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421.
Amorphous Si/Ge multilayers containing diffuse interfaces have been prepared, heated in an ultra-centrifuge and subsequent interface structure modifications observed by X-ray reflectivity. The thickness of the Si/Ge and Ge/Si interface zones became asymmetrical owing to various effects occurring on the different atoms parallel to the direction of gravity-induced diffusion. The technique could prove useful for tuning physical (electronic, magnetic or optical) properties of layered structures.  相似文献   
422.
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   
423.
Digit ratios (2D:4D) contain information concerning an individual’s propensity towards aggression. Our study adds the first clue to better understanding the relationship between 2D:4D and exposure to aggressive contents in entertainment products. Our findings suggest that individuals with low 2D:4D prefer aggressive contents such as action films, sports telecast, killing and achieving games, hip-hop music, and erotic video clips rather than do individuals with high 2D:4D. Also individuals with low 2D:4D tend to demonstrate less preference for romance films than individuals with high 2D:4D. In addition, we found that low 2D:4D was associated with a preference for sports instead of other genres of entertainment products. Therefore, 2D:4D (a putative correlate of prenatal sex steroids) helps us to better understand the rationale of individuals’ preferences for media violence.  相似文献   
424.
It has been argued that to increase societal impact behavioral researchers must do more to address problems of obvious practical importance. The basic science wing of behavior analysis has been described as especially detached from this goal, but is it really necessary that basic science demonstrate social relevance? If so, why hasn''t this occurred more often, and what can be done to improve the status quo? To address these questions and to stimulate discussion about the future of basic behavior science, I describe two widely embraced arguments in favor of pure basic science (that which is undertaken without concern for practical applications); explain why a translational research agenda is likely to better recruit tangible support for basic science; propose that addressing practical problems does not require basic science to abandon its focus on fundamental principles; and identify some possible impediments to translational innovation that may need to be addressed for basic behavior science to increase its translational footprint.  相似文献   
425.
ABSTRACT

Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006 Buckley, K. E. and Anderson, C. A. 2006. “A theoretical model of the effects and consequences of playing video games”. In Playing video games: Motives, responses, and consequences, Edited by: Vorderer, P. and Bryant, J. 363378. Mahwah, NJ: Lawrence Erlbaum Associates.  [Google Scholar]) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.  相似文献   
426.
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. Aggr. Behav. 38:263–271, 2012. © 2012 Wiley Periodicals, Inc.  相似文献   
427.
Observing behavior in a computer game.   总被引:2,自引:1,他引:1       下载免费PDF全文
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value.  相似文献   
428.
This article describes and illustrates with two case studies a relatively novel form of the multiple-baseline design called the changing criterion design. It also presents the design's formal requirements, and suggests target behaviors and circumstances for which the design might be useful.  相似文献   
429.
Recent research indicates that when analyzing graphically presented single-subject data, subjects trained in visual inference appear to attend to large changes between phases regardless of relative variation and do not differentiate among common intervention effect patterns. In this follow-up study, experts in applied behavior analysis completed a free-sort task designed to assess the effects of these dimensions on their use of visual inference. The results indicate that they tended to differentiate among common intervention effect patterns but did not attend to relative variation in the data.  相似文献   
430.
Two investigations examined the determinants of correspondence between attitudes and behaviors. The first investigation examined the relationship between previously measured attitudes toward affirmative action and subsequent behavioral verdicts in a sex discrimination court case. In this basic situation, correspondence between measured attitudes and judicial decision-making behavior was minimal, for both low-self-monitoring individuals and high-self-monitoring individuals. Increasing the availability of attitudes generated substantial correspondence between attitudes and behavior for low-self-monitoring individuals, but not for high-self-monitoring individuals. Increasing the relevance of attitudes generated substantial correspondence between attitudes and behavior for both low-self-monitoring individuals and high-self-monitoring individuals. The second investigation examined the decisions of individuals with favorable attitudes toward psychological research to volunteer to participate in extra sessions of a psychology experiment. Once again, increasing the relevance of attitudes was an effective procedure for inducing individuals to translate existing attitudes into corresponding behaviors. These empirical outcomes are interpreted within a theoretical framework that specifies the interactive contributions of availability, relevance, and self-monitoring to the creation of “action structures” that link attitudes and behavior. Practical implications of this viewpoint are discussed.  相似文献   
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