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951.
Kelso, Southard, and Goodman (1979) and Marteniuk and MacKenzie (1980) have each proposed a different theoretical model for bimanual coordination. In the model of Kelso et al., a close temporal relationship between the hands in a bimanual task is predicted, even when each hand is required to move different distances. In Marteniuk and MacKenzie's model, separate motor commands are issued so that each limb will arrive simultaneously at the specified movement endpoint, leading to low temporal associations between limbs. In most previous work on bimanual coordination, manual aiming tasks with differing constraints have been used by subjects in individual studies. In this study, the usefulness of existing models for predicting performance in a real-world catching task in which the required movement pattern was constrained by ball flight characteristics was examined. E1even university students caught tennis balls with both hands in the following 3 conditions: Condition 1. Ball projected to the right shoulder area (left hand moved a greater distance than the right); Condition 2. Ball projected to center of the chest area, (both hands moved same distance); and Condition 3. Ball projected to left shoulder area (right hand moved a greater distance). Kinematic data (time to peak velocity, movement initiation time) indicating significant cross-correlations between the left and right limbs in all 3 conditions concurred with the data of Kelso et al. (1979) on manual aiming. Timing appeared to be an essential variable coordinating bimanual interceptive actions. Although the limbs moved at different speeds when each was required to move different distances, times to peak velocity showed strong associations, suggesting the presence of a coordinative structure.  相似文献   
952.
The focus of the present study was on determining whether the high level of directional accuracy found in aiming studies in which the subjects can see their hand in the visual periphery supports the existence of a kinetic visual channel or, rather, the advantage of binocular over monocular vision for movement directional control. The limits of this kinetic visual channel were also explored. The results of the 1st experiment indicated that seeing one's hand in the visual periphery is sufficient to ensure optimal directional aiming accuracy. Further, no differences in aiming accuracy were noted between monocular and binocular vision. These results supported the existence of a visual kinetic channel. In the 2nd experiment, whether this kinetic visual channel would operate with movements slower (55 degrees /s) than those usually used in studies that had proved its existence (over 110 degrees /s) was delineated. The results indicated that this visual kinetic channel was operative even at relatively slow movement velocities. Central vision of the hand seemed to be used for on-line directional control of relatively slow movements.  相似文献   
953.
The hypotheses of a multiple goals theory of conflict were supported in a study in which 264 American students reported on a conflict that they had experienced. The results showed that 95% of subjects had more than 1 goal during the conflict; social goals were more strongly activated than resource goals; subjects' tactical behavior was determined by the social goals; and effects of personal and situational variables on tactical choice were mediated by activated goals. Factor analyses identified 6 goals and 4 types of tactics.  相似文献   
954.
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   
955.
A motion equation in relative phase was developed that incorporates the spatial-temporal pattern of the bipedal gallop along with the more commonplace patterns of the bipedal jump and walk-run. In 3 experiments, human participants (N = 6 per experiment) simulated the bipedal gait patterns through the rhythmic motions of hand-held pendulums. Predictions of the motion equation for coordination equilibria and their respective degrees of stability were confirmed. In particular, the gallop pattern was less stable than the fundamental in-phase and antiphase patterns but changed in qualitatively similar ways to those gaits as a function of limb asymmetry and movement frequency. The relation between the modeled coordination dynamics and the kinematic characteristics of real bipedal galloping is discussed  相似文献   
956.
This study of a sample of working women investigated where positive experiences were derived from in everyday life, focusing on the domains of work and nonwork (leisure). It examined how aspects of the situation, in terms of principal environmental influences in work and leisure, and the person, in terms of locus of control, were associated with positive subjective states and psychological well-being. The study employed questionnaires and also the experience sampling method. The results showed that both work and leisure were important for positive psychological states and that internal locus of control was associated with greater enjoyment, interest, feelings of immediate control, intrinsic motivation, life satisfaction, and affective well-being and a number of principal environmental influences.  相似文献   
957.
Our research focused on the implicit beliefs of potential brainstormers about the possible outcomes of brainstorming. We conducted four studies to assess the relative importance of quality and quantity as goals of brainstorming. In Study 1, we found evidence for a quality over quantity hypothesis: participants indicated that it was more important to produce creative, original, and high quality ideas than to generate a large number of ideas. In Studies 2 and 3, participants displayed support for the quality over quantity hypothesis by showing in group favoritism for a quality dimension but not a quantity dimension. Study 4 showed that participants believed brain-storming would enhance the quality of others' ideas more than one's own ideas, but they did not display a similar bias about idea quantity.  相似文献   
958.
959.
This study investigated the relationship between overt and subtle forms of racism with Whites' recommendations for capital sentencing of Black and White offenders convicted of murder. White participants (n= 104) viewed 5 other “jurors” (all Whites or 4 Whites and 1 Black) on videotape individually presenting their decisions to vote for the death penalty in the case. It was hypothesized that the bias of high prejudice-scoring participants would be overt, but that the pattern for low prejudice-scoring participants would be more complex. As predicted, among high prejudice-scoring participants, Black defendants received stronger recommendations for the death penalty than did White defendants. Among low prejudice-scoring White participants, Black offenders received stronger recommendations for the death penalty only when a Black juror advocated the death penalty.  相似文献   
960.
Schedule interactions involving punishment with pigeons and humans   总被引:1,自引:1,他引:0       下载免费PDF全文
The principal aim of the present experiments was to assess whether punishment increased or decreased the rate of unpunished behavior (contrast and induction, respectively) for which reinforcement rate was held constant, with physical and nonphysical punishers (electric shock and response cost), pigeon and human subjects, signaled and unsignaled components (multiple and mixed schedules), and the presence or absence of a blackout period between components. Across the three experiments there were 20 punishment conditions. Induction was found in nine of those, less consistent response-rate reduction was found in three, contrast was found in four, and in four there was no change in responding from conditions without punishment. Contrast occurred consistently only with multiple schedules during the first exposure to electric-shock punishment. Induction and no change, however, were found with every combination of the independent variables studied. Four conclusions regarding the interactions between punished and unpunished responding emerged from the present results: (a) Both contrast and induction occurred with the reinforcement rate held constant and a blackout between components, (b) induction was more common than contrast, (c) contrast occurred only in the presence of a stimulus different from that correlated with the punisher, and (d) contrast diminished with prolonged exposure to punishment. None of the current theoretical accounts of punishment contrast can explain the present results.  相似文献   
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