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171.
ABSTRACT— The amount of time viewers could process a scene during eye fixations was varied by a mask that appeared at a certain point in each eye fixation. The scene did not reappear until the viewer made an eye movement. The main finding in the studies was that in order to normally process a scene, viewers needed to see the scene for at least 150 ms during each eye fixation. This result is surprising because viewers can extract the gist of a scene from a brief 40- to 100-ms exposure. It also stands in marked contrast to reading, as readers need only to view the words in the text for 50 to 60 ms to read normally. Thus, although the same neural mechanisms control eye movements in scene perception and reading, the cognitive processes associated with each task drive processing in different ways.  相似文献   
172.
Much contemporary belief and behaviour that is not ostensibly religious has yet been perceived to have religious overtones. A variety of terms such as 'invisible religion', 'implicit religion' and 'quasi-religion' have been used to characterise them. This article examines vegetarianism and especially vegetarianism based upon ethical concerns in order to ascertain the extent to which it can be said to exhibit religious or spiritual themes in its ideology and underlying motives. A number of 'quasi-religious' themes, including taboo and avoidance behaviour, reverence for life, the denial of death, reincarnation, observance of disciplines and the rejection of domination and oppression are found to characterise ethical vegetarianism. Support for these conclusions is found in the data from a survey of vegetarians carried out in the Reading area of South Eastern England, of which some results are presented and discussed. The article concludes with a discussion of the appropriateness of using concepts such as 'quasi-religion'. It is argued that although such terms are currently useful, they must in the longer term be replaced by concepts which do not imply that such behaviour is a form of religion or which characterise it always in relation to religion, but which recognise its own distinctive and essentially non-religious character.  相似文献   
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Attitudes are typically treated as unidimensional predictors of both behavioural intentions and subsequent behaviour. On the basis of previous research showing that attitudes comprise two independent, positive and negative dimensions, we hypothesized that attitudes would be bi‐dimensional predictors of both behavioural intentions and subsequent behaviour. We focused on health‐risk behaviours. We therefore also hypothesized that the positive dimension of attitude (evaluations of positive behavioural outcomes) would better predict both behavioural intentions and subsequent behaviour than would the negative dimension, consistent with the positivity bias/offset principle. In Study 1 (cross sectional design), = 109 university students completed questionnaire measures of their intentions to binge‐drink and the positive and negative dimensions of attitude. Consistent with the hypotheses, both attitude dimensions independently predicted behavioural intentions and the positive dimension was a significantly better predictor than was the negative dimension. The same pattern of findings emerged in Study 2 (cross sectional design; = 186 university students) when we predicted intentions to binge‐drink, smoke and consume a high‐fat diet. Similarly, in Study 3 (prospective design; = 1,232 speed limit offenders), both the positive and negative dimensions of attitude predicted subsequent (6‐month post‐baseline) speeding behaviour on two different road types and the positive dimension was the better predictor. The implications for understanding the motivation of behaviour and the development of behaviour‐change interventions are discussed.  相似文献   
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In an effort to shed much needed light on to religion and science perspectives in Africa, a preliminary survey was conducted to examine the views of undergraduate science students (N=143) at St. John’s University of Tanzania (SJUT). This research note presents initial survey findings, which explore perceptions of religion-and-science interactions and evolutionary theory as well as an attempt to ascertain what sources influence undergraduate sentiments about science and religion. Results point to prevalent negative beliefs about evolution and religion–science relationships. Additionally, exploratory factor analysis suggests that students with the most positive science-religion viewpoints identify the influence of university education in shaping such beliefs, rather than the teachings of religious leaders. Factor scores also disclose correlations between participants’ considerations of science-religion relationships and reported statements members of students’ religious communities made about evolutionary theory.  相似文献   
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Tablet computer displays are amenable for the development of vision tests in a portable form. Assessing color vision using an easily accessible and portable test may help in the self-monitoring of vision-related changes in ocular/systemic conditions and assist in the early detection of disease processes. Tablet computer-based games were developed with different levels of gamification as a more portable option to assess chromatic contrast sensitivity. Game 1 was designed as a clinical version with no gaming elements. Game 2 was a gamified version of game 1 (added fun elements: feedback, scores, and sounds) and game 3 was a complete game with vision task nested within. The current study aimed to determine the normative values and evaluate repeatability of the tablet computer-based games in comparison with an established test, the Cambridge Colour Test (CCT) Trivector test. Normally sighted individuals [N = 100, median (range) age 19.0 years (18–56 years)] had their chromatic contrast sensitivity evaluated binocularly using the three games and the CCT. Games 1 and 2 and the CCT showed similar absolute thresholds and tolerance intervals, and game 3 had significantly lower values than games 1, 2, and the CCT, due to visual task differences. With the exception of game 3 for blue-yellow, the CCT and tablet computer-based games showed similar repeatability with comparable 95% limits of agreement. The custom-designed games are portable, rapid, and may find application in routine clinical practice, especially for testing younger populations.  相似文献   
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