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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.
Verleger R Zurawska Vel Grajewska B Jaśkowski P 《Advances in cognitive psychology / University of Finance and Management in Warsaw》2012,8(1):19-28
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.
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.
Hairong Song Huajian Cai Jonathon D. Brown Kevin J. Grimm 《Asian Journal of Social Psychology》2011,14(3):176-188
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.
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.
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.