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41.
Military families face many challenges due to deployment and parental separation, and this can be especially difficult for families with young children. The Strong Military Families (SMF) intervention is for military families with young children, and consists of two versions: the Multifamily Group, and a Home‐based psychoeducational written materials program. The Multifamily Group was designed to enhance positive parenting through both educational components and in vivo feedback and support during separations and reunions between parents and children (n = 78 parents). In the present study, we examine parenting reflectivity and mental representations in mothers versus fathers in military families, service members versus civilian spouses/parenting partners, and before versus after participation in the SMF Multifamily Group and Home‐based interventions. Parenting reflectivity and mental representations were coded from the Working Model of the Child Interview (WMCI; C.H. Zeanah & D. Benoit, 1995). Results suggest that neither parenting reflectivity nor WMCI typology differs between mothers and fathers in military families, or between service members and civilian parenting partners. Furthermore, there was substantial stability in parenting reflectivity and WMCI typology from baseline to posttest, but participation in the Multifamily Group, relative to Home‐based, was associated with improvements in both parenting reflectivity and WMCI ratings from baseline to postintervention.  相似文献   
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In Experiment 1, rats were trained on either a random-interval or a variable-interval 60-sec schedule of reinforcement, and reinforcement magnitude was varied across conditions between one and four pellets. Although the two schedules maintained different patterns of behaviour, patterns and rates of responding were not systematically affected by the variation in reinforcement magnitude. In Experiment 2, a regulated probability interval schedule that generated similar rates of reinforcement to those of the schedules of Experiment 1 was used, with the pattern of behaviour generated resembling that typical of a random-interval schedule. Changing reinforcement magnitude again produced few systematic changes in behaviour. In Experiment 3, a variable-ratio schedule was used within a procedure that otherwise resembled that of Experiments 1 and 2. Increasing the reinforcement magnitude now decreased the rates of responding, and examination of the patterns of responding showed that this came about because rates of responding were higher early in the interreinforcer interval in the one-pellet condition. These experiments demonstrate the insensitivity of behaviour under interval schedules to changes in reinforcement magnitude and suggest the operation of mechanisms different from those engaged by ratio schedules and discretetrial learning procedures.  相似文献   
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Psycholinguistic theories of semantic memory form the basis of understanding of natural language concepts. These theories are used here as an inspiration for implementing a computational model of semantic memory in the form of semantic network. Combining this network with a vector-based object-relation-feature value representation of concepts that includes also weights for confidence and support, allows for recognition of concepts by referring to their features, enabling a semantic search algorithm. This algorithm has been used for word games, in particular the 20-question game in which the program tries to guess a concept that a human player thinks about. The game facilitates lexical knowledge validation and acquisition through the interaction with humans via supervised dialog templates. The elementary linguistic competencies of the proposed model have been evaluated assessing how well it can represent the meaning of linguistic concepts. To study properties of information retrieval based on this type of semantic representation in contexts derived from on-going dialogs experiments in limited domains have been performed. Several similarity measures have been used to compare the completeness of knowledge retrieved automatically and corrected through active dialogs to a “golden standard”. Comparison of semantic search with human performance has been made in a series of 20-question games. On average results achieved by human players were better than those obtained by semantic search, but not by a wide margin.  相似文献   
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Previous research has not sufficiently addressed factors that define and moderate racial categorization judgments. This study independently manipulated skin color and facial physiognomy to determine their relative weighting in racial categorization. Participants (N = 250) judged faces varying on 10 levels of facial physiognomy (from Afrocentric to Eurocentric) and 10 levels of skin color (from dark to light) under either no time constraints, a modest time constraint, and under a stringent time constraint. Skin color was a powerful predictor of racial typicality ratings at all levels of facial physiognomy, but participants relied upon facial physiognomy more when rating faces of light than dark skin color. Skin color was a more important cue than facial physiognomy under no time constraints, but as time constraints became more severe, skin color's importance decreased, yet it remained a more important cue at extreme physiognomy levels. The relationship between skin color and racial typicality ratings was stronger for those with more negative implicit racial attitudes. These findings suggest the primary role of skin color in racial categorization and underscore the importance of implicit attitudes in explicit categorization judgments.  相似文献   
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Rats were able to search multiple food cups in a foraging task and successfully return to a fixed, but not a variable, start location. Reducing the number of food cups to be searched resulted in an improvement in performance in the variable start condition. Performance was better when only one or two food cups had to be visited but was still impaired if the food was not found in the first cup searched. Variable start locations impaired performance when only one food cup had to be searched, if that cup was moved over the table. These findings suggest that there is an interaction between memory processes and the navigational processes that allows an animal to return to its start location after a foraging trip. It appears that a fixed location for the food or the start point of a foraging trip is a necessary precondition for accurate performance.  相似文献   
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According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   
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