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31.
The triple jump is an athletic event comprising three phases in which the optimal proportion of each phase to the total distance jumped, termed the phase ratio, is unknown. This study used a whole-body torque-driven computer simulation model of all three phases of the triple jump to investigate optimal technique. The technique of the simulation model was optimised by varying torque generator activation parameters using a Genetic Algorithm in order to maximise total jump distance, resulting in a hop-dominated technique (35.7%:30.8%:33.6%) and a distance of 14.05 m. Optimisations were then run with penalties forcing the model to adopt hop and jump phases of 33%, 34%, 35%, 36%, and 37% of the optimised distance, resulting in total distances of: 13.79 m, 13.87 m, 13.95 m, 14.05 m, and 14.02 m; and 14.01 m, 14.02 m, 13.97 m, 13.84 m, and 13.67 m respectively. These results indicate that in this subject-specific case there is a plateau in optimum technique encompassing balanced and hop-dominated techniques, but that a jump-dominated technique is associated with a decrease in performance. Hop-dominated techniques are associated with higher forces than jump-dominated techniques; therefore optimal phase ratio may be related to a combination of strength and approach velocity.  相似文献   
32.
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.  相似文献   
33.
青少年的人格特征与互联网娱乐服务使用偏好的关系   总被引:5,自引:0,他引:5  
利用互联网进行娱乐已经成为了一种全新的时尚,如何使成长中的青少年不在这个虚拟的娱乐世界中“玩物丧志”,需要我们充分地了解使用互联网娱乐服务过程中的基本现象,有的放矢地对青少年的网上行为进行疏导.该研究通过对339名中学生进行问卷调查,对青少年的人格特征、社会支持与互联网娱乐服务之间的关系进行了探讨,结果表明:(1)客观社会支持、主观社会支持对互联网娱乐服务的使用偏好有着直接的正向作用;而对社会支持的利用对互联网娱乐服务的使用偏好有着直接的负向作用;(2)宜人性、外向性均可以通过客观社会支持、主观社会支持和对社会支持的利用间接地影响互联网娱乐服务的使用偏好;(3)客观社会支持会影响主观社会支持,主观社会支持对社会支持的利用水平也有影响.  相似文献   
34.
社会游戏情境在幼儿遮挡绘画中的作用   总被引:2,自引:0,他引:2  
高雪梅  李红  郑持军 《心理科学》2004,27(4):884-886
该研究以90名4—5岁幼儿为被试,考察了遮挡方式、社会性游戏情境以及年龄对幼儿遮挡绘画的影响,结果表明:(1)幼儿遮挡绘画表征策略的发展不是以“全”或“无”的方式进行的,而是多种策略并存;(2)部分遮挡、完全遮挡这两种遮挡方式的难易程度有很大的差异;(3)设置社会性游戏情境提高了幼儿遮挡绘画的表征策略水平;(4)与年龄相关的成熟水平是影响儿童遮挡绘画表征水平的重要因素。  相似文献   
35.
魏华  周宗奎  牛更枫  何灿 《心理科学》2014,37(2):420-424
网络游戏具有巨大的经济前景和良好的发展态势,国内外很多企业都投入大量资金来开发网络游戏。面对激烈的市场竞争,如何吸引和留住游戏玩家,提高他们的忠诚度,是网络游戏开发商所面临的一个重要问题。本文采用问卷调查法,考察了网络游戏中的定制、角色依恋对网络游戏忠诚度的影响。结果表明:(1)网络游戏定制、角色依恋和忠诚度两两之间呈显著正相关。(2)网络游戏定制对网络游戏忠诚度没有直接影响,而是通过角色依恋的完全中介作用对网络游戏忠诚度产生影响。  相似文献   
36.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  相似文献   
37.
文章在扩展博弈上,给出了多值逻辑的语义赋值博弈的一般框架,避免了博弈者在多值逻辑的语义博弈中声明无穷对象的问题;然后通过Eloise赢的策略定义博弈的语义概念——赋值,证明了多值逻辑的博弈语义与Tarski语义是等价的;最后,根据语义赋值博弈框架对经典逻辑进行了博弈化。  相似文献   
38.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc.  相似文献   
39.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc.  相似文献   
40.
The Motivational Pull of Video Games: A Self-Determination Theory Approach   总被引:1,自引:0,他引:1  
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.  相似文献   
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