential reinforcement, and error correction) was introduced successively across 3 participants. Low and inconsistent rates of imitation of facial models were observed in baseline. All of the participants learned to imitate some of the facial models presented during imitation training, but only 2 of the 3 participants demonstrated generalized responding across stimuli.  相似文献   
135.
Study goals were to identify family patterns of gender role attitudes, to examine the conditions under which these patterns emerged, and to assess the implications of gender attitude patterns for family conflict. Participants were mothers, fathers, and first- and second-born adolescents from 358 White, working and middle-class US families. Results of cluster analysis revealed three gender role attitude patterns: egalitarian parents and children, traditional parents and children, and a divergent pattern, with parents more traditional and children more egalitarian. Mixed-model ANOVAs indicated that these family patterns were related to socioeconomic status, parents’ time spent in gendered household tasks and with children, and the gender constellation of the sibling dyad. The traditional family group reported the most family conflict.  相似文献   
136.
FERMI: A Flexible Expert Reasoner with Multi-Domain Inferencing   总被引:1,自引:0,他引:1  
Expert reasoning combines voluminous domain-specific knowledge with more general factual and strategic knowledge. Whereas expert system builders have recognized the need for specificity and problem-solving researchers the need for generality, few attempts have been made to develop expert reasoning engines combining different kinds of knowledge at different levels of generality. This paper reports on the FERMI project, a computer-implemented expert reasoner in the natural sciences that encodes factual and strategic knowledge in separate semantic hierarchies. The principled decomposition of knowledge according to type and level of specificity yields both power and cross-doman generality, as demonstrated in FERMI's ability to apply the same principles of invariance and decomposition to solve problems in fluid statics, DC-circuits, and centroid location. Hierarchical knowledge representation and problem-solving principles are discussed, and illustrative problem-solving traces are presented.  相似文献   
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To identify sex differences in volleyball game-related statistics, the game-related statistics of several World Championships in 2007 (N=132) were analyzed using the software VIS from the International Volleyball Federation. Discriminant analysis was used to identify the game-related statistics which better discriminated performances by sex. Analysis yielded an emphasis on fault serves (SC = -.40), shot spikes (SC = .40), and reception digs (SC = .31). Specific robust numbers represent that considerable variability was evident in the game-related statistics profile, as men's volleyball games were better associated with terminal actions (errors of service), and women's volleyball games were characterized by continuous actions (in defense and attack). These differences may be related to the anthropometric and physiological differences between women and men and their influence on performance profiles.  相似文献   
140.
Information technologies are increasingly helping to integrate and socially include people with visual disabilities. Computing technologies have contributed grandly to attain this goal through innovative techniques and applications. Virtual environments, I/O interfaces, and sound based applications altogether with usability and cognitive impact studies are some of the most used research designs for children with visual disabilities. This study presents the design and usability evaluation of three-dimensional (3D) interactive environments for children with visual disabilities. We introduce AudioChile and AudioVida, interactive virtual environments that can be navigated through 3D sound to enhance spatiality and immersion throughout the environments 3D sound is used to orientate, to avoid obstacles, and to identify the position of diverse personages and objects within the environment. Usability evaluation results indicated that sound can be fundamental for attention and motivation purposes during interaction.  相似文献   
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