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981.
The present study sought to determine whether semantic satiation is merely a by-product of adaptation or satiation of upstream, nonsemantic perceptual processes or whether the effect can have a locus in semantic memory. This was done by measuring event-related brain potentials (ERPs) in a semantic word-detection task involving multiple presentations of primes and critical related and unrelated words in three experiments involving visual (Experiment 1) and auditory (Experiments 2A and 2B) stimuli. Primes varied in their type case (Experiment 1) or pitch (Experiment 2B) in order to discourage sensory adaptation. Prime satiation and relatedness of the primes to the critical word had interacting effects on ERP amplitude to critical words, particularly within the time-window of the N400 component. Because numerous studies have indicated a role for the N400 in semantic processing, modulation of the N400 relatedness effect by prime satiation (with little or no contribution from perceptual adaptation) suggests that semantic memory can be directly satiated, rather than the cost to semantic processing necessarily resulting from impoverishment of perceptual inputs.  相似文献   
982.
In three experiments, the effect of identification of a briefly presented word (prime) on a subsequent recognition response to that word (target) was investigated. Theories of current processing fluency (e.g., Jacoby & Whitehouse, 1989) suggest that prime identification should reduce P(old) relative to prime misidentification because awareness of the prime provides a source to which to attribute target fluency, rendering attributions to prior presentation less likely. However, counter to these predictions, Experiment 1 demonstrated that prime identification increased P(old) relative to misidentified primes. It is hypothesized that this reversed effect was due to participants' using a heuristic that related prime identification success to prior presentation but was not based on current processing fluency. In Experiment 2, participants were induced to avoid using this heuristic by making an alternate source for prime identification success (display duration) highly available. Under these circumstances, prime identification reduced P(old) relative to prime misidentification, suggesting that participants now relied on current processing fluency rather than on prime identification success. Experiment 3 replicated the results of Experiments 1 and 2, but with fixed rather than variable prime displays.  相似文献   
983.
To study the operation of selective attention in a conflict situation with automatic processes, we trained 4 Japanese macaques (Macaca fuscata) extensively on a manual go/no-go task. The monkey had to discriminate either the color, shape, motion direction, or location of a visual stimulus. In each trial, the behavioral meaning of the relevant feature (go or no-go) could either be congruent or incongruent with irrelevant features of the same stimulus. Reaction times were slowed, and error rates increased when irrelevant stimulus features were incongruent with the required response. The effects were obtained when the monkey attended to the color, shape, or motion direction, but not when it attended to the location of the stimulus. The effects were cumulative so that the interference from 1 incongruent feature was smaller than that from 2 incongruent features. We propose that the present paradigm provides a behavioral analogue of the human Stroop effect.  相似文献   
984.
985.
A blind man (E.A.) was asked to draw pictures suggesting wheels in various kinds of motion. Six pictures were drawn by E.A. The pictures were shown to sighted subjects, who were asked to assign labels to the pictures, in a multiple-choice format. The labels were assigned at a rate above chance. We argue that the pictures are metaphoric and that pictorial metaphor relies on common properties of the static picture and the kinetic referent.  相似文献   
986.
The purpose of the experiments was to constrain the locus of interference in the attentional blink (AB) paradigm. Two visual stimuli, T1 and T2, were shown 300 msec apart, and each was followed by a mask. T1 was an “H,” an “S,” an “ &, ” or a blank field; T2 consisted of five letters. In Task1, blank fields and & characters could be ignored, whereas Hs and Ss had to be identified and reported. Task2 was always to report as many letters as possible from T2. Task2 performance was lower when T1 had to be reported, as expected from the attentional blink phenomenon (AB). The exposure duration of T2 was also manipulated. More letters could be reported as exposure duration was increased. However, this effect was additive with manipulations of Task1 processing load that produced the AB effect. Log-linear analyses assuming that effects of T2 exposure duration and Task1 load effects occur at functionally distinct stages of processing provided satisfactory fits to the results, suggesting that none of the AB effect occurs as early as those of T2 exposure duration. The results suggest that the locus of the AB effect is later than the stage(s) of processing affected by exposure duration.  相似文献   
987.
Because icons, signs, and symbols are now widely used to communicate information, it is essential for system designers to know what makes them easy to use and interpret. The authors report a series of studies that examine characteristics considered central to icon usability. After quantifying the properties of icon concreteness, complexity, and discriminability, the authors assessed each property's effects on user performance when user experience, task demands, and presentation context were systematically varied. Findings indicated that the effects of icon concreteness were primarily associated with the initial grasp of meaning, whereas complexity effects were found to persist longer and to be associated with search efficacy. The effects of icon distinctiveness were complex, but distinctiveness was enhanced by using both semantic and visual contrasts. The implications of these findings for interface design are discussed.  相似文献   
988.
In medium-sized groups such as classes, it is often desirable that the members become acquainted with one another. Toward this end, various methods of introducing group members are often used, with only anecdotal evidence for their effectiveness. The name game is a method for introducing group members that is based on the principles of retrieval practice. The authors compared 2 versions of the name game with a widely used introductory method--pairwise introductions--and found that the name game participants were much better at remembering one another's name after 30 min, 2 weeks, and 11 months. A second experiment tested the contribution of retrieval practice by comparing 2 versions of the name game with a procedure that was matched for number of repetitions and time spent on the task. Again, the name games were superior.  相似文献   
989.
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990.
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