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The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smartphone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models. 相似文献
494.
Kristin White 《The International journal of psycho-analysis》2010,91(4):811-820
This short paper looks at Freud’s use of the term ‘Bemächtigungstrieb’ and its translation by Strachey as ‘instinct for mastery’ when Freud was describing the motives behind his grandson’s game with the wooden reel and string in Beyond the Pleasure Principle. The word ‘Macht’ [power], which is contained in the word ‘Bemächtigung’ points to Freud’s difficult relationship with Alfred Adler, whose early theories on the aggressive drive and later theories on ‘striving for power’ were initially rejected by Freud. Looking at the changes in Freud’s reception of Adlerian terms, some of which he later integrated into his own theory, throws light on his choice of the word ‘Bemächtigungstrieb’ in 1920, when he was just beginning to introduce his thoughts on the death instinct. A slightly different translation of the word ‘Bemächtigungstrieb’, one which takes these historical and theoretical aspects into account, could make these connections clearer for the English reader. 相似文献
495.
《International Journal of Clinical and Health Psychology》2023,23(4):100389
Background/objectivePatients with major depressive disorder (MDD) have altered learning rates for rewards and losses in non-social learning paradigms. However, it is not well understood whether the ability to learn from social interactions is altered in MDD patients. Using reinforcement learning during the repeated Trust Game (rTG), we investigated how MDD patients learn to trust newly-met partners in MDD patients.MethodSixty-eight MDD patients and fifty-four controls each played as ‘investor’ and interacted with ten different partners. We manipulated both the level of trustworthiness by varying the chance of reciprocity (10, 30, 50, 70 and 90%) and reputation disclosure, where partners’ reputation was either pre-disclosed or hidden.ResultsOur reinforcement learning model revealed that MDD patients had significantly higher learning rates for losses than the controls in both the reputation disclosure and non-disclosure condition. The difference was larger when reputation was not disclosed than disclosed. We observed no difference in learning rates for gains in either condition.ConclusionsOur findings highlight that abnormal learning for losses underlies the social learning process in MDD patients. This abnormality is higher when situational unpredictability is high versus low. Our findings provide novel insights into social rehabilitation of MDD. 相似文献
496.
Furthering a prior research on two‐person bi‐level multi‐objective decision‐making problems of the leader‐follower Stackelberg game, we present an extended model of bi‐level multi‐objective decision‐making with multiple interconnected decision makers at the lower level. In the model, the upper level decision maker acts as a leader and the lower level decision makers behave as the followers, and inter‐connections and interactions exist among these followers in decision‐making scenarios. Following the rules of leader‐follower Stackelberg game, we develop an interactive algorithm of the model for solving multi‐objective decision‐making problems and reflecting the interactive natures among the decision makers. Finally, the authors exemplify the model and algorithm, and draw a conclusion on points of contributions and the significance of this study in decision‐making and support. Copyright © 2001 John Wiley & Sons, Ltd. 相似文献
497.
惯例是一种群体的程序化行为,类似于思维定势,其实验测量最早源于 Cohen 与 Bacdayan (1994)发明的TTT扑克牌游戏。研究选取35对两人组被试,在问题解决的框架下采用微观发生法的思路重新设计实验任务,探讨了两人问题解决中惯例的表现,并在此基础上探讨了惯例从无到有的产生过程。结果表明:(1)修改后的40局TTT扑克牌游戏中存在明显的惯例现象,这可以从可靠性、速度、重复的行动序列、基于特定策略的行为模式和偶尔的次优性5个指标进行验证和描述。(2)惯例的产生是在行为掌握基础上,不断进行表征重述的结果。这一过程体现了惯例的产生是程序性知识转向陈述性知识、无意识转向有意识、稳定性与可变性的统一。 相似文献
498.
Valentina Sommovigo Ilaria Setti Deirdre O’ Shea Piergiorgio Argentero 《European Journal of Work and Organizational Psychology》2020,29(5):707-727
ABSTRACT With increasing market competitiveness, companies strive to deliver high-quality services. Negative reactions from employees to customer mistreatment erodes the quality of the service provided. This study investigated whether negative emotions and cognitive impairment are mechanisms through which customer mistreatment is related to generalized customer-directed incivility. 157 Italian (Study 1) and 259 Irish (Study 2) research participants completed questionnaires which included an experimental task that manipulated customer misbehaviour levels through scenarios to create three conditions (control, incivility, verbal aggression). Emotional reactions, cognitive impairment and generalized customer-directed incivility intentions as a result of the scenarios were investigated. In both studies, participants in the mistreatment conditions reported more negative emotions, greater cognitive impairment and higher generalized customer-directed incivility intentions than those in the control condition. In Italy (Study 1) negative emotions mediated the relationship between exposure to a customer mistreatment event and generalized customer-directed incivility intentions, but not in Ireland (Study 2), demonstrating the importance of considering contextual conditions in understanding such mediating mechanisms. This study extends research by showing how a single encounter with a misbehaving customer can contribute to the development of incivility intentions towards customers as entities. The implications of these findings for theory and practice are discussed. 相似文献
499.
This paper describes an experiment in decision making under certainty with multiple, conflicting objectives and continuous decision variables. Two techniques for analysing such problems are considered: one taken from the paradigm of multicriteria decision making (MCDM), a non-directed approach called the NAIVE technique, and one from the paradigm of multiattribute decision analysis (D/A), the SMART technique. While the two techniques seek and are throught to arrive at the same end—a solution which is in some sense optimal for the decision maker (DM)—the former approach implicitly incorporates DM preferences while the latter approach considers preferences explicitly. The setting is a laboratory study using a sample of university students on a three-criteria problem which is designed to study the extent to which value functions implied/assessed by the techniques are consistent with DMs' holistic ranking of alternatives. Results show that (1) the two techniques of interest show significantly better rank order correlation with holistic judgement compared with other techniques, (2) DMs prefer the non-directed MCDM approach and (3) subjects break down into two groups: those that use assessable value functions when ranking and those that do not. This implies that for small-dimensioned problems DMs may first need to be classified as to the assessability of their value functions before a solution method is chosen. 相似文献