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91.
The authors conducted two full-scale network assemblies for the family network of a suicidal adolescent. Findings from the clinical follow-up and telephone interviews with 21 of 65 participants revealed benefits for the index family and the network members who participated in the meetings. A ripple effect in which the participants' own personal networks improved was also demonstrated. Benefits included resolution of a suicidal crisis, better understanding of depression and family stress, more adaptive responses to depression and suicidal risk, and improved personal relationships. No casualties from this intervention were discovered. This report is intended to stimulate future, more systematic outcome studies.  相似文献   
92.
The effects of flavor preexposure and test interval on conditioned taste aversions were examined in four experiments. In the first three experiments, prior experience with a flavor different from that used as a conditioned-stimulus (CS) produced attenuated aversions when testing occurred after a 1-day interval but not after a 21-day interval. Preexposure to the same stimulus used as a CS produced attenuated aversions at both 1- and 21-day intervals. In Experiment 4, a delay interval between flavor preexposure and conditioning eliminated the attenuating effect of preexposure, but only when different stimuli were used for preexposure and conditioning. These data could not be easily accounted for by contemporary interpretations of preexposure as an event that interferes with subsequent acquisition of a conditioned aversion. An alternative retrieval interference hypothesis was outlined.  相似文献   
93.
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG), negative parenting and conflictual family dynamics increasing the risk, whereas positive parenting and developmentally supportive family dynamics protecting against PG. This suggests that a treatment for adolescent PG should not only address the gaming behaviors and personal characteristics of the youth, but also the parental and family domains. An established research-supported treatment meeting these requirements is multidimensional family therapy (MDFT), which we adapted for use as adolescent PG treatment. We report here on one adaptation, applying in-session gaming. In-session demonstration of the “problem behavior” is feasible and informative in PG. In the opening stage of therapy, we use in-session gaming to establish an alliance between the therapist and the youth. By inviting them to play games, the therapist demonstrates that they are taken seriously, thus boosting treatment motivation. Later in treatment, gaming is introduced in family sessions, offering useful opportunities to intervene in family members' perspectives and interactional patterns revealed in vivo as the youth plays the game. These sessions can trigger strong emotions and reactions from the parents and youth and give rise to maladaptive transactions between the family members, thus offering ways to facilitate new discussions and experiences of each other. The insights gained from the game demonstration sessions aid the therapeutic process, more so than mere discussion about gaming.  相似文献   
94.
The advice to musicians and marketers is to focus on what they love: a truism for practitioners is to find 1000 ‘true fans’ and make $100 from each of them (Kelly, 2008. 1000 True fans. The Technium). If this advice is correct, we should see musicians with loyal user bases engaging more with their favourite artists and less with other music, suggesting a narrow targeting strategy would suffice. On the other hand, the established marketing laws indicate that the listeners of very different genres should overlap more than conventional wisdom would suggest, supporting the need for a much broader approach to targeting potential audiences. Given these conflicting views, musicians need to know if they should market to their existing listeners, the listeners of music similar to theirs (i.e., the same genre), or if they should try to reach a much wider audience. We turn to established choice patterns from the marketing literature to address these questions in the music context. This study examines 84,000,000 observations of music listening from 27,000 unique global users between 2013 and 2014 and survey data from 2019 containing music listening from over 1000 representative respondents in the United States. The results show that listening follows the Duplication of Purchase law for genres, artists, albums, and songs, at an annual, 6-months, 3-months, 1-month, and 1-week period, with no indication of partitioned music listening. The implication is that musicians should try to reach all potential listeners, regardless of what they already listen to. These findings contribute to the theoretical knowledge about duplication analyses of various durations, extend the contexts of choice behaviour that exhibit this pattern, and managerially, to knowledge about the extent of potential audiences and ‘share of ear’ competition.  相似文献   
95.
We investigated the role of implicit and explicit associations between harm and COVID-19 vaccines using a large sample (N = 4668) of online volunteers. The participants completed a brief implicit association test and explicit measures to evaluate the extent to which they associated COVID-19 vaccines with concepts of harmfulness or helpfulness. We examined the relationship between these harmfulness/helpfulness COVID-19 vaccine associations and vaccination status, intentions, beliefs, and behavior. We found that stronger implicit and explicit associations that COVID-19 vaccines are helpful relate to vaccination status and beliefs about the COVID-19 vaccine. That is, stronger pro-helpful COVID-19 vaccine associations, both implicitly and explicitly, related to greater intentions to be vaccinated, more positive beliefs about the vaccine, and greater vaccine uptake.  相似文献   
96.
Ss wore a 4% overall size lens (OSL) before one eye while they engaged in 20 min of binocular exploration of a typical indoor environment. Tests before and after the exposure period were conducted to determine whether or not OSL exposure leads to shifts in depth judgments based on binocular disparity. No significant shifts were observed. These results were applied to an evaluation of two contrasting hypotheses that have been proposed to explain adaptation to meridional size lens (MSL).  相似文献   
97.
Magnitude productions of sodium chloride (salty), quinine hydrochloride (bitter), and sucrose (sweet) yielded steeper psychophysical functions than those obtained with magnitude estimation. Hydrochloric acid (sour) produced the opposite effect. The results are discussed with respect to previous findings in taste intensity scaling and to general psychophysical considerations.  相似文献   
98.
Threshold sensitivity was measured for sinusoidal movement of bright 1-deg lines against a dark background as a function of oscillation frequency and retinal location. Sensitivity was greatest in the fovea and at a frequency of 1–2 Hz. Peripheral sensitivity was more narrowly tuned than foveal sensitivity. The presence of a stationary reference line affected mainly the foveal sensitivity. The results are interpreted as evidence for both position- and velocity-sensitive mechanisms in the movement detection system.  相似文献   
99.
The detection of visual intensity differences by pigeons   总被引:1,自引:1,他引:0       下载免费PDF全文
Pigeons were trained in a conditional discrimination procedure to discriminate between visual stimuli that varied in intensity. The magnitude of the intensity difference ranged from 0.80 to 0.05 logarithmic units. Psychometric functions were calculated from the data and the mean difference threshold for the 11 subjects was approximately 0.12 logarithmic units. A signal-detection analysis of the data suggested that stimuli that were below the calculated threshold were detectible to the subjects.  相似文献   
100.
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