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811.
对于现代逻辑的运用是分析哲学的一大特征。分析哲学与现代逻辑甚至具有共同的起源:不仅分析哲学与现代逻辑的奠基者是同一批人,他们曾面对的还是同样的问题,并为此开发出我们所熟知的研究形态。然而,分析哲学和现代逻辑(尤其是数理逻辑)后来的发展似乎走上了不同的道路。笔者则希望论证当代数理逻辑研究仍然保留了分析哲学解决问题的形态——语言分析——的主要特征。论证主要基于两则案例分析,一个是对埃米尔·波斯特(Emil Post)关于可计算性理论的开创性工作,另一个是佩尔·马丁–洛夫(Per Martin-L?f)等人在随机性概念方面的工作。笔者还将进一步提议,仍然存在着一些值得当代分析哲学家和数理逻辑共同关心的问题。  相似文献   
812.
本研究采用韵律合适度判断和理解任务,通过两个实验探讨论元结构的焦点和重音之间的关系对话语理解的影响。实验通过操纵答句中的论元是否出现在问句中,变化问句的信息状态;通过操纵答句不同句子成份重读,变化答句的重读位置。实验结果发现:新论元负载焦点必须重读;重读论元将焦点投射到句子的高一级单元上,但动词必须重读;旧论元不负载焦点不必重读,但负载焦点的动词必须重读。  相似文献   
813.
探讨夫妻生活事件、归因方式及其与婚姻冲突的关系。采用方便取样,选取辽阳市已婚完整家庭1~10年的夫妻620对进行调查。结果表明:夫妻报告的前三项冲突领域是家务琐事、不良习惯和交流解决问题方面;妻子和丈夫报告的生活事件解释了婚姻冲突15.4%和11.9%的变异,归因解释了28.7%和24.7%的变异;归因在夫妻报告的生活事件和婚姻冲突中起部分中介作用。  相似文献   
814.
Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.  相似文献   
815.
ObjectivesGrounded in the 3Cs model of the coach–athlete relationship, this multi-study outlined the development of two scales that measure coaches' dominant behaviors and athletes' submissive behaviors.Method & resultsIn study 1, a pool of items was generated based on relevant literatures and interviews. The item pool was then assessed by an expert panel including academics, athletes and coaches. In Study 2 and Study 3, construct and criterion validity, as wells as internal reliability of the refined items were tested with a sample of elite coaches and athletes. Analyses revealed that Coach Dominant Behavior Scale (CDB-S) and Athlete Submissive Behavior Scale (ASB-S) possessed sound psychometric properties. In Study 4, the measurement invariance of the 10-item ASB-S was assessed across gender and five countries: Britain, China, Greece, Spain, and Sweden. Results supported the full structural invariance of the ASB-S.ConclusionOverall, the items of both CDB-S and ASB-S were found to be psychometrically sound. The discussion highlights the contributions these findings make on both conceptual and measurement levels as well as the opportunities it opens up for research with practical relevance.  相似文献   
816.
ObjectiveThis study investigated the influence of affect on individuals' intentions to engage in physical activities such as exercise. Behavior intentions were examined through the Theory of Planned Behavior (TPB).MethodAn experimental survey was conducted among 153 undergraduates randomly assigned to three conditions – positive affect, neutral, and negative affect. Key variables from the TPB were assessed across these conditions.ResultsAnalyses showed that participants in the positive affect and the negative affect conditions reported lower intentions to exercise than those in the neutral condition. Participants in the negative affect condition also reported more unfavorable attitudes toward exercise than their positive or neutral counterparts. Other TPB measures remained stable across the three conditions. In particular, perceived behavioral control and attitude were significant predictors of behavior intention in the pooled sample.ConclusionThese results underline the important role that affect, especially negative affect, plays in individuals' decision to exercise. Rational models for health behavior change, such as the TPB, should take into account the impact of affect.  相似文献   
817.
Prior research has indicated an association between exposure to violent media and aggressive thoughts, feelings, and behavior, potentially as a result of effects on inhibitory mechanisms. However, the role of violence in video games in modulating subsequent neural activity related to cognitive inhibition has received little attention. To examine short-term effects of playing a violent video game, 45 adolescents were randomly assigned to play either a violent or a nonviolent video game for 30 minutes immediately prior to functional magnetic resonance imaging (fMRI). During the fMRI procedure, participants performed a go/no-go task that required them to press a button for each target stimulus and withhold the response for non-target stimuli. Participants who played the violent game demonstrated a lower BOLD response in right dorsolateral prefrontal cortex (DLPFC) when responses were appropriately inhibited. The DLPFC is involved with executive functioning, including suppression of unwanted thoughts and behaviors. In addition, responses in the DLPFC demonstrated stronger inverse connectivity with precuneus in the nonviolent game players. These results provide evidence that playing a violent video game can modulate prefrontal activity during cognitive inhibition.  相似文献   
818.
注意控制探讨个体以何种方式选择性地注意外界信息。本研究从发展角度探讨视觉工作记忆对自上而下注意控制的影响。研究采用记忆任务与视觉搜索任务相结合的范式,以小学三、四、五年级学生为被试,从视觉工作记忆中信息性质和视觉工作记忆负荷两个角度考察了视觉工作记忆对自上而下注意控制影响的发展特点。结果发现,(1)自上而下注意控制能力存在年级差异,小学五年级学生的成绩显著优于小学三年级学生;(2)视觉工作记忆内容影响自上而下注意控制,目标相关信息促进目标搜索,而目标无关信息干扰目标搜索;(3)视觉工作记忆负荷影响自上而下注意控制,高视觉工作记忆负荷条件下的反应时显著长于低视觉工作记忆负荷。  相似文献   
819.
In this study, we investigated the impact of congenital amusia, a disorder of musical processing, on speech and song imitation in speakers of a tone language, Mandarin. A group of 13 Mandarin-speaking individuals with congenital amusia and 13 matched controls were recorded while imitating a set of speech and two sets of song stimuli with varying pitch and rhythm patterns. The results indicated that individuals with congenital amusia were worse than controls in both speech and song imitation, in terms of both pitch matching (absolute and relative) and rhythm matching (relative time and number of time errors). Like the controls, individuals with congenital amusia achieved better absolute and relative pitch matching and made fewer pitch interval and contour errors in song than in speech imitation. These findings point toward domain-general pitch (and time) production deficits in congenital amusia, suggesting the presence of shared pitch production mechanisms but distinct requirements for pitch-matching accuracy in language and music processing.  相似文献   
820.
This study examined the effects of positive affect on working memory (WM) and short-term memory (STM). Given that WM involves both storage and controlled processing and that STM primarily involves storage processing, we hypothesised that if positive affect facilitates controlled processing, it should improve WM more than STM. The results demonstrated that positive affect, compared with neutral affect, significantly enhanced WM, as measured by the operation span task. The influence of positive affect on STM, however, was weaker. These results suggest that positive affect enhances WM, a task that involves controlled processing, not just storage processing. Additional analyses of recall and processing times and accuracy further suggest that improved WM under positive affect is not attributable to motivational differences, but results instead from improved controlled cognitive processing.  相似文献   
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