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91.
自杀导致人类死亡的人数与日俱增,然而自杀的心理机制却并不清楚。最近研究发现,厌恶情绪是导致自杀的主要情绪因素,个体因为自身厌恶而走向自杀。厌恶情绪是一种对自己和他人排泄物等反感的基本情绪,促进个体远离毒性和疾病,从而产生“免疫行为”。许多心理问题来自于对周围人或事物的厌恶,有自杀行为的个体对自身极其厌恶,说明他们的厌恶情绪出现了问题。如同躯体免疫攻击自身一样,自身厌恶是自杀意念的关键因素,早年创伤是其根源,生活压力和精神疾病也参与厌恶诱发自杀意念。厌恶诱发自杀意念的神经基础与HPA轴和五羟色胺系统有关。未来研究可利用神经影像和电生理等神经科学技术,检验自杀行为的神经机制,探讨厌恶情绪影响自杀行为的心理和神经机制。  相似文献   
92.
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   
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94.
人工智能医疗器械分为具备辅助识别的二类和辅助诊断的三类医疗器械,我国三类人工智能医疗器械刚进入注册申报阶段。很多人工智能医疗器械以科研方式进入医疗机构,为受试者免费试用以获取临床试验数据,这给伦理审查带来极大挑战。伦理委员会审查三类人工智能医疗器械的核心问题包括风险评估、数据库、数据安全及软件更新。除关注医疗器械产品与试验操作外,更要从适用范围、研究要求与资料、研究方案、风险控制、数据库、数据安全和软件更新等方面仔细把关,不断总结经验,切实保护受试者权益,也助推我国人工智能医疗器械的健康快速发展。  相似文献   
95.
周磊 《现代哲学》2020,(2):131-136
明儒王廷相以孔子的"性相近"批判朱熹的"性善论",并且重构了"性善论"人物谱系,其背后始终贯穿着对"生之谓性"的阐发这一线索。在王廷相的"气质"人性论中,先天"气禀"所带来的"善性"与"恶性"在整个人性中所占的比重较小,重点在于后天通过"变化气质"以改变人性。变化气质存在两种情况,分别通向"善性"与"恶性",其差别在于是否研习、践行"圣人之教"。王廷相通过区分两种"知识"系统以及设定人人都有"为善之才能",为个体向善准备了理论前提。而其对人性滑向"恶性"的警惕,凸显了"圣人之教"的重要作用。  相似文献   
96.
Boy’s Love (BL) stories are a fictional fantasy textual story that describes a romantic relationship between men. Previous qualitative studies claimed that BL stories have depicted androgynous characters and egalitarian love relationships. The current study undertook a quantitative content analysis of 87 randomly sampled popular Chinese BL stories. Our coding system for coding both the masculinity and femininity of each main character in the selected BL stories was developed based on several previous studies. Gay male characters in BL stories were depicted as either similar to traditional masculine men (i.e., scoring high in masculinity and low in femininity) or similar to traditional feminine women (i.e., scoring high in femininity and low in masculinity). In the romantic relationships, BL stories typically paired a masculine character with a feminine character. In addition, heterosexual romantic ideals were prevalent in BL stories. Such an analysis challenges the previous analysis of BL stories. It suggests that heteronormative gender stereotypes exist in BL stories, even if these stories depict gay male characters and romantic relationships. These findings have important implications for understanding media effects in stereotypes toward gay men in contemporary Chinese society. It also encourages further research on alternative explanations for women’s motivation in reading and writing BL stories.  相似文献   
97.
To assess the dynamical effects of creative interaction networks on team creativity evolution, this paper elaborates a theoretical framework that links the key elements of creative interaction networks, including node, edge and network structure, to creativity in teams. The process of team creativity evolution is divided into four phases, including formation, growth, maturity and decline/restart. The importance of domain‐relevant knowledge, creativity‐relevant skill, interaction frequency, interaction length, network density and closeness centrality are emphasized in specific phases of team creativity evolution in a complex creative context. To test our assumptions, a longitudinal study of creative teams in a “Challenge Cup” Creative Business Plan Competition for university students is performed and the full networks of 17 creative entrepreneur teams are mapped. Both static comparison and dynamic analysis are conducted to analyze the relationship between creative interaction networks and team creativity evolution. For specific phases of team creativity evolution, we find confirmation of our predictions. The implications of dynamic creative interaction networks for all the phases of creative teams from formation to decline/restart are discussed.  相似文献   
98.
生存加工比控制条件有更好的记忆表现,产生稳定的记忆优势,这就是记忆生存优势.已有研究多采用行为学实验验证了此现象的存在,但没有确定该优势发生在记忆的何种阶段.本研究采用ERP技术和“间接学习-再认”实验范式,比较被试在生存情境、迁徙情境和愉悦判断中对词汇编码和提取过程的记忆加工,结果发现:在500-700ms时间段,生存情境的相继记忆效应显著大于迁徙情境和愉悦判断:在400-600ms时间段,生存情境的新旧效应显著大于迁徙情境和愉悦判断.表明生存加工具有编码和提取双重优势.  相似文献   
99.
采用记忆任务与视觉搜索任务相结合的实验范式,通过操纵背景颜色与刺激颜色,考察了工作记忆内容对视觉注意的引导是否存在强自动性。实验一通过操作背景颜色以突显记忆项目,结果发现即使工作记忆内容在匹配分心物的情况下仍然自动地捕获视觉注意。实验二通过操作背景颜色以突显目标项目,结果发现工作记忆内容对视觉注意的自动引导作用消失。说明了与工作记忆内容匹配的刺激能够自动地引导视觉注意,但是这种引导并非完全自动化,具有一定的条件性。  相似文献   
100.
文章旨在简要地讨论弗雷格《概念文字》,指出其中的两个重要但被一些国内学者误解或忽略的贡献:首先我们指出,根据Boolos等人的论证,弗雷格《概念文字》中的逻辑本质上是带完整二阶存在概括规则的二阶逻辑,这点在国内一些学者的著作与文章中存在误解;其次,我们讨论弗雷格如何用遗传性概念来定义祖先关系,进而定义自然数或有穷数,并使得数学归纳法仅根据自然数的定义就得以成立,这也为弗雷格把算术还原为逻辑奠定了基础。  相似文献   
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