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221.
One line of research on children's attributions of guilt suggests that 3‐year‐olds attribute negative emotion to self‐serving victimizers, slightly older children attribute happiness, and with increasing age, attributions become negative again (i.e., a three‐step model; Yuill et al., 1996, Br. J. Dev. Psychol., 14, 457). Another line of research provides reason to expect that 3‐year‐olds may be predisposed to view self‐serving moral transgression as leading to positive emotion; this is a linear developmental model in which emotion attributions to transgressors become increasingly negative over the course of childhood (e.g., Nunner‐Winkler & Sodian, 1988, Child Dev., 59, 1323). However, key differences in methodology make it difficult to compare across these findings. The present study was designed to address this problem. We asked how 3‐ to 9‐year‐old children (n = 111) reason about transgression scenarios that involve satisfying wicked desires (wanting to cause harm and doing so successfully) versus material desires (wanting an object and getting it successfully via harmful behaviour). Three‐year‐old children reasoned differently about desire and emotion across these two types of transgressions, attributing negative emotion in the case of wicked desires and positive emotion in the case of material desires. This pattern of emotion attribution by young children provides new information about how young children process information about desires and emotions in the moral domain, and it bridges a gap in the existing literature on this topic. 相似文献
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The change blindness paradigm, in which participants often fail to notice substantial changes in a scene, is a popular tool for studying scene perception, visual memory, and the link between awareness and attention. Some of the most striking and popular examples of change blindness have been demonstrated with digital photographs of natural scenes; in most studies, however, much simpler displays, such as abstract stimuli or “free-floating” objects, are typically used. Although simple displays have undeniable advantages, natural scenes remain a very useful and attractive stimulus for change blindness research. To assist researchers interested in using natural-scene stimuli in change blindness experiments, we provide here a step-by-step tutorial on how to produce changes in natural-scene images with a freely available image-processing tool (GIMP). We explain how changes in a scene can be made by deleting objects or relocating them within the scene or by changing the color of an object, in just a few simple steps. We also explain how the physical properties of such changes can be analyzed using GIMP and MATLAB (a high-level scientific programming tool). Finally, we present an experiment confirming that scenes manipulated according to our guidelines are effective in inducing change blindness and demonstrating the relationship between change blindness and the physical properties of the change and inter-individual differences in performance measures. We expect that this tutorial will be useful for researchers interested in studying the mechanisms of change blindness, attention, or visual memory using natural scenes. 相似文献
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The article discusses an idea of how to extend the notion of rigidity to predicates, namely the idea that predicates stand in a certain systematic semantic relation to properties, such that this relation may hold rigidly or nonrigidly. The relation (which I call signification) can be characterised by recourse to canonical property designators which are derived from predicates (or general terms) by means of nominalization: a predicate signifies that property which the derived property designator designates. Whether signification divides into rigid and non-rigid cases will then depend uponwhether canonical property designators divide into rigid and non-rigid ones. But, I shall argue, they do not, and so the only notion of rigidity gained this way is trivial. To show this, I first focus on the kind of canonical property designators which could be thought to be nonrigid, canonical designators such as having the colour of ripe tomatoes which themselves contain non-rigid property designators. An argument to the effect that such complex canonical designators are non-rigid is rebutted, five arguments to the effect that they are rigid are formulated, and finally an explanation of their rigidity based on the general nature of canonical property designators is presented. 相似文献
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The multi-cultural and multi-religious context of the globalised world often results in unlikely interactions between the triad of people, cultures, and religion. The result may be that people embrace divergent systems of beliefs. This article explores the dynamics of such interaction within the private domain of the family, when ethnic Chinese adopt an alien faith, that of the Hare Krishna. Four typologies of interactions between convert and family members are proposed, ranging from the most volatile to the most harmonious. These are categorised as contentious, neutral, accommodative, and supportive. The combinations of factors that lead to each type of interaction, such as family–convert relationship, religious identity of family member, residence of the convert, family members’ perception of the Hare Krishna, and the extent of external practices adopted by the converts, are discussed. In particular, qualitative comparative analysis is applied to investigate how these variables combine to lead to each typology. 相似文献
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Fontanesi Laura Gluth Sebastian Spektor Mikhail S. Rieskamp Jörg 《Psychonomic bulletin & review》2019,26(4):1099-1121
Psychonomic Bulletin & Review - Psychological models of value-based decision-making describe how subjective values are formed and mapped to single choices. Recently, additional efforts have... 相似文献
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van Benthem Johan Bezhanishvili Nick Enqvist Sebastian 《Journal of Philosophical Logic》2019,48(4):649-684
We present a new notion of game equivalence that captures basic powers of interacting players. We provide a representation theorem, a complete logic, and a new game algebra for basic powers. In doing so, we establish connections with imperfect information games and epistemic logic. We also identify some new open problems concerning logic and games.
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