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61.
62.
意识和无意识活动的脑区能态理论 总被引:2,自引:0,他引:2
本文在脑的四个功能系统学说的基础上,提出脑区能态理论,研究有意识、无意识和潜意识。讨论有意识、无意识、潜意识的脑机制,指出有意识、无意识、潜意识的统一性。 相似文献
63.
Jeremy Waldron 《The Journal of Ethics》2004,8(1):5-35
“Terrorism”' is sometimes defined as a “form ofcoercion.” But there are important differences between ordinary coercion and
terrorist intimidation. This paper explores some of those differences, particularly the relation between coercion, on the
one hand, and terror and terrorization, on the other hand. The paper argues that while terrorism is not necessarily associated
with terror in the literal sense, it does often seek to instill a mental state like terror in the populations that it targets.
However, the point of instilling this mental state is not necessarily coercive or intimidatory: one can try to instill terror
as an act of punishment, or as an expressive or therapeutic act, or because one values the political consequences that might
follow, or because one thinks terror is preferable, from an ethical point of view, to the inauthentic complacency that characterizes
the targeted population at present. Though this paper asks questions about the definition of “terrorism,” these questions
are not asked for their own sake. The quest for a canonical definition of “terrorism” is probably a waste of time. But asking
questions which sound like questions of definition is sometimes a fruitful way of focusing our reflections on terrorism and
organizing our response.
This revised version was published online in June 2006 with corrections to the Cover Date. 相似文献
64.
Michael V. Antony 《Erkenntnis》2008,68(2):239-263
Intuitively it has seemed to many that our concepts conscious state and conscious creature are sharp rather than vague, that they can have no borderline cases. On the other hand, many who take conscious states to
be identical to, or realized by, complex physical states are committed to the vagueness of those concepts. In the paper I
argue that conscious state and conscious creature are sharp by presenting four necessary conditions for conceiving borderline cases in general, and showing that some of those
conditions cannot be met with conscious state. I conclude that conscious state is sharp, and the conclusion is then extended to conscious creature. The paper ends with a brief discussion of some implications.
相似文献
Michael V. AntonyEmail: |
65.
PENG Peng 《Frontiers of Philosophy in China》2011,6(4):549-564
“Xin 心 (Mind)” is one of the key concepts in the four chapters of Guanzi. Together with Dao, qi 气 (air, or gas) and de 德 (virtue), the four concepts constitute a complete system of the learning of mind which is composed of the theory of benti 本体 (root and body), the theory of practice and the theory of spiritual state. Guanzi differentiates the two basic layers of mind—the essence and the function. It tries to attain a state of accumulated jing 精 (essence, anima) and nourished qi, in which qi is concentrated in a miraculous way, through a series of methods of mind cultivation and nurturing, including being upright, calm, tranquil and moderate, and to concentrate the mind and intention. The doctrine of mind of the four chapters of Guanzi influenced Daoism and Confucianism and is a key link in the history of Chinese thought. It is a prelude to the merger of Confucianism, Daoism and Buddhism. 相似文献
66.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(2):146-158
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
67.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(4):358-371
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
68.
The purpose of this study is threefold. First, an estimate of state IQ is derived and its strengths and limitations are considered. To that end, an indicator of downward bias in estimating state IQ is provided. Two preliminary causal models are offered that predict state IQ. These models were found to be highly predictive of state IQ, yielding multiple R's of 0.83 and 0.89. Second, the extent to which state IQ predicts state outcome variables (e.g., gross state product, health, violent crime, and government effectiveness) is estimated. State IQ shows positive correlations with gross state product, health, and government effectiveness and negative correlations with violent crime. These results are consistent with the extent to which IQ predicts outcomes at the level of the individual. Third, a research agenda is provided for improving estimates of state IQ, identifying factors that cause differences in state IQ, and delineating the role of IQ in predicting important variables. 相似文献
69.
对植物状态生存的理性思考 总被引:2,自引:0,他引:2
分析植物状态生存的判定和分类,从人的本质分析植物状态的生存价值,从生物学、社会学角度分析植物状态生存与死亡的区别与联系,认为植物人仅仅是生物学上的不完全生命状态,在社会学意义上,他是死亡个体。对我国卫生费用的现状进行评估,从医学、社会学和经济学角度对植物状态生存者维持或放弃治疗进行了理性分析。 相似文献
70.
心境对情绪信息加工的影响 总被引:1,自引:0,他引:1
该文考察在自然情境和人为诱发的情境下,心境对不同情绪信息加工过程的影响,验证特质一致性假设。采用实验研究和问卷调查相结合的方法,并以SPSS11.5进行数据处理。结果显示,在自然情境下,心境对于情绪信息加工的影响不是很明显;而在人为诱发的情境下,验证了心境一致性效应。 相似文献