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61.
肿瘤基因表达与其影像表现有一定的相关性,为我们用无创的影像学方法显示肿瘤的生物学特征提供了可能。探寻肿瘤分子生物学特性与其影像表现的内在联系,以期对肿瘤浸润和转移做出正确的诊断,从而为临床选择治疗方案、判断疗效和评估预后等提供更多、更有价值的信息。  相似文献   
62.
互联网在学习不良干预中的作用   总被引:1,自引:0,他引:1  
学习不良一直是心理学和教育学研究的热点,由于计算机和互联网的迅猛发展及其被引入教学后所产生的积极效果,使得研究者开始关注计算机和互联网对学习不良学生的影响。该文介绍了计算机和互联网在学习不良干预中的作用,包括利用互联网激发学习不良学生的学习动机、提高他们的阅读和写作能力、加强教学管理以及帮助他们明确职业方向。该文还指出了此领域现有研究的局限及未来研究的取向。  相似文献   
63.
The purpose of the present study was to assess the between-measure consistency of general and specific social-skills assessment strategies. Nineteen mentally retarded adults were assessed using both common and newly devised measures of social skills: (1) specific (molecular) behavior ratings from role-play assessments, (2) general (molar) ratings based on the role plays, staff (3) molar and (4) molecular predictions of client social skills use in the described role-play situations, (5) peer sociometric ratings, and molecular in vivoobservations conducted in (6) cafeteria and (7) party settings. For all molecular measures, the subjects were assessed on eye contact, response relevance, response latency, voice volume, and appropriate affect, which allowed for direct comparisons to be made between each of these assessment modalities. In addition, the role-play assessment was conducted under two distinct conditions to determine whether role-play performance varied between standard and reinforced administrations; however, multivariate analyses (MANOVA) revealed no differences between the two assessments. Correlations between the molar and the molecular measures suggested a substantial overlap between the measures, with staff ratings having the highest consistency with the other measures. Furthermore, MANOVAs calculated between role-play ratings and those of staff revealed little difference between the two. The limitations on and practical significance of these findings are discussed.  相似文献   
64.
Accountability in a computerized society   总被引:2,自引:0,他引:2  
This essay warns of eroding accountability in computerized societies. It argues that assumptions about computing and features of situations in which computers are produced create barriers to accountability. Drawing on philosophical analyses of moral blame and responsibility, four barriers are identified: 1) the problem of many hands, 2) the problem of bugs, 3) blaming the computer, and 4) software ownership without liability. The paper concludes with ideas on how to reverse this trend. Several people have contributed generously to this work. Michael Davis, Deborah G. Johnson, Arthur Kuflik, Pamela Samuelson, Debra Satz, Richard De George, Larry May, and Dennis Thompson read drafts and made invaluable suggestions. Reviewers forScience and Engineering Ethics offered thorough and challenging commentary. An earlier version of the paper was presented at The American Philosophical Association, Eastern Division Meeting, December 1993, where audience comments and questions led to clarification of several key issues.  相似文献   
65.
This paper reviews codes of ethics and codes of conduct from different countries. The differences and similarities between code content and between attitudes are considered. Distinction is drawn between a code of ethics and a code of conduct. Recommendations are made for establishing a common framework for IFIP (International Federation for Information Process) Member or Affiliate Societies.  相似文献   
66.
Business ethics and computer ethics: The view from Poland   总被引:1,自引:0,他引:1  
An Aristotelian approach to understanding and teaching business ethics is presented and defended. The newly emerging field of computer ethics is also defined in an Aristotelian fashion, and an argument is made that this new field should be called “information ethics”. It is argued that values have their roots in the life and practices of a community; therefore, morality cannot be taught by training for a special way of reasoning. Transmission of values and norms occurs through socialization — the process by which an individual absorbs not only values but also the whole way of life of his or her community. It follows that business ethics and information ethics can be considered kinds of socialization into a profession: role learning and acquiring a new self-identification. This way of understanding fields of applied ethics is especially important for their proper development in Central-Eastern Europe because of endemic factors which are the result of recent political developments there.  相似文献   
67.
The computer revolution and the problem of global ethics   总被引:7,自引:0,他引:7  
The author agrees with James Moor that computer technology, because it is ‘logically malleable’, is bringing about a genuine social revolution. Moor compares the computer revolution to the ‘industrial revolution’ of the late 18th and the 19th centuries; but it is argued here that a better comparison is with the ‘printing press revolution’ that occurred two centuries before that. Just as the major ethical theories of Bentham and Kant were developed in response to the printing press revolution, so a new ethical theory is likely to emerge from computer ethics in response to the computer revolution. The newly emerging field of information ethics, therefore, is much more important than even its founders and advocates believe.  相似文献   
68.
Editorial note:The following bibliographic survey of computer ethics is intended as a general introduction useful to guide both preliminary research and course development. It is the first of a series that Carl Mitcham will be doing on a number of specific discussions of ethics in science and technology. Future installments are projected on nuclear ethics, engineering ethics, ethics in scientific research, and biomedical ethics. With this [book] I issue “a call to arms.” The world needs much more discussion and writing on the social and ethical issues surrounding computing. I hope readers .... will take up the challenge.  相似文献   
69.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   
70.
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