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41.
Consistency is often pictured as an indispensable requisite for rationality. The paper argues that this is overly rigoristic. Inconsistency can be treated as a matter of isolable singularities rather than an all-destructive disaster. The paper, supports and illustrates a perspective on which consistency can be seen as a desideratum rather than a totaly non-negotiable demand. The argumentation of the paper casts consistency in the role of a cognitive ideal rather than a sine qua non condition of rational process.  相似文献   
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43.
Recognizing people seen in events via dynamic "mug shots"   总被引:1,自引:0,他引:1  
This study examined effects of an event and dynamic mug shots on facial recognition. Witnesses saw either a film of a liquor store holdup staged by six perpetrators, slides of the same targets, or freeze-framed views from the filmed event. Slides of different facial views of targets among 12 foils, or dynamic 180 degrees mug shots of the same men, or multiple static views were administered 24 hr later in yes-no recognition tests. Recognition (d') was poorer for the same men seen in the event than in slides, but better for dynamic than for static mug shots. Nondynamic event characteristics were responsible for poor recognition of people seen in events, whereas dynamic aspects of facial transformations, not multiple views, seemed responsible for the superiority of dynamic mug shots. The implications of these results for issues of ecological validity of traditional face recognition methodology and for static feature models vs. dynamic transformation models of face recognition are discussed.  相似文献   
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45.
Obsessional-compulsive imagery   总被引:3,自引:0,他引:3  
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46.
Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   
47.
Seven albino rats were exposed to a multiple schedule of reinforcement in which the two components (fixed interval and extinction) alternated such that a presentation of the extinction component followed each fixed-interval reinforcement. In baseline sessions, the duration of the extinction component was constant and always one-third of the fixed-interval value. Probe sessions contained a probe segment in which the duration of the extinction component was increased; the response rate in fixed-interval components during the probe segment was compared with the response rate in the segments preceding and following the probe. The effect of increasing the duration of the extinction component was studied under three values of fixed interval: 30 s, 120 s, and 18 s, in three successive conditions. Response rate within fixed intervals was a direct function of duration of the extinction component. Pausing at the beginning of the fixed interval decreased as extinction duration increased. These effects were larger and more consistent for the shorter fixed-interval values (18 s and 30 s). These results indicate a functional relation between relative component duration and responding. For the component providing more frequent reinforcement, this could be stated as an inverse relationship between relative component duration and response rate. This relation is similar to findings regarding the ratio of trial and intertrial duration in Pavlovian conditioning procedures, and suggests that behavioral contrast may be related to Pavlovian contingencies underlying the multiple schedule.  相似文献   
48.
Two different concepts of distinguishability are often mixed up in attempts to derive in quantum mechanics the (anti)symmetry of the wave function from indistinguishability of identical particles. Some of these attempts are analyzed and shown to be defective. It is argued that, although identical particles should be considered as observationally indistinguishable in (anti)symmetric states, they may be considered to be conceptually distinguishable. These two notions of (in)distinguishability have quite different physical origins, the former one being related to observations while the latter has to do with the preparation of the system.  相似文献   
49.
Visual control of step length during running over irregular terrain   总被引:1,自引:0,他引:1  
Running over uneven ground requires visually regulating step length to secure proper footing. To examine how this is achieved, we studied subjects running on a treadmill on a series of irregularly spaced targets. The movements of their lower limbs and coccyx relative to the targets were monitored opto-electronically by a Selspot system. The results indicated that step length was adjusted to strike the targets primarily by varying the vertical component of impulse applied to the ground during the stance phase. In contrast, horizontal impulse was not varied significantly, and changing the reach forward of the foot on landing contributed little to variation in step length. Changing the vertical impulse simply altered the step time proportionately. Thus the data are consistent with a time-based model in which vertical impulse is modulated by the optic variable delta tau (Lee, 1976) specifying the time gap that has to be bridged by the runner between two targets.  相似文献   
50.
While emotions are usually treated as internal states, it is possible to view them as social relationships. From this perspective, the different emotions are not primarily understood in terms of facial expression, physiological pattern, hedonic tone, or level of arousal, but as different transformations of the relationship between person and other. To demonstrate the value of this approach, judgments of the similarity between different emotions were submitted to multidimensional scaling. It is shown that the resulting dimensions describe different aspects of the relation between self and other. These dimensions provide us with a taxonomy of emotions that makes some important distinctions between closely related emotions and leads to some interesting predictions about personality differences.The authors would like to thank David Stevens for his assistance with the statistical analysis, Eric de Rivera for drafting the three-dimensional figures, and James D. Laird and Shula Sommers for their helpful commentary.  相似文献   
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