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41.
An X Windows software tool for the construction of faces with a weighted combination of eigenvectors is described. The eigenvectors were extracted from an autoassociative matrix that comprised 100 face images. The program input consists of eigenvectors and sets of weights that describe individual faces and combines these to create face images. The tool creates a panel of buttons that permits the display of individual eigenvectors and the display of an average face as well. Facilities for on-line changes to the intensity of individual eigenvectors can be used to change the appearance of a face. Previously, O’Toole, Abdi, Deffenbacher, and Bartlett (1991) have shown that the intensity of certain individual eigenvectors contains reliable information for determining the sex and race of the face. 相似文献
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Professor Michel Fayol Maya Hickmann Isabelle Bonnotte Jean Emile Gombert 《Journal of psycholinguistic research》1993,22(4):453-478
This experiment examines how narrative context affects French subjects' selection of past imperfective (imparfait) vs. perfective inflections with different predicate types. Adults and 10-year-old children were asked to inflect verbs presented in their written infinitive form in two conditions: (a) in isolated sentences; (b) embedded in the beginning, middle, or end of narratives. Regardless of conditions, the adults rarely used theimparfait with punctual resultative predicates. In both conditions, the frequency ofimparfait was high with durative predicates, particularly with aresultative ones, but it varied with position in the narratives, being highest at the beginning and lowest at the end. Although the children also used the imparfait frequently with durative predicates, they overgeneralized it to punctual resultative ones, regardless of conditions and of positions. These results show that adult uses of the imperfective/perfective distinction are determined by both predicate properties and grounding in narrative context. The children are less sensitive to some predicate properties than the adults and they do not differentiate imperfective/perfective aspect consistently as a function of discourse context. 相似文献
44.
This study is one of a series of investigations examining the contribution of sex roles to the development of depression within a learned helplessness framework. Utilizing 143 pairs of undergraduate female participants, the present study explored subjects′ abilities to gain and maintain control in an interpersonal context. Interpersonal control was operationalized as successful persuasion in a two-person discussion task, wherein one participant had hidden instructions to be maximally persuasive in discussing a questionnaire about social behavior. The results indicated that less successful persuasion was associated with increases in depressed mood. Furthermore, women with high masculinity and low femininity were able to gain interpersonal control regardless of the sex role of their partner. The results also suggested that high femininity is associated both with giving up control in interpersonal tasks and with increases in depressed mood when one is faced with the task of exerting interpersonal control. The findings were interpreted in terms of the importance of sex role characteristics in learned helplessness and depression. 相似文献
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Patricia Ann Fleming 《Human Studies》1990,13(3):221-236
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Mark A. Barnett Guy D. Vitaglione Kimberly K. G. Harper Steven W. Quackenbush Lee Ann Steadman Birgit S. Valdez 《Journal of applied social psychology》1997,27(15):1316-1334
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames. 相似文献
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The Revd. Professor Leslie J. Francis The Revd. Susan H. Jones 《Pastoral Psychology》1997,45(6):421-428
A sample of 368 committed Christian adults completed the Index of Charismatic Experience together with the short form Revised
Eysenck Personality Questionnaire and the Myers Briggs Type Indicator (MBTI). The data demonstrate that, according to the
MBTI typology, Christians who prefer “thinking” are likely to score higher on the Index of Charismatic Experience than Christians
who prefer “feeling”. According to the Eysenckian dimensional model of personality, the charismatic experience is associated
with stable extraversion. 相似文献