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231.
Books Received     
This paper is an attempt to answer the question, ‘could there be causation in a timeless world?’ My conclusion: tentatively, yes. The paper and argument have three parts. Part one introduces salient issues and spells out the importance of this (initially somewhat baroque seeming) line of investigation. Section two of the paper reviews recent arguments due to Baron and Miller, who argue in favour of the possibility of causation in a timeless world, and looks to reject their arguments developed there. Section three is a response to a response. In their, Baron and Miller also argue that an argument in favour of the possibility of causation at timeless worlds, that I put forward, is an argument that fails. In section three, my response to Baron and Miller is that their argument against me succeeds, but that there is a nearby argument that we can appeal to in order to demonstrate the possibility of causation at timeless worlds.  相似文献   
232.
A recent report by the National Research Council (Huey & Wickens, 1993) has identified transitions in task demand as an important dimension for study in vigilance research. This experiment tested the possibility that the effects of such transitions follow a relatively simple psychophysical rule—they are characterized by contrast effects. Transitions in task demand were achieved by shifting subjects from single-task to dual-task monitoring and vice versa. These transitions produced changes in subjects' sensing and decision-making functions that were far more intricate than simple contrast effects. The demand transition issue offers a complex research challenge on both basic and applied levels and warrants further investigation.  相似文献   
233.
The role of arm proprioception in motor learning was investigated in experiments in which, by moving the arm, subjects followed the motion of a target displayed on a monitor screen. Adaptive capabilities were tested in visuomanual tracking tasks following alterations in the relationship between the observer's actual arm movement and visual feedback of the arm movement given by a cursor motion on the screen. Tracking performance and adaptive changes, measured in terms of spatiotemporal error, tracking trajectory curvature, and spatial gain, were compared in 7 control subjects (CSs) and in 1 deafferented subject (DS). CSs adapted appropriately to altered visuomanual relationships; those changes were present in trials immediately after restoration of normal scaling. In contrast, although the DS modified his tracking strategy from trial to trial according to the altered conditions, he did not show plastic changes in internal visuomanual scaling. Like the results of prismatic adaptation experiments, the present results suggest that arm proprioception contributes to the plastic changes that follow alterations in the scaling of visuomanual gain.  相似文献   
234.
This study examined motor skill learning using a weight-bearing and cognitive-motor dual-task that incorporated unexpected perturbations and measurements of cognitive function. Forty young and 24 older adults performed a single-limb weight bearing task with novel speed, resistance, and cognitive dual task conditions to assess motor skill acquisition, retention and transfer. Subjects performed a cognitive dual task: summing letters in one color/orientation (simple) or two colors/orientations (complex). Increased cognitive load diminished the rate of skill acquisition, decreased transfer to new conditions, and increased error rate during an unexpected perturbation; however, young adults had a dual-task benefit from cognitive load. Executive function predicted 80% of the variability in dual-task performance. Although initial learning of a weight-bearing cognitive-motor dual-task was poor, longer term goals of improved dual-task effect and retention emerged.  相似文献   
235.
ABSTRACT

Most academic literature is based on experiences of gang members in developed countries. This article explores the mechanisms of desistance among street gangs in El Salvador. Gangs in this Central American nation, which include MS-13 and the 18th Street gang, are known for complex structures and their transnational reach. Based on a survey with nearly 1,200 gang members and former gang members in El Salvador and 24 in-depth interviews with former gang members in rehabilitation programs, this study finds that the characteristics of the gang organization play a more significant role in the ways individuals exit the gangs in extremely violent contexts. It also shows that a religious experience is the most frequent mechanism to leave the group because it provides a safer alternative in those contexts.  相似文献   
236.
Survey data collected simultaneously in Dhaka, Bangladesh; Lviv, Ukraine; and a rural area of the Lviv region in Ukraine are used to examine hypothesized sources of self-control found in Gottfredson and Hirschi's self-control theory (G/H) and in coercion/social support theory (CSS). Analyses provide limited support for the G/H model and almost no support for the challenge posed by arguments concerning social support and self-control. Exploratory analyses indicate that the various parenting dimensions specified in the G/H model and sources of social support implied by CSS theory may have countervailing influences on self-control, thereby producing less than desirable outcomes. Implications of these findings are discussed.  相似文献   
237.
To adequately understand Obsessive Compulsive Disorder (OCD), it is important to understand the developmental origins of obsessive beliefs and corresponding compulsive acts. Prior work has shown that having cold, neglectful parents in childhood and/or insecure attachment styles are both linked to emotional disturbances. In this study, we explored the potential contributions of early parent–child relationships to attachment styles and the severity of obsessive–compulsive beliefs in adulthood. A sample of 397 college students completed online, self-report measures of retrospective parent–child relationships, adult attachment styles, and ongoing obsessive–compulsive symptoms. Analyses revealed that attachment anxiety partially mediated the association between parent–child relationships and obsessive beliefs; attachment avoidance failed to operate as a mediating mechanism. Our findings provide support for interpersonal approaches to obsessive–compulsive symptoms and disorder, with implications for the continuity of relationship dysfunction from childhood into adulthood.  相似文献   
238.
This case illustration is a demonstration of a therapist handling the betrayal of infidelity through the application of Emotionally Focused Couples Therapy (EFT), specifically utilizing the attachment injury resolution model. An actual dialogue from a key couples session is included as it applies to the model, providing clinicians with an example for how EFT can be applied to the common clinical occurrence of infidelity.  相似文献   
239.
Eighty male subjects participated in a tetradic weighted-majority game in which a coalition was required to control the division of the payoff. The amount of the payoff and/of the probability of receiving the payoff were varied. The data strongly supported the hypothesis that subjects would prefer the coalition with the largest expected value (size of payoff x probability of success = expected value) rather than the coalition with the largest payoff or the coalition with the highest probability of success. However, contrary to expectations, the 'division of rewards was found to be a function of the relative assigned resources of the coalition members, despite the lack of a logical connection between the assigned resources and the rules governing obtaining the payoff.  相似文献   
240.
Abstract

Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence players’ attitudes and/or behavior. Three studies (NStudy 1?=?134; NStudy 2?=?94; NStudy 3?=?161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence.  相似文献   
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