首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   6919篇
  免费   902篇
  国内免费   1000篇
  2024年   19篇
  2023年   204篇
  2022年   216篇
  2021年   263篇
  2020年   412篇
  2019年   477篇
  2018年   410篇
  2017年   472篇
  2016年   452篇
  2015年   280篇
  2014年   386篇
  2013年   1148篇
  2012年   251篇
  2011年   280篇
  2010年   248篇
  2009年   294篇
  2008年   354篇
  2007年   324篇
  2006年   310篇
  2005年   289篇
  2004年   255篇
  2003年   223篇
  2002年   209篇
  2001年   156篇
  2000年   135篇
  1999年   111篇
  1998年   87篇
  1997年   74篇
  1996年   57篇
  1995年   65篇
  1994年   70篇
  1993年   42篇
  1992年   29篇
  1991年   36篇
  1990年   24篇
  1989年   21篇
  1988年   21篇
  1987年   14篇
  1986年   11篇
  1985年   15篇
  1984年   20篇
  1983年   6篇
  1982年   8篇
  1981年   9篇
  1980年   12篇
  1979年   6篇
  1978年   5篇
  1977年   8篇
  1976年   2篇
  1975年   1篇
排序方式: 共有8821条查询结果,搜索用时 31 毫秒
171.
In a dynamic labor market, it is important to help people combine information and generate creative solutions to cope with complex career challenges. In the present research, we apply the theory of information structure to creative career idea generation and hypothesize that flat information structures—that is, structures in which the information is disorganized—are more conducive to creativity than hierarchical information structures—that is, structures in which information is organized in higher‐order categories. In two experimental studies, participants had to combine career information related to self and work preferences that was presented either in flat or hierarchical structures. We found that flat information structures, compared with hierarchical information structures, led to future career ideas that were more creative on average. Our results suggest that cognitive flexibility explains the effect of information structure on the creativity of career ideas. Theoretical implications and suggestions for career management practices are discussed.  相似文献   
172.
The literature on autobiographical memory retrieval has directed much attention to the concepts of direct retrieval (fast, automatic retrieval) and generative retrieval (slower, deliberative/strategic retrieval). Among the many findings reported on these phenomena, their relative prevalence has stood out as a central feature in many studies, with most studies reporting the frequency of direct retrieval as equal to or exceeding generative retrieval. In this study, we used the retrieve-aloud procedure (a method where participants verbalize their thoughts while retrieving) to delve more deeply into the nature of reports of ubiquitous direct retrieval. We hypothesized that much of the direct retrieval reported in literature is not bona fide direct retrieval (i.e., seemingly automatic retrieval), but is a combination of other retrieval processes, including generative-like retrieval processes. Our results supported this view, showing that less than one-half of all of the observed direct retrievals were bona fide direct retrieval, while the rest were a form of generative retrieval, or fell somewhere in between direct and generative retrieval. We argue that the results suggest that the prevalence of direct retrieval may be overestimated in the literature, and we further propose an alternative classification schema for direct retrievals.  相似文献   
173.
Suicide risk is elevated in psychiatric patients following discharge from inpatient care. Despite this vulnerability, there has been limited research investigating suicide prevention protocols that take into account the unique system characteristics of this setting (e.g., short lengths of stay, crisis stabilization treatment model, multidisciplinary team coordination). Cognitive-behavioral therapy (CBT) has demonstrated efficacy for improving suicide risk in outpatients, but has not been validated with inpatients. The current study was a treatment development and pilot feasibility open trial that modified brief cognitive-behavioral therapy (BCBT) for an inpatient setting (BCBT-I). Key treatment modifications included administering up to 10 sessions (depending on patient length of stay), daily, and in a standardized order, with core crisis management skills introduced during the first three sessions. In addition, coordination with the inpatient treatment team was included in BCBT-I implementation. Six adult inpatients with a recent suicide attempt enrolled and completed an average of 4.67 BCBT-I sessions (SD = 1.36). The treatment was highly acceptable (Client Satisfaction Questionnaire total score M = 3.49, SD = 0.73). Pre- to posttreatment effect sizes demonstrated improvements in suicidal ideation (d = 0.97), depression (d = 1.33), and suicidal implicit associations (d = 1.28). All but one of the participants (83%) completed follow-up assessments 1-, 2-, and 3-months postdischarge. Over follow-up, two participants reported suicidal ideation (both without intent), and none reported suicide attempts, preparatory acts or behaviors, or nonsuicidal self-injury. This study provided preliminary evidence supporting the feasibility of CBT to treat suicidal inpatients. Future research is needed to validate BCBT-I in a larger, randomized controlled trial to determine whether BCBT-I reduces suicide risk beyond that afforded by inpatient treatment alone.  相似文献   
174.
Localisation and navigation of autonomous vehicles (AVs) in static environments are now solved problems, but how to control their interactions with other road users in mixed traffic environments, especially with pedestrians, remains an open question. Recent work has begun to apply game theory to model and control AV-pedestrian interactions as they compete for space on the road whilst trying to avoid collisions. But this game theory model has been developed only in unrealistic lab environments. To improve their realism, this study empirically examines pedestrian behaviour during road crossing in the presence of approaching autonomous vehicles in more realistic virtual reality (VR) environments. The autonomous vehicles are controlled using game theory, and this study seeks to find the best parameters for these controls to produce comfortable interactions for the pedestrians. In a first experiment, participants’ trajectories reveal a more cautious crossing behaviour in VR than in previous laboratory experiments. In two further experiments, a gradient descent approach is used to investigate participants’ preference for AV driving style. The results show that the majority of participants were not expecting the AV to stop in some scenarios, and there was no change in their crossing behaviour in two environments and with different car models suggestive of car and last-mile style vehicles. These results provide some initial estimates for game theoretic parameters needed by future AVs in their pedestrian interactions and more generally show how such parameters can be inferred from virtual reality experiments.  相似文献   
175.
《Pratiques Psychologiques》2021,27(4):301-317
ObjectiveTo explore the relation to times in crisis units and psychiatric emergencies by crisis stakeholders.MethodIt is in a qualitative logic that the collection and analysis of data are discussed. 9 crisis stakeholders participated in the study. The data were collected using semi-structured interviews and analyzed using the Grounded Theory.ResultsThe Grounded Theory shows significant phenomena resulting the experience of temporality in psychiatric emergencies: plural human temporalities (1), impacts of multiple temporalities (2), reorganizing temporalities of the relationship (3), and appropriation of temporality (4). The manner of appropriating time depends essentially on the emotional control and the reflexivity of the therapeutic actions.ConclusionCrisis stakeholders are in temporality of immediacy, speed and subjective urgency and suggest us thinking in less quickly and better. Team exchanges are so many suspended moments that contribute to the resumption of a thought process and avoid acting too quickly. Participants would like the relational component to be privileged with patients.  相似文献   
176.
A variable message sign (VMS), which is a key component of intelligent transportation systems, has been frequently used in the management of urban roads and motorways to provide drivers with real-time traffic condition information about a road section or area. Nevertheless, there is a lack of unified regulations for VMS design, which makes it difficult to accurately determine the understandability and legibility of VMS information. In practice, inappropriate designs of VMSs are common, such as overload of VMS information and excessive number of phases, particularly on the urban roads of China. Building on our earlier findings obtained by surveys, in this study, field tests were conducted to assess the reliability of VMS information in terms of the visual perception characteristics of drivers. For a full visual perception, the information displayed on a VMS must be reliable, i.e., it should be easy for drivers to detect, obtain, and understand the messages they require. Two basic theories—information theory and visual perception theory—were introduced to build a quantification model of VMS information, select evaluation indices, and design the experimental process. A total of 24 drivers participated in the field experiments and questionnaires. Five indices—information obtainment rate, periodic validity, driver subjective scoring and the corresponding UI (represents information intelligibility), and CE (represents information legibility)—were analyzed to evaluate their relationships to VMS information reliability. The results confirmed that the amount of information, and the scrolling period considering redundant distance, significantly affect the reliability of VMSs information. For static VMSs, the information obtainment rate and the subjective scoring decrease with increasing amount of information. The recollection accuracy of the drivers significantly declines when the amount of information shown increases to 90 bits, corresponding to an information obtainment rate of less than 0.8 and UI equal to 0. For dynamic VMSs, the information reliability deteriorates as the scrolling period shortens and the number of phases increases. Unreasonable reliability is found when the periodic validity is less than 0.9, i.e., the actual scrolling period is more than 10% less than the calculated one, corresponding to CE equal to 0. The reliability of information was evaluated by combining the subjective scoring of the drivers and a data-based statistical analysis and considering driving safety. Accordingly, it was recommended that 90 bit is the maximum amount of information to be shown on a VMS and that the preferred scrolling period of each phase of a dynamic VMS is 5 s. The results of this study support the objective of providing reliable information to drivers by addressing the problems related to the amount of information and presentation time for VMSs. These findings provide a basis for determining the thresholds for VMS information to promote practical and user-friendly designs of VMSs on urban roads.  相似文献   
177.
Representing a world or a physical/social environment in an agent’s cognitive system is essential for creating human-like artificial intelligence. This study takes a story-centered approach to this issue. In this context, a story refers to an internal representation involving a narrative structure, which is assumed to be a common form of organizing past, present, future, and fictional events and situations. In the artificial intelligence field, a story or narrative is traditionally treated as a symbolic representation. However, a symbolic story representation is limited in its representational power to construct a rich world. For example, a symbolic story representation is unfit to handle the sensory/bodily dimension of a world. In search of a computational theory for narrative-based world representation, this study proposes the conceptual framework of a Cogmic Space for a comic strip-like representation of a world. In the proposed framework, a story is positioned as a mid-level representation, in which the conceptual and sensory/bodily dimensions of a world are unified. The events and their background situations that constitute a story are unified into a sequence of panels. Based on this structure, a representation (i.e., a story) and the represented environment are connected via an isomorphism of their temporal, spatial, and relational structures. Furthermore, the framework of a Cogmic Space is associated with the generative aspect of representations, which is conceptualized in terms of unconscious- and conscious-level processes/representations. Finally, a proof-of-concept implementation is presented to provide a concrete account of the proposed framework.  相似文献   
178.
179.
物质成瘾是一种涉及生理、心理和环境等多因素的复杂现象, 但是当前基于生物还原论的解释对物质成瘾现象整体性的理解和康复研究造成了阻碍。网络理论聚焦于心理障碍变量之间相互作用形成的反馈环路, 从整体视角为研究物质成瘾提供了新的理论框架。将网络理论应用于物质成瘾的研究中将有利于:(1)理解症状之间的相互关系和影响; (2)理解症状网络的整体性和系统性动态变化过程; 以及(3)将多层次和多水平因素整合到统一的理论框架中。从网络理论视角来理解物质成瘾, 也将对未来的干预和治疗提供了理论支持。目前, 网络理论仍处于言语模型阶段, 未来需要进一步提出更具体、可验证的统计模型, 以完善对于物质成瘾机制的了解, 更加有效地推进物质成瘾的治疗与恢复。  相似文献   
180.
保护性价值观是一种拒绝与其他任何价值相互交易, 尤其拒绝与经济价值进行交易的观念。近些年来的认知神经科学研究证据表明, 人们之所以可以为了坚守保护性价值观, 表现出“舍生取义”的行为(如对抗利益诱惑甚至放弃生命), 一方面在于保护性价值观是以一种道义主义的绝对规则方式进行表征和建构的, 这使得人们较少进行利弊权衡; 另一方面, 由于保护性价值观与自我和道德认同过程紧密相关, 使得其被主观赋予了最高价值。未来研究中, 可以在借鉴保护性价值观的研究范式基础上, 开展对中国人核心价值观的实证研究探讨, 关注其文化差异问题, 并进行正确价值观的干预和正确引导的应用实践研究。  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号