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71.
Abstract We present a five-part model of players' rule behaviors in a multiplayer online game (utilization, emergence, usefulness, usefulness-balance, and balance-usefulness). The model was identified through a pilot study involving nine expert players. The model fitness was then verified in a main experiment involving eighteen regular players. Our results showed that the utilization (4 players) and emergence (4 players) models were most frequently used, followed by the balance-usefulness (3 players), usefulness (3 players), and usefulness-balance (2 players) models. The coding scheme for this research was built from video observations and a literature review. We suggest this model is applicable for the implementation of a human-like virtual character's artificial intelligence algorithm in the game editors and the server loader for quality assurance.  相似文献   
72.
A most sensitive and specific electrophysiological indicator of selective processing of visual stimuli is the N2pc component. N2pc is a negative EEG potential peaking 250 ms after stimulus onset, recorded from posterior sites contralateral to relevant stimuli. Additional deflections preceding or following N2pc have been obtained in previous studies, possibly produced by specific stimulus features or specific prime-target sequences. To clarify the entire time-course of the contralateral- ipsilateral (C-I) difference recorded from the scalp above visual cortex in response to left-right pairs of targets and distracters, C-I differences were here compared between two types of stimuli and between stimuli that were or were not preceded by masked neutral primes. The C-I difference waveform consisted of several peaks, termed here P1pc (60-100 ms after target onset), N1pc (120-160 ms), N2pc (220-280 ms), and N3pc (360-400 ms). Being markedly enhanced when stimuli were preceded by the neutral primes, P1pc may indicate a response to stimulus change. Also, when stimuli were primed, N2pc reached its peak earlier, thereby tending to merge with N1pc. N3pc seemed to increase when target discrimination was difficult. N1pc, N2pc, and N3pc appear as three periods of one process. N3pc probably corresponds to L400 or SPCN as described in other studies. These observations suggest that the neurophysiological basis of stimulus-driven focusing of attention on target stimuli is a process that lasts for hundreds of milliseconds, with the relevant hemisphere being activated in an oscillating manner as long as required by the task.  相似文献   
73.
高松 《现代哲学》2011,(1):80-87
弗雷格认为,句子的断定力真正展现了逻辑学所关心的"真"。并且与语词"真"的冗余论一致,他认为日常语言中缺少与断定力相应的符号。然而,弗雷格却似乎在他所发明的概念文字中为断定力指派了一个特殊的符号:判断杠。本文试图论证,尽管弗雷格直至学术生涯的最后阶段仍然坚持将判断杠保留在其逻辑语言系统之中,但概念文字中的这一设计并不符合他关于逻辑与真之关系的模糊洞见。在论证的关键一步中,我们将借助于胡塞尔关于"信念变异"的学说来澄清"判断"与"断定"之间被弗雷格所忽视的区别。在此基础上,我们最后将简要地提示出对弗雷格关于逻辑与真之关系的模糊洞见进行解读的方向。  相似文献   
74.
总结经脐单孔免气腹腹腔镜行阑尾切除术的优势。对40例阑尾炎患者行经脐单孔免气腹腹腔镜阑尾切除术。结果手术均获成功,无中转开腹,所有手术患者均痊愈出院,无手术并发症及死亡。经脐单孔免气腹腹腔镜阑尾切除术能扩大腹腔镜阑尾切除术适应证,增加了手术的安全性。而且其良好的美容效果是传统腔镜手术不具备的。  相似文献   
75.
Nouns are generally easier to learn than verbs (e.g., Bornstein, 2005; Bornstein et al., 2004; Gentner, 1982; Maguire, Hirsh-Pasek, & Golinkoff, 2006). Yet, verbs appear in children's earliest vocabularies, creating a seeming paradox. This paper examines one hypothesis about the difference between noun and verb acquisition. Perhaps the advantage nouns have is not a function of grammatical form class but rather related to a word's imageability. Here, word imageability ratings and form class (nouns and verbs) were correlated with age of acquisition according to the MacArthur-Bates Communicative Development Inventory (CDI) (Fenson et al., 1994). CDI age of acquisition was negatively correlated with words' imageability ratings. Further, a word's imageability contributes to the variance of the word's age of acquisition above and beyond form class, suggesting that at the beginning of word learning, imageability might be a driving factor.  相似文献   
76.
Using an item‐response theory‐based approach (i.e. likelihood ratio test with an iterative procedure), we examined the equivalence of the Rosenberg Self‐Esteem Scale (RSES) in a sample of US and Chinese college students. Results from the differential item functioning (DIF) analysis showed that the RSES was not fully equivalent at the item level, as well as at the scale level. The two cultural groups did not use the scale comparably, with the US students showing more extreme responses than the Chinese students. Moreover, we evaluated the practical impact of DIF and found that cultural differences in average self‐esteem scores disappeared after the DIF was taken into account. In the present study, we discuss the implications of our findings for cross‐cultural research and provide suggestions for future studies using the RSES in China.  相似文献   
77.
孟慧  宋继文  孙志强  王崴 《心理科学》2011,34(5):1167-1173
本文通过对426名在职人员的调查,探讨了变革型领导对工作绩效与满意度的影响机制。最后采用SPSS 13.0和Lisrel 8.7 对数据进行多层级线性回归分析,并依据温忠麟等(2006)的统计步骤分析了有中介的调节作用,得到如下结果:(1)在控制了年龄、性别与任职年限之后,自我效能在变革型领导与工作绩效、工作满意度之间都起部分中介作用;(2)核心工作特征在变革型领导与工作绩效之间起调节作用,调节作用需要通过自我效能作为中介变量。文章最后讨论了本研究的理论和实践意义。  相似文献   
78.
陈侃  宋斌  申荷永 《心理科学》2011,34(6):1512-1515
目的:利用回归分析探讨绘画测验对焦虑状态的评定作用。方法:对290名被试实施了房子-树-人绘画投射测验和Scl90焦虑分量表测验,结果:在所考察的11种绘画特征中,有5种对焦虑具有预测性。可以建立绘画特征对焦虑进行预测的回归方程,方程具有中等程度的解释水平。两名主试评价的Kappa一致性系数均达到较高水平。结论:可以通过绘画测验评定和预测焦虑,焦虑症状的绘画测验方法具有较好的评分者信度。  相似文献   
79.
The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference.  相似文献   
80.
成就目标(Achievement Goal)是个体对从事成就活动的目的或意义的知觉,学业情绪(Academic Emotion)是指与学业学习、班级指导和学业成就直接相关的各种情绪。成就目标与学业情绪相互作用,即成就目标会影响学生的学业情绪,学业情绪反过来也会影响成就目标。同时,成就目标和学业情绪对学生的学业成绩具有综合预测作用,学业情绪在成就目标和学业成绩间起中介作用。未来研究的方向主要在于深入探讨成就目标与更细分的学业情绪的关系,以及成就目标、学业情绪和成绩之间的相互作用。  相似文献   
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