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931.
Ageing and autobiographical memory for emotional and neutral events   总被引:2,自引:0,他引:2  
We investigated age-related effects in recall of emotional and neutral autobiographical memories. Protocols were scored according to episodic and non-episodic detail categories using the Autobiographical Interview. Young adults recalled a greater number of episodic details compared to older adults, whereas older adults recalled more semantic details, replicating previous findings. Both young and older adults' emotional memories contained more overall detail than neutral ones, with the enhancement from emotion-specific to episodic details, but this did not alter the effect of age group on the pattern of episodic and semantic details. However, the age effect on episodic details was attenuated for neutral autobiographical memories. The findings suggest that age differences for emotional autobiographical recollection might reflect a more general pattern of age-related changes in memory, with impaired recall of episodic components and relative sparing of semantic aspects of autobiographical memory in older adults when compared to young adults.  相似文献   
932.
933.
Tables are presented for the Wechsler Adult Intelligence Scale-Third Edition (WAIS-III) IQ and index scores by education level for both the U.S. and Canadian normative samples. This allows clinicians to provide more accurate identification of relative strengths or weaknesses, compared to expectations from an individual's background, rather than the general population. Because sex differences are notable on the Processing Speed Index, data for this measure are presented separately. The similarities and differences between the two national samples are noted, with particular reference to the relatively weaker demographic effects found in the Canadian sample.  相似文献   
934.
This article proposes 2 new approaches to test a nonzero population correlation (rho): the hypothesis-imposed univariate sampling bootstrap (HI) and the observed-imposed univariate sampling bootstrap (OI). The authors simulated correlated populations with various combinations of normal and skewed variates. With alpha set=.05, N> or =10, and rho< or =0.4, empirical Type I error rates of the parametric r and the conventional bivariate sampling bootstrap reached .168 and .081, respectively, whereas the largest error rates of the HI and the OI were .079 and .062. On the basis of these results, the authors suggest that the OI is preferable in alpha control to parametric approaches if the researcher believes the population is nonnormal and wishes to test for nonzero rhos of moderate size.  相似文献   
935.
As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.  相似文献   
936.
With the advent of the Internet era and the maturation of electronic commerce, strategic avatar design has become an important way of keeping up with market changes and customer tastes. In this study, we propose a new approach to an adaptive avatar design that uses cognitive map (CM) as a what-if simulation vehicle. The main virtue of the new design is its ability to change specific avatar design features with objective consideration of the subsequent effects upon other design features, thereby enhancing user satisfaction. Statistical analyses of focus group interview results with a group of experts majoring in avatars and CM showed that our proposed approach could be used to effectively analyze avatar design in an adaptive and practical manner when the market situation is changing.  相似文献   
937.
This study deals with the impact of virtual reality (VR) features that are embedded in a hotel website on travelers' anxiety. Having more information is thought to be a factor in relieving anxiety in travel. A hotel website can be a good place for gathering information about the accommodation. In this study, we posit that a hotel website with VR functions should lead to a reduction in travelers' anxiety about travel. We built a website of a hotel and used VR functions to show the exterior, the lobby, a guest room, and a restaurant through an interactive and spatial shot of the hotel images. The experiment was conducted with a premise that the subjects were about to embark on a journey to an unknown place and to stay at an unknown hotel whose website contained VR functions. The subjects were asked to play with VR functions of the hotel website and then to complete a survey with questions regarding the degree of anxiety on the travel and psychological relief that might have been perceived by the subjects. The result confirms our hypothesis that there is a statistically significant relationship between the degree of travel anxiety and psychological relief caused by the use of VR functions of a hotel website.  相似文献   
938.
This article describes and accounts for variable interests in engineering ethics in France, Germany, and Japan by locating recent initiatives in relation to the evolving identities of engineers. A key issue in ethics education for engineers concerns the relationship between the identity of the engineer and the responsibilities of engineering work. This relationship has varied significantly over time and from place to place around the world. One methodological strategy for sorting out similarities and differences in engineers’ identities is to ask the “who” question. Who is an engineer? Or, what makes one an engineer? While engineering ethics has attracted little interest in France and formal education in the subject might be seen as redundant, German engineering societies have, since the conclusion of World War II, demanded from engineers a strong commitment to social responsibility through technology evaluation and assessment. In Japan, a recent flourishing of interest in engineering ethics appears to be linked to concerns that corporations no longer function properly as Japanese “households.” In each case, deliberations over engineering ethics emerge as part of the process through which engineers work to keep their fields in alignment with changing images of advancement in society.  相似文献   
939.
This article provides a critical qualitative analysis of popular mind-body-spirit books. Typically, these books present a hybrid combining spirituality with self-help and popular psychology. They promise to soothe, heal, and liberate the reader from what is construed as a mundane, desolate life and an environmental and social context of despair. Constructions of transformation and liberation are pervasive in these books. The analysis attends to meaning and rhetoric. Three discourses are delineated, each of which constructs transformation and liberation. In addition, while it is assumed that the authors produce a particular version of spirituality in these books rather than present the truth in a value-neutral way, this analysis attends to the rhetorical strategies that can work to make the authors’ message appear as literal and factual to the reader.  相似文献   
940.
The present study examined whether young children's behaviors in the Dimensional Change Card Sorting task can be influenced by their observation of another person performing the task. Experiment 1 showed that after children watched an adult sorting cards according to one rule, although the children were instructed to sort the cards according to a new rule, most 3-year-olds made perseverative errors and used the observed, old rule to sort the cards instead of the new rule. However, only some 4-year-olds and few 5-year-olds made the same mistake. Experiments 2, 3 and 4 showed that the younger children took into consideration social pragmatic information displayed by the adult model when deciding to use the old rule or the new rule. When the model appeared to know that she sorted the cards incorrectly (Experiments 2 and 3), or was uncertain whether she sorted cards correctly (Experiment 4), most 3-year-olds no longer committed perseverative errors. When the adult model was confident about her sorting or oblivious to her sorting errors, most 3-year-olds made perseverative errors. These results taken together suggest that social observation can lead to disinhibitions. In other words, disinhibition can be transmitted socially from one person to another.  相似文献   
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