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221.
构建医患会话的合作原则 总被引:6,自引:0,他引:6
通过对门诊医患会话的现场调查,发现经典的合作原则并不完全适用于门诊医患会话。这是因为医患会话中医生和患者之间存在着信息和权势两方面的不对称。为了适应新型的医患关系,在经典合作原则的基础上构建了医患会话的合作原则,以期规范和指导现实的医患会话。 相似文献
222.
新型农村合作医疗制度评估——以江苏省海安县为例 总被引:1,自引:1,他引:0
袁日华 《医学与哲学(人文社会医学版)》2007,28(9):29-30,35
阐述了新型农村合作医疗的基本制度规定,包括资金来源、办理程序、就诊规定、补偿办法、组织机构以及基金监督,并在制度的框架内对新型农村合作医疗进行了评析,通过对152名农民的问卷调查,了解农民对新型农村合作医疗的基本评价,对农民参与新型农村合作医疗的吸引和排斥因素进行分析。 相似文献
223.
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. 相似文献
224.
To determine what the speaker in a cooperative dialog meant with his assertion, on top of what he explicitly said, it is crucial
that we assume that the assertion he gave was optimal. In determining optimal assertions we assume that dialogs are embedded
in decision problems (van Rooij 2003) and use backwards induction for calculating them (Benz 2006). In this paper, we show that in terms of our framework we can account for several types of implicatures in a uniform way,
suggesting that there is no need for an independent linguistic theory of generalized implicatures. In the final section, we
show how we can embed our theory in the framework of signaling games, and how it relates with other game theoretic analyses
of implicatures.
相似文献
Robert van Rooij (Corresponding author)Email: |
225.
评价中心的基本特点与发展趋势 总被引:5,自引:0,他引:5
本文对人才测评的高端技术——评价中心进行了较为客观的评价,不仅阐述了评价中心及其主要核心技术的功能和特点,揭示了评价中心在甄选人才方面的科学性和有效性,而且指出了评价中心存在的一些局限性,同时介绍了评价中心的改革趋势和最新发展,从而帮助人们能够全面、正确地认识评价中心的作用和意义。 相似文献
226.
动作视频游戏是电子竞技中受众最广、心智挑战最高的游戏项目之一。目前对动作视频游戏专业玩家的能力特征了解尚不清晰。以职业选手和排名较高的玩家为对象,横断研究发现动作视频游戏专业玩家具有更快的注意选择、更稳定的持续注意、更好的注意瞬脱表现、更高的多目标追踪能力和工作记忆容量。专业玩家更好的注意表现主要与更高的P3波幅有关,工作记忆表现与背外侧前额叶和右后顶叶等可塑性变化有关。此外,专业玩家还存在中央执行网络与多个脑网络间的功能连接增强。目前游戏训练对认知的促进程度尚不足以弥补专业玩家和新手的认知差距。基础的认知能力对玩家游戏表现的预测有限。未来可扩展更高级的游戏决策,游戏组块或游戏模式的认知研究。 相似文献
227.
呈现眼睛特征的图片就能使人的行为发生变化的现象称为眼睛效应。眼睛效应存在于多种社会现象中, 合作行为中的眼睛效应已被多种实验证明, 其原理可从声誉机制、规则机制、奖惩机制及认知机制等视角予以解释。眼睛效应的发生受在场他人、任务类型、个体公众意识及群体身份、线索呈现方式等因素的限制。目前有关眼睛效应的稳定性仍存在较多争议, 未来需要从性别和文化等个体或群体差异、脑生理机制、社会应用价值等方面进行深入研究。 相似文献
228.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues. 相似文献
229.
Within the span of a week in late November 2013, three Canadian Forces members committed suicide. Another suicide was reported in early December. This spate of soldiers taking their own lives caused uproar among military families and suicide survivors. Our interest in these suicides is the discourses around helping traumatized warriors and veterans that seem to be circulating both in tandem and at odds with one another. We draw on Michel Foucault's ideas about discourse, truth games, and parrhēsia to unravel some of the complicated connections within the discourse of helping traumatized soldiers. Using the analytical method of audiography, we make the case for understanding these discourses as parts of authoritative narratives and echoed narratives. We pay close attention to the embeddedness of emotion in the discursive practices of help-seeking and help-offering and to the mobilization of emotion within the asymmetries in the practice of power. We close with comments about the mediated effects of military and state hierarchies in discourses of helping traumatized warriors. 相似文献
230.
The everyday life of students is characterized by hours of learning in order to pass exams. After learning they tend to opt for an occupation that provides them with a great deal of entertainment. It is obvious that it would be advantageous if the chosen activity had a positive impact on memory consolidation. Due to the circumstance that such activities can lead to stress and that memory is affected by stress we wanted to look at these coherences. We examined the effect of two different common leisure time activities on cortisol and memory to be able to formulate recommendations for society. For this purpose, a group was tested before and after playing a violent computer game while the second group was tested before and after running. In addition, a control group was set up. Salivary cortisol was measured at the beginning, during, and at the end of the experiment.Our data demonstrates that running increases cortisol levels and, performed immediately after a learning period, facilitates memorization of neutral information. In contrast, playing a violent computer game tends to impair memorization.The results of the present study have practical implications for the choice of recreational activities in the context of learning. 相似文献