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201.
202.
Evidence suggests that where people live, learn, work, and play affects a range of health outcomes for children and adults. Differential access to social, economic, and environmental supports puts some community members at greater risk, leading to disparities in health and well-being. The 2014 release of the For the Sake of All report highlighted persistent health disparities for African Americans in St. Louis, Missouri, and their social and economic impacts on the St. Louis region. This study extends this work by developing partnerships with community organizations and neighborhood residents to address health disparities. Community-based participatory research (CBPR) methods were utilized to engage partners in a 10-month research process to address community concerns that impact health. Seven community residents, neighborhood researchers, engaged in workshops to learn about the research process and used techniques to gather information to implement action strategies. Neighborhood researchers selected 14 vacant lots to implement their action plan, which included visions for repurposing the land into a community park, produced a report for dissemination, and organized a community action forum to communicate their findings. This study highlights a promising approach to promote healthy communities and health equity by empowering neighborhood residents using participatory methodologies.  相似文献   
203.
The present studies examined whether implicit or explicit autonomy dispositions moderate the relationship between felt autonomy and well‐being. Study 1 (N = 187 undergraduate students) presents an initial test of the moderator hypothesis by predicting flow experience from the interaction of autonomy need satisfaction and autonomy dispositions. Study 2 (N = 127 physically inactive persons) used vignettes involving an autonomy (un)supportive coach to test a moderated mediation model in which perceived coach autonomy support leads to well‐being through basic need satisfaction. Again, the effects of need satisfaction on well‐being were hypothesized to be moderated by an implicit autonomy disposition. Study 1 showed that individuals with a strong implicit autonomy (but not power or achievement) motive disposition derived more flow experience from felt autonomy than individuals with a weak implicit autonomy disposition. Study 2 revealed that perceived autonomy support from sports coaches, which we experimentally induced with a vignette method, leads to autonomy satisfaction, leading in turn to positive effects on well‐being. This indirect effect held at high and average but not low implicit autonomy disposition. The results indicate that the degree to which people benefit from autonomy need satisfaction depends on their implicit disposition toward autonomy.  相似文献   
204.
  • This paper explores the development of brand placement in digital games using focus groups with game‐players. Growth in in‐game brand placement is explained by game developers' financial and creative priorities and experimentation in marketerss' use of media. The external context of game‐play is then examined based on explanations of the non‐material aspects of consumer behaviour. Internal game processes are also reviewed, including psychological processes that are likely to be of interest to marketers. The reported experiences of players are then considered in terms of these processes. Findings seem to support the use of brand placement in games. Players easily recall encounters with brands during game‐play and are generally positive about these experiences, suggesting that brands increase realism because it allows individuals to create and explore consumption‐based daydreams. However, some players reject brand placement, preferring in‐game fantasies that are independent of mundane commodities. The findings also raise issues related to the ways in which individuals may use digital games to reflect on our consumer society and this raises a question of the degree to which digital games may support or oppose existing consumer cultures. Other problems for managers wishing to use this technique were revealed by the repetitive nature of games which may cause message wear‐out, and by playerss' frustration with aspects of a game which may lead to negative evaluations of in‐game brands.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   
205.
Abstract

The author presents, and his thinking passes through, the work of Werner Marx who seeks a non‐metaphysical ethical mooring via compassion, grounded in emotional dimensions of existential‐phenomenology. Through Marx's re‐centered compassion the author inquires if reason and faith cannot be resurrected in intrinsic and holistic form. Marx's ethics is introduced as one of the directions humanistic thinking is taking, suggesting this latter's considerable prospective role as a human vision in the ethical debate in transition between failed modern and ethically vulnerable postmodern paradigms.  相似文献   
206.
In 5 experiments, a Hebb repetition effect, that is, improved immediate serial recall of an (unannounced) repeating list, was demonstrated in the immediate serial recall of visual materials, even when use of phonological short-term memory was blocked by concurrent articulation. The learning of a repeatedly presented letter list in one modality (auditory or visual) did not transfer to give improved performance on the same list in the other modality. This result was not replicated for word lists, however, for which asymmetric transfer was observed. Inferences are made about the structure of short-term memory and about the nature of the Hebb repetition effect.  相似文献   
207.
Compatibility level repetition benefits in interference paradigms have been taken to reflect enhanced processing selectivity in response to cognitive conflict elicited by a task-irrelevant stimulus feature. The authors demonstrate such sequential effects in the Simon task which (a) occur independent of previous behavioral conflict effects and (b) cannot be accounted for by selectivity enhancement. Furthermore, when presenting more than one type of irrelevant stimulus features, compatibility level repetition effects occurred in a type-specific manner. The results do not support the notion that cognitive conflict results in enhanced processing selectivity and favor a feature integration account.  相似文献   
208.
Guided by attachment theory, this research investigated connections between avoidant attachment styles and the experience of parenting after the birth of a couple's first child. One hundred and six couples completed a battery of measures approximately 6 weeks before and 6 months after the birth of their first child. As anticipated, parents with more avoidant attachment styles experienced greater stress after the birth of their child and perceived parenting as less satisfying and personally meaningful. Attachment theory maintains that adult attachment styles should affect relationships with adults and with one's children. The present findings provide some of the first evidence that self-reported adult romantic attachment styles, which have been the focus of attachment research by social and personality psychologists, are systematically associated with parent-child relationships. They also provide insight into the processes through which secure and insecure attachment styles might be transmitted from one generation to the next.  相似文献   
209.
We present three experiments in which subjects were asked to make speeded sex judgements (Experiment 1) or semantic judgements (Experiments 2 and 3) to face targets and nonface items, while ignoring a solitary flanking distractor face or a nonface stimulus. Distractors could be either congruent (same response category) or incongruent (different response category) with the target. Distractor congruency effects were consistently observed in all combinations of target-distractor stimulus pairs, except when a distractor face flanked a target face. The failure to find congruency effects in this condition was explored further in a fourth experiment, in which four task-irrelevant flankers were simultaneously presented. Once again, no face-face congruency effects were found, even though comparison distractors interfered with face and nonface targets alike. However, four simultaneously presented distractor faces did not interfere with nonface targets either. We suggest that these experiments demonstrate a capacity limit for visual processing in these conditions, such that no more than one face is processed at a time.  相似文献   
210.
We are able to recognise familiar faces easily across large variations in image quality, though our ability to match unfamiliar faces is strikingly poor. Here we ask how the representation of a face changes as we become familiar with it. We use a simple image-averaging technique to derive abstract representations of known faces. Using Principal Components Analysis, we show that computational systems based on these averages consistently outperform systems based on collections of instances. Furthermore, the quality of the average improves as more images are used to derive it. These simulations are carried out with famous faces, over which we had no control of superficial image characteristics. We then present data from three experiments demonstrating that image averaging can also improve recognition by human observers. Finally, we describe how PCA on image averages appears to preserve identity-specific face information, while eliminating non-diagnostic pictorial information. We therefore suggest that this is a good candidate for a robust face representation.  相似文献   
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