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91.
The effect of chemical stresses upon the relation between extended dislocations and high-temperature creep in a thin plate has been investigated. The critical stress needed for the contraction of extended jogs and its effect on the creep rate are obtained. The results indicate that the critical stress needed for the contraction increases with decreasing stacking fault energy (SFE). However, creep occurs more easily with increasing SFE and increasing angle of the Burgers vector to the dislocation line, as well as with the concentration of any diffusing atoms.  相似文献   
92.
Animals may memorise spatial and social information for many months and even years. Here, we investigated long-term memory of hierarchically ordered relationships, where the position of a reward depended on the relationship of a stimulus relative to other stimuli in the hierarchy. Seventeen greylag geese (Anser anser) had been trained on discriminations between successive pairs of five or seven implicitly ordered colours, where the higher ranking colour in each pair was rewarded. Geese were re-tested on the task 2, 6 and 12 months after learning the dyadic colour relationships. They chose the correct colour above chance at all three points in time, whereby performance was better in colour pairs at the beginning or end of the colour series. Nonetheless, they also performed above chance on internal colour pairs, which is indicative of long-term memory for quantitative differences in associative strength and/or for relational information. There were no indications for a decline in performance over time, indicating that geese may remember dyadic relationships for at least 6 months and probably well over 1 year. Furthermore, performance in the memory task was unrelated to the individuals’ sex and their performance while initially learning the dyadic colour relationships. We discuss possible functions of this long-term memory in the social domain.  相似文献   
93.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.  相似文献   
94.
This study examines the indirect effects of extensive negative political attack ads in the 2004 presidential election from a third-person effects perspective. Results of a survey using a probability sample of 496 college students indicate that these students believe attack ads harm others more than themselves. Moreover, the respondents tended to perceive attack ads in traditional media to have a greater harmful effect on self and others than attack ads on the Internet. Contingent factors that account for the magnitude of third-person effects include social distance and knowledge. Further, exposure to attack ads was found to be the strongest predictor of perceived harms of such ads on self and others, but only perceived harm on others is a significant predictor of support for restrictions on attack ads. The study contributes to research on the third-person effect by testing perceived harms of attack ads on self and others separately on likelihood to support restrictions.  相似文献   
95.
Reunion behavior following stressful separations from caregivers is often considered the single most sensitive clue to infant attachment patterns. Extending these ideas to middle childhood/early adolescence, we examined participants' neural responses to reunion with peers who had previously excluded them. We recorded event‐related potentials among nineteen 11‐ to 15‐year‐old youth previously classified on attachment interviews (11 secure and 8 insecure‐dismissing) while they played a virtual ball‐toss game (Cyberball) with peers that involved fair play, exclusion and reunion phases. Compared to secure participants, dismissing participants displayed a greater increment in the N2 during reunion relative to fair play, a neural marker commonly linked to expectancy violation. These data suggest a greater tendency toward continued expectations of rejection among dismissing children, even after cessation of social exclusion. In turn, the link between self‐reported ostracism distress and neural signs of negative expectancy at reunion was moderated by attachment, such that self‐reports were discordant with the neural index of expectancy violation for dismissing, but not for secure children. A video abstract of this article can be viewed at http://www.youtube.com/watch?v=qzoRel5c-4s .  相似文献   
96.
以肖邦音乐为刺激材料,采用数字n-back实验范式来研究肖邦音乐对工作记忆的影响方式,并通过运用事件相关电位技术(ERP技术),研究不同音乐条件下,正常人大脑皮层的脑电活动情况,进而探讨音乐对工作记忆影响的神经机制。30名被试参加了3种音乐条件(无音乐、先导音乐、背景音乐)下的n-back(n=1、2)工作记忆任务的行为实验,收集行为数据;14名被试参加了同样实验过程的ERP实验,记录脑电数据。行为结果发现音乐条件对工作记忆效果有显著影响,且先导音乐条件下记忆效果最好;脑电结果显示P3波幅随记忆负荷的增加呈下降趋势,高记忆负荷水平下,P3波幅随先导音乐、背景音乐、无音乐的顺序逐渐呈现下降趋势;源定位分析发现音乐对工作记忆的促进作用可能跟大脑顶叶被激活有关。  相似文献   
97.
98.
选择反应作业中的反应组织   总被引:7,自引:0,他引:7  
通过2-选择反应作业的两个反应复杂度不对称(不等)实验因素考察反应组织,发现在同一作业中无反应复杂度效应,而作业之间反应复杂度效应显著。这提示选择反应是选择已完成组织的反应,而不是实时地进行反应动作组织,进而引入动作模块的概念。即把反应组织视为选择动作模块过程。其实际意义是,在操作界面的优化设计中,要提高一组同时可选择操作R中的某一种操作Ri(R∈Ri|i=1,2,…,n)的绩效,其有效途径是应降低这一组操作R的平均复杂度;如果只降低Ri的复杂度,要提高其绩效收效甚微。  相似文献   
99.
文本结构和时间应激对网页阅读绩效的影响   总被引:9,自引:1,他引:8  
张智君  韩淼  朱祖祥  朱伟 《心理科学》2002,25(4):422-424
探讨了文本结构和时间应激对网页阅读绩效的影响效应。采用 2× 3被试间设计 ,自变量为文本结构和阅读时间 ,因变量为找到相关信息的时间及途径的额外节点数。结果发现 ,主效应及交互作用的影响均十分显著。其中 ,当阅读时间为 10和 2 0min时 ,超文本阅读的绩效均显著低于线性文本 ,而在 30min时两者无显著差异 ;对超文本 ,三种阅读时间的效应存在显著差异 ,而对线性材料 ,阅读时间的效应无显著差异。结论 :时间应激对超文本阅读绩效的影响更为明显  相似文献   
100.
公共行政伦理价值定位与规范体系   总被引:3,自引:0,他引:3  
加强公共行政伦理建设,是加强政风建设、建设廉洁勤政务实高故政府、建设高素质公务员队伍的基本途径。因此,必须对公共行政伦理进行价值定位,借鉴国外公共行政伦理建设的经验,建构中国当代公共行政伦理的规范体系。  相似文献   
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