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281.
用多元概化理论考察大学生网络成瘾量表在大学生群体中应用的测量学性能。以随机测量模式的概化设计,针对1200名在校大学生进行问卷调查。结果显示双因子结构的相关程度在0.92以上,五因子结构的相关程度均在0.76~0.97间;整体量表的概化系数和可靠性指数均达到了0.94以上,而双因子结构各因子在0.90左右,五因子结构各因子均在0.74~0.85间。所以,整体量表及各因子在大学生群体中应用的信效度较高,可用作常模和标准参照测验;无论双因子还是五因子结构,CIAS-R各因子在分值比和项目数上,设计非常合理和完善。  相似文献   
282.
Kelly, Avraamides和Loomis (2007)发现被试在新环境中空间更新失败, 而肖承丽和刘传军(2014)发现被试在新环境中可使用想象平移等策略来实现空间更新。为了探索该两项研究的异同, 本研究采用与Kelly等相同的实验范式进行研究。实验1被试在原学习环境中完成实验任务。实验2被试记忆完物体空间位置后, 转移至新环境, 在只依靠离线表征、离线表征与在线表征相协调和离线表征与在线表征相矛盾三种条件下完成相同的实验任务。结果发现, 被试在原环境中通过躯体运动和记忆两种方式促进空间更新, 具有同等有效性, 而在新环境中躯体运动显著差于记忆对空间更新的促进作用; 躯体运动和记忆对空间更新的促进作用在两种环境中均高度相关。研究表明, 躯体运动促进空间更新具有环境依赖效应, 与记忆对空间更新的促进作用相比, 躯体运动对空间更新的促进作用会随着环境的改变而降低。  相似文献   
283.
Previously, we have shown that discrete and continuous rapid aiming tasks are governed by distinct visuomotor control mechanisms by assessing the combined visual illusion effects on the perceived and effective index of difficulty (ID). All participants were perceptually biased by the combined visual illusion before they performed the rapid aiming tasks. In the current study, the authors manipulated the order of performing perceptual and motor tasks to examine whether perceptual or motor experience with the illusory visual target would influence the subsequent perceived and effective ID in discrete and continuous tapping tasks. The results supported our hypothesis showing that perceptual experience with the illusory visual target in the discrete condition reduced the effective ID in the subsequent discrete tapping task, and motor experience with the illusory visual target in the continuous condition reduced the illusion effects on the perceived ID in the subsequent perceptual judgment task. The study demonstrates the coinfluence of perception and action, and suggests that perception and action influence one another with different magnitude depending on the spatial frame of reference used to perform the perceptuomotor task.  相似文献   
284.
How does a dancer become a world renowned leader of an experimental creative dance space? The influences leading to the development of the Margaret Jenkins Dance Company are many and include historical events, family background, mentors, and private intangible states of being. Creative collaboration, a prized modus operandi, honors working with multidiscipline artists. The creative process, with all its ambiguities and conundrums, is perceived as ever-evolving. The physical creative space reflects the times we live in as well as the growth and development of the artist.  相似文献   
285.
Rhythm is the speech property related to the temporal organization of sounds. Considerable evidence is now available for suggesting that dementia of Alzheimer’s type is associated with impairments in speech rhythm. The aim of this study is to assess the use of an automatic computerized system for measuring speech rhythm characteristics in an oral reading task performed by 45 patients with Alzheimer’s disease (AD) compared with those same characteristics among 82 healthy older adults without a diagnosis of dementia, and matched by age, sex and cultural background. Ranges of rhythmic-metric and clinical measurements were applied. The results show rhythmic differences between the groups, with higher variability of syllabic intervals in AD patients. Signal processing algorithms applied to oral reading recordings prove to be capable of differentiating between AD patients and older adults without dementia with an accuracy of 87% (specificity 81.7%, sensitivity 82.2%), based on the standard deviation of the duration of syllabic intervals. Experimental results show that the syllabic variability measurements extracted from the speech signal can be used to distinguish between older adults without a diagnosis of dementia and those with AD, and may be useful as a tool for the objective study and quantification of speech deficits in AD.  相似文献   
286.
Empathy, a core element of helping skills training, is vital to the development of the therapeutic alliance and positive counseling outcomes. This article presents a classroom exercise developed to increase students’ empathy. The exercise features imaginative dialogue by members of a counselor education beginning skills class with art works in an exhibit curated by a museum educator. Presented are the details of the teaching exercise, student and faculty reflections on the exercise, and suggestions for further research.  相似文献   
287.
Christian Scharen 《Dialog》2008,47(4):339-347
Abstract : In this article I raise the question of whether and how Christians can become captive to a kind of constricted imagination, and how this does not serve the church well in its work with youth and young adults. I draw on examples from pop music (Kanye West, U2) to portray the theological logic of ‘check‐list Christianity.’ As an alternative, I follow C. S. Lewis in reorienting the perspective from deciding if some cultural object (song, movie, TV show) is good or bad, to asking what sort of people we become by attending to this or that cultural object; specifically, does it enlarge our being‐before‐God or not? This requires that we also view pop culture as the domain of God's work in Christ, and that we confess that God is already working reconciliation in the midst of the world.  相似文献   
288.
This paper presents an approach to similarity based approximate reasoning that elucidates the connection between similarity and existing approaches to inference in approximate reasoning methodology. A set of axioms is proposed to get a reasonable measure of similarity between two fuzzy sets. The similarity between the fact(s) and the antecedent of a rule is used to modify the relation between the antecedent and the consequent of the rule. An inference is drawn using the well-known projection operation on the domain of the consequent. Zadeh's compositional rule of inference and existing similarity based reasoning techniques are considered for a new similarity based approximate reasoning technique. The proposed mechanism is used to develop a modified fuzzy control system. A new defuzzification scheme is proposed. Simulation results are presented for the well-known inverted pendulum problem.  相似文献   
289.
Imagination and Memory   总被引:1,自引:0,他引:1  
A growing body of literature shows that imagining contrary-to-truth experiences can change memory. Recent experiments are reviewed to show that when people think about or imagine a false event, entire false memories can be implanted. Imagination inflation can occur even when there is no overt social pressure, and when hypothetical events are imagined only briefly. Overall, studies of imagination inflation show that imagining a counter-factual event can make subjects more confident that it actually occurred. We discuss possible mechanisms for imagination inflation and find that, with evidence supporting the involvement of both source confusion and familiarity in creating inflation, the primary mechanism is still to be determined. We briefly review evidence on individual differences in susceptibility to inflation. Finally, the widespread use of imagination-based techniques in self-help and clinical contexts suggests that there may be practical implications when imagination is used as a therapeutic tool.  相似文献   
290.
Play is children's most important daily behavior and when children play, they do so in multiple ways. With two studies, this paper explores how children perceive a continuum of two play types, namely replicating play (in which models, guidelines, and examples are used to reach an intended result) and originating play (in which children create something from the mind, think freely about how they will play, are less restricted by given models, etc.). Study 1 (= 56, Mage = 9) quantitatively shows that both play types occur and tests if children also describe the play types as we define them. Results show that children who play originating (vs. replicating) believe they follow less (vs. more) rules and do their own thing more (vs. less), which verifies the definitions of both types of play. Study 2 includes 16 in-depth semi-structured interviews (Mage = 10) and shows which determinants children identify as triggers for engaging in play that has more replicating or more originating elements.  相似文献   
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