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This study examines the impact of AI intelligence levels on consumer decision delegation through three experimental studies. Study 1 manipulates AI intelligence levels (low vs. high) to establish the main effect. Study 2 explores the mediating role of trust and the moderating effect of task types (subjective vs. objective) on the relationship between AI intelligence and trust. Study 3 investigates the role of AI anthropomorphism in AI delegation. The findings reveal that increasing AI intelligence enhances consumer decision delegation for both subjective and objective consumption tasks, with trust serving as a mediating factor. However, objective tasks are more likely to be delegated to AI. Moreover, anthropomorphic appearance positively influences trust but does not moderate the relationship between intelligence and trust. This research expands the literature on AI decision delegation, shedding light on the psychological processes related to AI-powered product design, consumer perceptions, and consumption situations, while also offering practical implications. 相似文献
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社会认知理论指出自我效能感对心理健康具有重要意义,但两者的关系在以往的研究中尚不一致。当前研究采用元分析技术分析自我效能感对心理健康影响的主效应,并重点考察各调节变量在两者关系中的调节效应。通过文献检索和筛查,最终符合元分析纳入标准的文献有117篇。结果表明,自我效能感与心理健康积极因素呈显著正相关,而与心理健康消极因素呈显著负相关。此外自我效能感与心理健康的关系受自我效能感层级、社会发展和性别的调节;而年龄阶段仅调节了自我效能感与心理健康积极因素的关系。以上结果说明,高自我效能感个体的心理健康水平更高,同时还要考虑年龄阶段、自我效能感层级、社会发展和性别在两者关系中的作用。 相似文献
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Same meaning but different feelings: Different expressions influence satisfaction in social comparisons 下载免费PDF全文
The same social comparison information may be expressed in different ways (e.g. ‘I am better than him’ versus ‘he is worse than me’). The results of four studies indicated that the way social comparison is expressed can affect an individual's satisfaction (i.e. ‘better’ versus ‘worse’). Specifically, in upward comparisons, the expression ‘I am worse than him’ makes individuals feel less satisfied than the expression ‘he is better than me’. In downward comparisons, those who use the expression ‘I am better than him’ are more satisfied than those who use the expression ‘he is worse than me’. The motivation of information processing acted as the mediator. 相似文献
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Beth Doll Bonnie K. Nastasi Laura Cornell Samuel Y. Song 《Journal Of Applied School Psychology》2017,33(3):179-194
ABSTRACTSchool-based mental health services are those delivered by school-employed and community-employed providers in school buildings. With the implementation of provisions of the Patient Protection and Affordable Care Act (2010) that funds school-based health centers, school-based mental health services could become more broadly available in communities throughout the United States. Playing a pivotal role in promoting models for school-based services that maximize benefits to children and adolescents while making efficient use of communities' mental health resources are school psychologists. School psychologists, who recognize and respect the separated development of school and community mental health professions, can foster school–agency partnerships to coordinate children's mental health services that are comprehensive, child centered, family focused, and culturally competent. In this article, we provide three case examples using the Participatory Culture-Specific Intervention Model (B. K. Nastasi, R. B. Moore, & K. M. Varjas, 2004) as exemplars for the implementation of community partnerships providing comprehensive culturally and contextually relevant school-based mental health services. 相似文献
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使用《运动想象问卷−修订版》筛选出的30名被试(男女各半), 采用功能性近红外光谱成像技术(fNIRS)监测被试在执行实际举哑铃(男生, 4磅和8磅; 女生, 2磅和4磅)任务和想象举同等重量哑铃任务时, 其大脑皮层氧合血红蛋白浓度的变化。结果发现:男女被试在运动执行与运动想象任务下都激活了主运动皮层; 且运动执行的大脑激活水平高于运动想象。在执行实际运动任务时, 运动强度显著影响大脑皮层血氧浓度的变化, 表现出左半球偏侧化优势; 在执行想象运动任务时, 运动强度没有影响大脑皮层血氧浓度的变化, 且无偏侧化现象。 相似文献
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摘要:本研究致力于探讨自上而下的因素对自动加工的影响。选取的自上而下因素为任务定势,自动加工过程为自动语义激活过程。研究采用ERPs技术,中文词汇为刺激,利用掩蔽启动范式,采用反应时和N400为指标。实验任务有三个:对问号后出现的词进行生物/非生物的词汇分类判断;对圆圈后出现的词进行是否含上下结构的字的词汇结构判断;对带“*”的词进行真词/假词判断。研究发现先前完成的任务形成的任务定势会对随后的自动语义激活过程产生调节作用:在词汇分类判断任务后,掩蔽启动刺激对靶刺激产生启动效应。在词汇结构判断任务后,掩蔽启动刺激对靶刺激没产生显著的启动效应。 相似文献
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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