全文获取类型
收费全文 | 91篇 |
免费 | 6篇 |
出版年
2022年 | 1篇 |
2021年 | 2篇 |
2020年 | 1篇 |
2019年 | 1篇 |
2017年 | 2篇 |
2016年 | 1篇 |
2015年 | 3篇 |
2014年 | 3篇 |
2013年 | 9篇 |
2012年 | 3篇 |
2011年 | 5篇 |
2010年 | 1篇 |
2009年 | 4篇 |
2008年 | 3篇 |
2007年 | 1篇 |
2006年 | 7篇 |
2005年 | 6篇 |
2004年 | 2篇 |
2003年 | 2篇 |
2002年 | 2篇 |
2001年 | 2篇 |
2000年 | 3篇 |
1999年 | 2篇 |
1998年 | 1篇 |
1997年 | 1篇 |
1991年 | 2篇 |
1987年 | 1篇 |
1980年 | 1篇 |
1977年 | 1篇 |
1975年 | 1篇 |
1974年 | 1篇 |
1973年 | 3篇 |
1972年 | 4篇 |
1970年 | 4篇 |
1968年 | 5篇 |
1966年 | 4篇 |
1965年 | 2篇 |
排序方式: 共有97条查询结果,搜索用时 31 毫秒
41.
A standard speaker read linguistically confident and doubtful texts in a confident or doubtful voice. A computer-based acoustic analysis of the four tapes showed that paralinguistic confidence was expressed by increased loudness of voice, rapid rate of speech, and infrequent, short pauses. Under some conditions, higher pitch levels and greater pitch and energy fluctuations in the voice were related to paralinguistic confidence. In a 2 × 2 design, observers perceived and used these cues to attribute confidence and related personality traits to the speaker. Both text and voice cues are related to confidence ratings; in addition, the two types of cue are related to differing personality attributes. 相似文献
42.
43.
44.
London AJ 《The American journal of bioethics : AJOB》2006,6(4):48-51; discussion W42-5
45.
46.
47.
48.
49.
Social reasoning and spatial paralogic 总被引:12,自引:0,他引:12
50.
Kamala O Norris 《Cyberpsychology & behavior》2004,7(6):714-727
Computer games were conceptualized as a potential mode of entry into computer-related employment for women. Computer games contain increasing levels of realism and violence, as well as biased gender portrayals. It has been suggested that aggressive personality characteristics attract people to aggressive video games, and that more women do not play computer games because they are socialized to be non-aggressive. To explore gender identity and aggressive personality in the context of computers, an online survey was conducted on women who played computer games and women who used the computer but did not play computer games. Women who played computer games perceived their online environments as less friendly but experienced less sexual harassment online, were more aggressive themselves, and did not differ in gender identity, degree of sex role stereotyping, or acceptance of sexual violence when compared to women who used the computer but did not play video games. Finally, computer gaming was associated with decreased participation in computer-related employment; however, women with high masculine gender identities were more likely to use computers at work. 相似文献