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41.
Zachary S. Johnson Huifang Mao Sarah Lefebvre Jaishankar Ganesh 《Journal of Consumer Psychology》2019,29(4):565-583
This research investigates how consumer evaluations of brand extensions are affected by two distinct types of brand reputation: a reputation for social responsibility built through commitments to societal obligations, versus a reputation for ability developed by delivering quality offerings. Through six studies, we establish that while the two reputation types equivalently influence high fit brand extensions, a reputation for social responsibility (vs. ability) leads to more favorable responses toward low fit brand extensions by inducing a desire to support and help the company that has acted to benefit consumers. Furthermore, the facilitative effect of social responsibility on low fit brand extension evaluations is more prominent among consumers who value close relationships and caring for one another's well‐being (i.e., those with high communal orientation), and tends to dissipate when social responsibility initiatives are tainted with self‐serving motives (i.e., when these initiatives are aligned with the brand's core offering). 相似文献
42.
老年人的联结记忆随年龄增长而出现普遍损伤, 这种增龄性联结记忆损伤究竟是因捆绑功能受损导致的特定损伤还是因整体认知机能受损导致的信息表征能力的整体损伤, 还存有争论。以Naveh-Benjamin (2000) 的联结损伤假说(ADH)为代表的特定损伤观认为, 增龄性联结记忆损伤与老年人捆绑不同项目和提取这些捆绑的特定加工过程的损伤有关; 而以Benjamin (2010) 的DRYAD模型为代表的整体损伤观则认为, 增龄性联结记忆损伤与老年人因老化而导致的记忆保持精度的整体损伤有关。二者在基本观点、实验支持及存在问题上各有侧重。此外, 影响增龄性联结损伤的因素还可大致分为刺激信息特性、被试主体特点两方面。同时强调未来研究不仅要关注老年人联结损伤的认知机制和影响因素, 更应关注其实际应用和临床指导价值。 相似文献
43.
毛源杰 《医学与哲学(人文社会医学版)》2008,29(1):18-20
目前稳定性冠心病通行的治疗策略是药物治疗的同时常规作冠脉造影,如果病变严重,则尽可能地作介入治疗。但最近COURAGE试验结果的公布,证实介入治疗仅可以缓解症状,但不能改善预后。因此,我们要对PCI在稳定性冠心病中的作用和定位重新进行思考。 相似文献
44.
在暗适应和在明适应(1×10~(-2)熙提)条件下,对11名正常视觉的男性受试者测定了闪光亮度、闪光时间对闪光盲恢复时间的影响。观察目标为6’视角的蓝道环缺口。结果表明:①在0.45—1.5熙提(暗适应条件)和2—36熙提(明适应条件)范围内,恢复时间与闪光亮度成线性关系。②关系曲线的斜率随闪光时间的加长而增大。③引起同样恢复时间的闪光盲,明适应时所需闪光亮度为暗适应时的3—5倍,实验结果可为防闪光盲护目镜减光倍率的确定提供参数。 相似文献
45.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars. 相似文献
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48.
“Three generations under one roof” is an old Chinese saying used to describe a desired living arrangement. The traditional
concept of happiness for a Chinese elderly person is being able to “play with grandchildren with candy in mouth, enjoy life
with no cares.” In a fast-changing economy like China, how does society, especially the elderly themselves, view these traditional
values? Using the 2005 Chinese General Social Survey, we study the determinants of happiness of the Chinese elderly. We are
particularly interested in whether living with their child and whether living with their grandchild affect the happiness of
the elderly. An important empirical concern is that unobserved permanent income may affect both the living arrangements of
the elderly and their level of happiness. We include property ownership variables as proxies and also adopt an instrument
variable approach to identify the causal relationship between the elderly’s happiness and their living arrangements. We find
that, conditional on living with a grandchild, living with one’s child has a negative effect on the elderly’s happiness. Furthermore,
elderly Chinese who live with grandchildren are associated with a much higher degree of happiness than their counterparts. 相似文献
49.
Smith和Hunt于1998年首次采用DRM范式提出了错误记忆通道效应,即视觉学习通道较之听觉学习通道会降低错误再认或错误回忆,这不仅引发了一系列关于错误记忆通道效应的研究,而且提出了许多关于错误记忆通道效应产生机制的不同观点。本实验采用DRM范式,运用ERP技术,考察了视觉与听觉通道在提取阶段的错误记忆新旧效应,以从更深层面认识错误记忆的内在加工机制。结果发现,视觉与听觉通道在300-500ms和500-700ms两个时间窗都发现了ERP新旧效应,但在脑区位置以及错误记忆的新旧效应方面存在差异,这表明视觉通道与听觉通道在提取阶段的新旧效应存在不同的脑神经活动,不同学习通道在提取阶段的监测加工差异在导致错误记忆通道效应方面起着非常重要的作用。 相似文献
50.
With decreasing sample dimension, the compressive plastic strain of a Zr-based metallic glass increases from near zero to as high as 80% without failure. This indicates that macroscopically brittle or ductile deformation behaviour can occur in chemically and structurally identical metallic glass. A concept of critical shear offset is proposed to explain the strong size effect on the enhanced plasticity of metallic glass by taking the shear fracture energy density into account. This finding provides new understanding on the principle that for metallic glass ‘smaller is more ductile’, even on the macroscopic scale. 相似文献