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111.
Neural structures involved in aggression were incorporated into a model on the basis of neuro-anatomical data. A software program written in Smalltalk, the Brain Structure Simulator (Seguin, 1994) was used to simulate the effects of activity levels of different brain structures. Relationships among brain structures were then tested by changing activity levels of key structures. Results were consistent with research reports on the brain basis of aggression (Albert, Walsh, & Jonik, 1993; Pontius, 1984).  相似文献   
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Although many researchers wishing to use the World-Wide Web for academic purposes rely on centralized Web services, they should be aware that it is neither expensive nor difficult to operate their own server. Doing so provides research-related benefits such as complete control over their host name and documents provided, the guaranteed ability to execute common gateway interface and server-side include programs, immediate access to their collected data, and the ability to better control who participates in their experiments. This paper surveys Web-server software features likely to be of interest to psychologists and conceptually summarizes their operation and use. The basic steps required to set up a Web server on popular microcomputers are reviewed, and security issues concerning Web-server operation are discussed. An accompanying resource Web page can assist users in setting up their own servers.  相似文献   
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This study evaluates the behavioral consequences of childhood abuse (sexual, physical, or both), with particular focus on prevalence of posttraumatic stress disorder (PTSD). Three abuse type groups and nonabused controls were contrasted on behavioral rating scales and on structured psychiatric interview data. The participants (109 abused children and 16 normal control children) were recruited from Arkansas Children’s Hospital and local agencies for abused children. As expected, proportionately more females than males were sexually abused. Overall, males were rated as more disturbed than females. Type of abuse did not consistently influence behavioral ratings. Externalizing scores were significantly higher than internalizing scores in all abused groups. PTSD was diagnosed in 50% of the abused children, with a higher rate for boys who had been sexually abused as opposed to physically abused only (58% versus 13%). The most frequent comorbid condition with PTSD was Separation Anxiety. Sexually abused boys were hospitalized for psychiatric treatment at a higher rate than were other abused children.  相似文献   
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In the McGurk effect, perceptual identification of auditory speech syllables is influenced by simultaneous presentation of discrepant visible speech syllables. This effect has been found in subjects of different ages and with various native language backgrounds. But no McGurk tests have been conducted with prelinguistic infants. In the present series of experiments, 5-month-old English-exposed infants were tested for the McGurk effect. Infants were first gaze-habituated to an audiovisual /va/. Two different dishabituation stimuli were then presented: audio /ba/-visual /va/ (perceived by adults as /va/), and audio /da/-visual /va/ (perceived by adults as /da/). The infants showed generalization from the audiovisual /va/ to the audio /ba/-visual /va/ stimulus but not to the audio /da/-visual /va/ stimulus. Follow-up experiments revealed that these generalization differences were not due to a general preference for the audio /da/-visual /va/ stimulus or to the auditory similarity of /ba/ to /va/ relative to /da/. These results suggest that the infants were visually influenced in the same way as Englishspeaking adults are visually influenced.  相似文献   
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A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   
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Philosophical Studies -  相似文献   
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Recent memory theory has emphasized the concept ofneed probability—that is, the probability that a given piece of learned information will be tested at some point in the future. It has been proposed that, in real-world situations, need probability declines over time and that the memory-loss rate is calibrated to match the progressive reduction in need probability (J. R. Anderson & Schooler, 1991). The present experiments were designed to examine the influence of the slope of the need-probability curve on the slope of the retention curve. On each of several trials, subjects memorized a list of digits, then retained the digits in memory for 1, 2, 4, 8, or 16 sec. Some trials ended with a recall test; other trials ended with the message, “no test.” In Experiment 1, the likelihood of encountering a memory test (i.e., the need probability) was made to either increase or decrease as the retention interval increased; in Experiment 2, need probability either was flat (invariant across retention intervals) or decreased as the retention interval increased. The results indicated that the shape of the need-probability curve influenced the slope of the retention curve (Experiment 1) and that the effect became larger as the experimental session progressed (Experiment 2). The findings support the notion that memory adapts to need probabilities and that the rate of forgetting is influenced by the slope of the need-probability curve. In addition, all of the forgetting curves approximated a power function, suggesting that need probability influences the slope but not the form of forgetting.  相似文献   
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