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81.
随着行业竞争压力的加剧, 工作狂领导在职场中愈发普遍。然而对于工作狂领导在组织中的有效性, 无论是在实践界还是在学术界都尚存争议。鉴于此, 本研究基于社会信息加工理论, 分析工作狂领导对团队绩效的双刃剑作用机制。通过对某物业管理服务公司进行多时点、多来源的问卷调查, 研究结果表明:一方面, 工作狂领导会提升团队工作卷入, 促进团队绩效; 另一方面, 工作狂领导也会引发团队消极情绪, 损害团队绩效表现; 团队工作重要性能有效缓解工作狂领导对团队绩效的消极作用, 同时促进其积极作用。以上研究发现有助于辨证理解工作狂领导有效性, 为组织培育管理人才提供有益借鉴。 相似文献
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83.
团队工作重塑是影响团队有效性的关键性因素。基于工作设计理论和团队运作模型, 提出了一个关于团队工作重塑的前因后果的理论模型, 旨在建立团队工作重塑的逻辑关系网络。首先, 对团队工作重塑的概念和内涵进行分析, 并探讨测量工具的维度。接着从多层分析视角, 考察领导行为、工作特征、团队人格构成、人力资源管理系统对团队工作重塑的影响, 以及团队主动性动机状态中介作用。最后分析团队工作重塑对团队有效性的作用机制。 相似文献
84.
随着组织结构的变化,团队决策为越来越多的组织所采用。该文将团队决策的研究范式概括为以下四类:社会决策图式(social decision scheme, SDS)、信息取样模型(information sampling model)、项目排序任务(ranking item task)团队以及组织中以安全优先的团队(safety priority team);并从影响团队决策的因素,提高团队决策质量的策略等角度分别对四类团队决策的研究进行探讨,在此基础上本文对未来研究进行了展望 相似文献
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86.
Ming Kong;Yahua Lu; 《创造性行为杂志》2024,58(3):491-510
In the era of digital intelligence, how to improve the behavioral quality of R&D team members by granting work autonomy and proposing corresponding work demands is a pressing issue in the transformation of organizational management into digital intelligence. Based on the conservation of resources theory, this study investigates the effects of the interactions among work time autonomy, work method autonomy, and different types of work demands on team members' creative behavior and taking charge. By analyzing the two-stage data of 233 paired samples of team members and leaders, the results showed that: Work time autonomy was significantly positively correlated with creative behavior and taking charge of team members, and work method autonomy was significantly positively correlated with creative behavior and taking charge of team members, while the interaction between work time autonomy and work method autonomy was significantly positively correlated with the team members' taking charge; the interactions among work time autonomy, work method autonomy and innovative job requirements positively affect team members' creative behavior and taking charge; while the interactions among work time autonomy, work method autonomy and high performance expectations negatively affect team members' taking charge. This study provides a way to realize scientific management in the period of digital intelligence transformation. 相似文献
87.
Virtual Reality (VR) provides an enjoyable addition to stationary physical exercise and can improve performance while exercising. The aim of this study is to explore the effectiveness of three interactive virtual environments (i.e., social, relaxing, stressful) on enjoyment and persistence during strength-based exercises. In a within-subjects experiment, 97 healthy young adults completed four consecutive sets of two strength-based exercises. Participants completed one set as baseline and then each participant completed three more sets in three different interactive environments, experienced through a VR headset. Results showed that both the stressful virtual environment, where participants were hanging suspended over a city, and the social virtual environment where participants were audibly encouraged in a stadium, increased participants’ persistence in both exercises, when compared to the relaxing virtual environment. Specifically, the relaxing sunny beach environment caused poorer performances in a dead hang exercise among men (n = 30), and poorer performances in a core exercise among women (n = 66). Somewhat paradoxically, this relaxing virtual beach environment was considered the most enjoyable environment among both male and female participants. The potential of VR in exercise lies in its ability to provide pleasurable and performance-enhancing immersive environments that may be too expensive or dangerous in reality. 相似文献
88.
Skilled performance in sport often relies on looking at the right place at the right time. Differences in visual behaviour can thus characterise expertise. The current study examined visual attention associated with surfing expertise. Expert (n = 12) and novice (n = 12) surfers viewed 360-degree surfing videos in a head-mounted display. Eye-gaze, presence, and engagement were measured. Experts were faster to detect approaching high, and low waves, spent more time overall attending to high-performance value areas-of-interest (AOIs; pocket, shoulder, lip), and were more physically engaged. Group differences were not found for presence or simulator sickness. Outcomes show that surfing expertise is associated with more optimal visual attention to cues informing wave approach and wave dynamics. Experts look at these areas earlier than novices, and for more time overall. The findings suggest the performance advantages of early planning of motor actions, along with moment-to-moment adjustments while surfing. 相似文献
89.
Memory and learning are essential functions in human beings as they allow us to acquire and store in the brain representations of thoughts, experiences, and behaviors, which are required for problem-solving in our daily life and mainly for survival. Episodic memory is a type of memory that provides the ability to re-experience events in one’s life, and it is associated with their conscious recollection. Since episodic memory can represent our experiences about the environment, similar to a mental journey, it is desired in systems that attempt to create human-like behavior. Currently, the main problem is that state of the art proposals do not consider neuroscientific evidence like memory dynamics for forgetting or bottom-up inputs, and most of them do not consider episodic memory as a different memory but as part of general declarative memory. We consider these omissions to limit the generation of human-like behavior. In this work, we propose a bio-inspired cognitive architecture of episodic memory. Neuroscientific evidence provides us with the brain structures associated with this type of memory, the connections, and the operations these areas perform. We hypothesize that virtual entities endowed with our episodic memory cognitive architecture will plan and make decisions in a more human-like fashion. To test the capabilities of the proposal, we endowed a virtual creature with a distributed and concurrent implementation of our architecture, and it was given two tasks. The first task validated the functions of the memory independently, and in the second task, the creature used episodic memory to solve a planning problem. From the results of these experiments, we validate our proposal and show that it is possible to create a system that behaves as the human brain does. 相似文献
90.
Wenjing Cai Sabrine El Baroudi Svetlana N. Khapova Binfeng Xu Maria L. Kraimer 《Psychologie appliquee》2022,71(2):587-611
With the growing interest in the joint effects of individual and contextual factors in predicting team member proactivity, this paper examines why and when pursuing one's career calling can lead to team member proactivity. Drawing on the Work as a Calling Theory, we propose that “living out a calling” explains why employees' perceived career calling positively relates to team member proactivity and especially when the employee receives high levels of mentoring support. Our hypotheses are tested using a multisource and time-lagged study design with a sample of 296 dyads of Chinese employees and their direct supervisors. We found support for the mediating role of living out a calling (Time 2) in the positive relationship between perceiving a calling (Time 1) and team member proactivity (Time 3). Mentoring (Time 2) moderated the perceiving a calling and living out a calling link such that when employees received more mentoring, the relationship was positive, whereas under lower levels of mentoring, the relationship was negative. Similarly, the indirect relationship between perceiving a calling and team member proactivity through living out a calling was positive at higher levels of mentoring, but the relationship was negative at lower levels of mentoring. 相似文献