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211.
回顾辅助生殖技术到干细胞工程的发展历程,探讨生物医学技术产业化过程中存在的问题及生物医学技术创新对学科建设和发展的影响。结论是生物医学科学创新原理必须转化为技术创新原理才能进而转化为生产力。而生物医学技术的不断创新要通过产业化来实现,产业化促进了学科发展规模和科学研究的持续深入。  相似文献   
212.
Two experiments using the 'projection of shadows' paradigm investigated multidimensional reasoning, implicit and explicit knowledge, and the nonlinearity concept in 5-, 9-, and 13-year-olds and adults. Participants estimated the resulting shadow lengths of differently sized objects, placed at varying distances from a light source. Experiment 1 (N=80) revealed that, on the group level, 5-year-olds took both object size and light-object distance into account when estimating shadow size. Moreover, half of the children in this age group even considered the subordinate distance dimension. In addition, we found a large discrepancy between implicit and explicit knowledge about shadows in 5-year-olds that decreased with age. Finally, only a minority of older participants and very few younger children recognized the nonlinear relationship between light-object distance and shadow size, suggesting domain dependence of the nonlinearity concept. Experiment 2 (N=20) predominately replicated the findings for 5-year-olds using slightly different stimuli.  相似文献   
213.
Our studies of naturally occurring human dialogue have led to the recognition of a class of regularities which characterize impoltant aspects of communication. People appear to interact according to established patterns which span several turns in a dialogue and which recur frequently. These patterns appear to be organized around the goals which the dialogue serves for each participant. Many things which are said later in a dialogue can only be interpreted as pursuit of these goals, established by earlier dialogue. These patterns have been represented b) a set of knowledge structures called Dialogue-Games, capturing shared, conventional knowledge that people have about communication and how it can be used to achieve goals. A Dialogue-Game has Parameters, which represent those elements that vary across instances of a particular pattern-the particular dialogue participants and the content topic. The states of the world which must be in effect for a particular Dialogue-Game to be employed successfully are represented by Specifications of these Parameters. Finally, the expected sequence of intermediate states that occur during instances of a particular conventional pattern are represented by the Components of the corresponding Dialogue-Game. Representations for several Dialogue-Games are presented here, based on our analyses of different kinds of naturally occurring dialogue. A process model is discussed, showing Dialogue-Game identification, pursuit, and termination as part of the comprehension of dialogue utterances. This Dialogue-Game model captures some of the important functional aspects of language, especially indirect uses to achieve implicit communication.  相似文献   
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215.
    
This study aimed to evaluate the effect of anti-pandemic measures, including wearing a face mask and receiving vaccinations, on interpersonal distance (IPD) during the normalization stage of the COVID-19 pandemic. Virtual reality (VR) technology was used to simulate the experimental environment and a confederate in different conditions. Thirty-one participants were asked to approach the virtual confederate, who could exhibit three vaccination states and two mask-wearing conditions, actively and passively in both indoor and outdoor environments. ANOVA results showed that the participants kept a smaller IPD from the confederate wearing a face mask (IPD = 125.6 cm) than from the one without a face mask (IPD = 154.2 cm). The effects of vaccination states were significant, with the largest distance for an unvaccinated confederate (IPD = 182.3 cm) and the smallest distance for the confederate who had received a booster vaccine (IPD = 111.5 cm). Significant effects of environment were also found, with the participants maintaining a larger IPD in an outdoor environment (IPD = 143.4 cm) than in an indoor room (IPD = 136.4 cm). Additionally, the IPD collected when the participants were passively approached (IPD = 149.6 cm) was significantly larger than that obtained when they actively approached the confederate (IPD = 130.3 cm). Moreover, when the participants faced a confederate who had received a booster vaccine and wore a mask, the IPD was not significantly different from that collected before the COVID-19 pandemic in both the active and passive patterns. These findings help us to better understand the nature of IPD and human behaviors during the normalization stage of the pandemic and provide scientific suggestions for policymakers to develop pandemic-prevention measures.  相似文献   
216.
    
Categorization behavior can be fruitfully analyzed in terms of the trade-off between as high as possible faithfulness in the transmission of information about samples of the classes to be categorized, and as low as possible transmission costs for that same information. The kinds of categorization behaviors we associate with conceptual atoms, prototypes, and exemplars emerge naturally as a result of this trade-off, in the presence of certain natural constraints on the probabilistic distribution of samples, and the ways in which we measure faithfulness. Beyond the general structure of categorization in these circumstances, the same information-centered perspective can shed light on other, more concrete properties of human categorization performance, such as the results of certain prominent experiments on supervised categorization.  相似文献   
217.
    
This study demonstrates the use of two web-based programs, one to identify video preferences and the other to assess their reinforcing effects. We used the Multiple-Stimulus-Without-Replacement Preference Assessment Tool (MSWO PAT) to identify the video preference hierarchies of seven participants, ages 4–11 years old. We then used a customized reinforcer assessment program that arranged a concurrent-chains preparation with programmed conjugate schedules of reinforcement. Button presses emitted by participants modulated the quality (volume and opacity) of selected videos on a moment-to-moment basis, allowing us to identify the reinforcing effects of the videos in little time. The results showed that the preference assessment had predictive value for five of seven participants. We discuss the MSWO PAT, parameters that may affect the identification of preferences and the use of conjugate schedules to identify reinforcers.  相似文献   
218.
    
Electronic performance monitoring (EPM), or the use of technological means to observe, record, and analyze information that directly or indirectly relates to employee job performance, is a now-ubiquitous work practice. We conducted a comprehensive meta-analysis of the effects of EPM on workers (K = 94 independent samples, N = 23,461). Results provide no evidence that EPM improves worker performance. Moreover, findings indicate that the presence of EPM is associated with increased worker stress, regardless of the characteristics of monitoring. Findings also demonstrate that organizations that monitor more transparently and less invasively can expect more positive attitudes from workers. Overall, results highlight that even as advances in technology make possible a variety of ways to monitor workers, organizations must continue to consider the psychological component of work.  相似文献   
219.
    
Despite the prominent role that technology plays in twenty-first-century societies, the intersections between spirituality and technology have been poorly analyzed. This article develops a cross-reflection between these two key anthropological aspects, using a philosophical approach that structures the analysis along three classical categories: transcendence, immanence, and relationality. Drawing from ideas of philosophers, such as Heidegger and Merleau-Ponty, the article sheds light on problematic aspects of technology that spirituality helps identify and for which it suggests solutions. Symmetrically, the analysis shows commonly inadvertent aspects of spirituality that technology brings to the fore. All in all, spirituality appears as an essential dimension to cultivate in technological societies, while technology might reveal spirituality as richer and deeper than has been apparent in traditional settings.  相似文献   
220.
    
IntroductionThe subject of cerebral dominance has received great attention by researchers; however, there is a paucity of studies that have examined its relationship to information processing.ObjectiveThe current study aims to reveal the differences between the cerebral dominance patterns (left cerebral dominance, right cerebral dominance, integrated parallel cerebral dominance) in the speed and accuracy of information processing.MethodA sample of (182) volunteers university students, (mean age ± SD, 19.92 ± 2.76 years; range, 18–24 years; 68 male, 114 females). The Human Information processing survey was applied to the participants. Each subject was exposed to two elementary cognitive tasks (Stroop task and Eriksen flanker task). Each task included two experimental conditions: first, the congruent condition that reflects the automatic processing of information; second, the incongruent condition that reflects the controlled processing of information.ResultsThe results of the study revealed that there were no differences between the patterns of cerebral dominance in the speed and accuracy of information processing.ConclusionAlthough the relationship between cerebral dominance and information processing is not significant, we need more studies to examine this relationship in other samples and in other experimental conditions.  相似文献   
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