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411.
哈贝马斯认为,在后形而上学时代,重建公共道德、达致社会团结的唯一途径是建立在交往行为基础之上的、主体间的、以共识为目标的道德论辩.这一构想因其空想性、其对语言性论辩过程的过分倚重以及对道德原则主体性的忽视而受到各方的批评与质疑.与之相比较,中国传统的儒家思想在承认道德主体间性的同时,肯定并强调道德的主体性,既注重道德问题的论辩性,更注重其实践性,从而为克服哈贝马斯所面-临的困难提供了一条富有启发意义的出路. 相似文献
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国内首次302m氦氧饱和潜水模拟实验中,用心理学测验和主观感觉询问对3名受试者的神经和心理反应现象进行了观察。加压到200m、250m、302m和302m停留1天后,受试者的简单视觉运动反应时较常压对照值分别延长了7.3%、4.5%、6.5%和6.1%。加压到200m受试者书面心理学测验失分率较常压对照值增加了156.4%。加压到250m受试者滚珠投递数和失误数较常压对照值分别减少12.2%和增加27.6%。302m停留1天后受试者滚珠投递数和失误数较常压对照值分别减少11.3%和增加56.2%,扑克花样分类时间较常压对照值增加8.7%,书面心理学测验失分率较常压对照值增加113.8%。减压后或减压毕,上述各指标的变化均恢复常压对照水平。根据测试结果和受试者的症状和体征,实验中所观察到的高压神经综合症的表现较国外同样深度的实验报道为轻,这可能与实验采用的缓慢加压速度和设置中间驻留站有关。 相似文献
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Studies in East European Thought - 相似文献
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Consumers often need to schedule different activities. While consumers who adopt a clock-time scheduling style decide when to transition from one activity to the next according to external temporal cues (e.g., clock), those who adopt an event-time scheduling style tend to perform each activity until they feel internally that it is completed. This research showed that consumers' scheduling style (clock-time vs. event-time) could influence their satiation with repeated consumption. Four studies involving actual consumption across various domains (e.g., music, artwork, food) demonstrated that an event-time scheduling style leads to more rapid satiation with repeated consumption than a clock-time scheduling style because event-timers (vs. clock-timers) have higher private self-focus. The results further revealed that the satiation effect of scheduling style is mitigated when consumers are distracted from their private self or informed of additional sensitization cues in the consumption stimuli. 相似文献
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Human-animal work represents a collaboration between humans and animals to achieve work goals, and is common in the domains of healthcare, therapy, entertainment, and education. Although the scope and types of human-animal work is diversifying and increasing, organizational scholars have yet to explore its impacts on employees. Drawing from the models of compassion and mind perception theories, we first develop a theoretical model pertaining to the development of compassion as a result of human-animal work. In a study with zookeepers (Study 1), we find that human-animal work evokes the emotion of compassion, which in turn is positively associated with employee prosocial behavior and task performance. These mediated effects are moderated by how employees perceive animals—employees are more likely to experience compassion, and in turn, become more prosocial and work better when they generally perceive animals to be able to experience emotions and bodily sensations. Furthermore, two follow-up studies (i.e., Studies 2 and 3) with employees who engage in human-animal work in Hong Kong and the United States reveal that working with animals evokes awe in addition to compassion, and provides insight into their resultant impact on prosocial behavior and task performance. We end by discussing the theoretical and practical implications of this work. 相似文献
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Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community. 相似文献