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排序方式: 共有490条查询结果,搜索用时 15 毫秒
381.
Fabiana Rita Camara Machado Priscilla Pereira Antunes Jandara De Moura Souza Antônio Cardoso Dos Santos Daniela Centenaro Levandowski Alcyr Alves De Oliveira 《Journal of motor behavior》2017,49(3):273-280
The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < .001). Rehabilitation interventions using the Xbox 360 Kinect interactive games may represent useful tools for children with CP. 相似文献
382.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic
logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’
CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light
on branching quantifiers and independence-friendly evaluation games for first-order logic. 相似文献
383.
384.
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
385.
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
386.
醋柳黄酮为沙棘果实与叶的有效提取成分,其中已被鉴定的黄酮类化合物有槲皮素及其苷类、异鼠李素及其苷类、山奈酚及其苷类、杨梅酮、绿原酸、猪草苷、儿茶酚和黄芩苷等。醋柳黄酮作为中药有效成分,具有多种药理作用。近十几年国内对沙棘进行了广泛深入的研究,并取得了一定的进展。本文对其实验研究及临床应用的概况作一综述。 相似文献
387.
Partiality and games: propositional logic 总被引:2,自引:0,他引:2
388.
PDP再认型实验程序与刺激来源的可鉴别性研究 总被引:2,自引:0,他引:2
提出应根据实验程序的不同,把加工分离模型(PDP)进一步分为启动型和再认型两类。2个实验考察了刺激来源的可 鉴别性在PDP的再认型实验程序中的作用,同时还考察了注意水平、刺激材料和加工水平等因素对词单1刺激项目再认成绩的影 响。结果发现:熟悉感和刺激来源的可鉴别性共同决定了被试在排除测验中的反应;汉字作刺激材料并不影响实验结果。 相似文献
389.
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community. 相似文献
390.
Hidayat Bin Hussain William A. Wallace 《Journal of Multi-Criteria Decision Analysis》1995,4(3):133-159
An experiment in multicriteria decision support was conducted that examined two types of information displays, two different multiattribute models and two levels of task complexity in a laboratory setting with students as subjects. The findings focused on the ‘process’ behaviour and the ‘design’ elements of the human-machine interface. Findings concerning the process behaviour suggested that the subjects' actions on data acquisition were guided by their cognitive preference for the attributes, but that the subjects had no discernible search pattern for evaluation. Findings for design included a significant interaction between display and model in weight estimation and assessment. The practical implications for software design are also discussed. 相似文献