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41.
从卢卡奇对物化概念的分析开始,关于物化理论的研究在现代哲学界就从未停止。霍耐特立足于社会批判与社会发展之间落差的思考,以其独特的理论视角,将物化生发的判准向内翻转,以“原初承认”作为理论支点,拓展了卢卡奇的物化批判视域。霍耐特试图在社会生活层面及生存结构中寻求社会病态的可能成因,提供一种在当代社会推进物化批判的独特路径,在发展社会批判理论以及建立社会批判范畴新形式上作出独特贡献。 相似文献
42.
身体自我表征中的身体拥有感(即我的身体属于我的感受)问题一直是自我意识研究的核心话题。大量的已有研究表明, 身体拥有感的体验涉及不同感官信号的整合, 当前大多数研究只重视视觉、触觉等外感受的作用, 一方面忽视了内感受的作用, 另一方面也缺乏对两类感受整合的关注。橡胶手错觉实验和身体障碍患者身上所表现出的外感受和内感受对身体拥有感的影响支持了身体拥有感的可塑性假设, 自由能量原理认为身体拥有感形成的基础是大脑不断评估更新可能性表征来维持稳定。未来的研究需要从改善内感受的测量和刺激呈现方法, 探索影响内感受的高阶认知因素以及关注某些神经症患者的内感受等方面寻求突破。 相似文献
43.
身体表征是一种内部结构,它具有追踪身体状态并对其进行编码的功能。这种结构可以对身体进行错误的表征,并可以从身体中分离出来。来自海豹肢症与躯体失认症等方面的病例,证实部分身体畸形与脑损伤患者的身体表征存在分离;来自橡胶手错觉与全身错觉的实验证据,验证了健康个体身体表征分离的事实。基于上述证据,以身体图式和身体意象为二分维度的模型解释了身体表征的分离。未来的研究可以从神经心理学实验和虚拟现实技术着手,对身体表征的分离进行深入探究。 相似文献
44.
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
45.
Is visual short-term memory object based? Rejection of the "strong-object" hypothesis 总被引:6,自引:0,他引:6
Is the capacity of visual short-term memory (VSTM) limited by the number of objects or by the number of features? VSTM for objects with either one feature or two color features was tested. Results show that capacity was limited primarily by the number of colors to be memorized, not by the number of objects. This result held up with variations in color saturation, blocked or mixed conditions, duration of memory image, and absence or presence of verbal load. However, conjoining features into objects improved VSTM capacity when size-orientation and color-orientation conjunctions were tested. Nevertheless, the number of features still mattered. When feature heterogeneity was controlled, VSTM for conjoined objects was worse than VSTM for objects made of single features. Our results support a weak-object hypothesis of VSTM capacity that suggests that VSTM is limited by both the number of objects and the feature composition of those objects. 相似文献
46.
The question of independently controlled components in the act of reaching and grasping has attracted interest experimentally and theoretically. Data from 35 studies were recently found consistent with simulated kinematic finger and thumb trajectories optimised for minimum jerk. The present study closely reproduces those trajectories using a discrete-time model based on minimum acceleration. That model was further used to generate two-dimensional trajectories for finger and thumb to reach and grasp an elliptical object with varying position and/or orientation. Orthogonalisation of these four trajectories revealed one degree of freedom when direction of reach was constant and two degrees of freedom when direction of reach varied, irrespective of object distance and orientation. These simulations indicate that reach and grasp movements contain redundancy that is removable by formation of task-dependent synergies. As skilled movement can be planned and executed in a low dimension workspace, control of these independent components lessens central workload. 相似文献
47.
Humans conduct visual search more efficiently when the same display is presented for a second time, showing learning of repeated spatial contexts. In this study, we investigate spatial context learning in two tasks: visual search and change detection. In both tasks, we ask whether subjects learn to associate the target with the entire spatial layout of a repeated display (configural learning) or with individual distractor locations (nonconfigural learning). We show that nonconfigural learning results from visual search tasks, but not from change detection tasks. Furthermore, a spatial layout acquired in visual search tasks does not enhance change detection on the same display, whereas a spatial layout acquired in change detection tasks moderately enhances visual search. We suggest that although spatial context learning occurs in multiple tasks, the content of learning is, in part, task specific. 相似文献
48.
Olson IR Jiang Y Moore KS 《Journal of experimental psychology. Human perception and performance》2005,31(5):889-900
The ability to remember visual stimuli over a short delay period is limited by the small capacity of visual working memory (VWM). Here the authors investigate the role of learning in enhancing VWM. Participants saw 2 spatial arrays separated by a 1-s interval. The 2 arrays were identical except for 1 location. Participants had to detect the difference. Unknown to the participants, some spatial arrays would repeat once every dozen trials or so for up to 32 repetitions. Spatial VWM performance increased significantly when the same location changed across display repetitions, but not at all when different locations changed from one display repetition to another. The authors suggest that a major role of learning in VWM is to mediate which information gets retained, rather than to directly increase VWM capacity. 相似文献
49.
50.
Three experiments examined the role of three distinctive perceptual factors in recognition and recall memory. Using a subject-paced presentation rate, the first two experiments (recognition and recall) examined (1) the number of phonological-to-orthographic neighbors, (2) phonological-to-orthographic consistency, and (3) orthographic-to-phonological consistency. The third experiment (recall) reexamined the number of phonological-to-orthographic neighbors, using an experimenter-paced presentation rate of 2 sec per item. In both recognition and recall memory tasks, the number of phonological-to-orthographic neighbors influenced memory performance, whereas the two types of consistency did not. The results indicate that having fewer phonological-to-orthographic neighbors (i.e., having distinct mappings between orthography and phonology, and between phonology and orthography, e.g., pulp) relieve words from interference in episodic memory tests for such words. Furthermore, words that are indistinct in terms of these mappings (e.g., tuck) are subject to interference from words with similar representations (e.g., luck, buck, stuck), and this weakens the memory trace for a particular word. 相似文献