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91.
This paper investigates the relationship between the role that information technology (IT) has played in the development of women’s employment, the possibility of women having a significant influence on the technology’s development, and the way that the IT industry perceives women as computer scientists, users and consumers. The industry’s perception of women and men is investigated through the portrayal of them in computing advertisements. While women are increasingly updating their technological skills and know-how, and through this process are entering some positions in the workplace traditionally occupied by men, these achievements are not mirrored in their social and occupational status. The computer industry and higher education have worryingly low numbers of women, while the possibility of women influencing the development of computer technology is just emerging in feminist research. This paper argues that, though the IT industry, through their self-regulatory codes, subscribes to equal treatment of sexes, races and persons with disabilities, the industry nevertheless paints a stereotyped picture of inequality when portraying men and women in computer advertisements. As long as such a perception of women prevails within the industry, it will stand as a barrier to women having equal access to computer technology. If advertisements influence the way society perceives major social constructs and issues, then the computing industry has a social responsibility to portray men and women in an equal and non-stereotypical fashion. An earlier version of this paper was presented at the ETHICOMP98 Conference, Rotterdam, Holland, March 1998.  相似文献   
92.
Novice acquisition of skilled recall of chess positions was studied in an experiment in which two novices studied a series of five hundred chess positions during a period of several months. They spent fifteen minutes to half an hour a day teaching themselves these positions. As a result their skill in recalling chess positions rose from sixteen percent to somewhere between forty to fifty percent. The learning curve proved to have a shape which indicates that in the beginning learning is very fast but after some 100-150 studied positions the speed of learning decreases substantially. A computer simulation was used to model the results and analyse alternative explanations. Two alternative ways of thinking were tested. In the first, chunk construction was assumed to be based on the neighbourhood of associated pieces. The second model assumed a frequency-based correlative association process. Although the learning curves of the two models are very similar in shape to those of the subjects, the frequency-based associative model gave a better explanation for the data. This is why it is natural to suggest that common co-occurrence in addition to easily recognizable chess-specific characteristics, like colour and type of pieces, guide associative processes during chess players' learning of chess-specific chunks.  相似文献   
93.
Dinsmoor's (2001) adherence to molecular analyses may require him to assert that molar and molecular principles are mutually exclusive, but to instead analyze the phenomena of avoidance as inherently multiscaled is to follow a well-established practice in the natural sciences. Besides the issue of scale, two-factor theory, which Dinsmoor advocates, has little to say about some important and longstanding results in experiments that qualify as avoidance.  相似文献   
94.
计算机使用中的自我效能感   总被引:9,自引:0,他引:9  
计算机自我效能感(computer self-efficacy,CSE)是自我效能感理论在计算机培训、计算机辅助技术使用等行为活动中的应用。该文综述了CSE对计算机操作的重要影响。该文也在原有CSE分类(一般CSE与特殊CSE)基础上,提出软件CSE与硬件CSE。另外该文也讨论了影响CSE的各个变量以及这些变量间的关系。最后该文指出了CSE的现有研究特点与未来研究取向。  相似文献   
95.
An important area in the learning and development of individuals with disabilities is the acquisition of independent, age-appropriate leisure skills. Three adults with autism and mental retardation were taught to access specific Internet sites using backward chaining and most-to-least intrusive prompting. The number of independent steps completed in the task analysis increased following training.  相似文献   
96.
语言——自然选择的一种适应   总被引:1,自引:0,他引:1  
Steven   Pinker 《心理学报》2007,39(3):431-438
该文认为人类的语言能力是一种生物学意义上的适应,是自然选择的产物。人类的语言与自然界中其它复杂的生物学适应相类似,也具有特定的机能。语言的特定机能在于编码叙事性信息并与他人分享,这与人类认知活动中因果推理所具有的高度社会性特点相一致。两个新的研究领域,进化博弈理论和分子进化选择理论,都证实了语言是一种受到自然选择的进化适应  相似文献   
97.
98.
Georgi K. Marinov 《Zygon》2014,49(4):829-854
How to reconcile the theory of evolution with existing religious beliefs has occupied minds since Darwin's time. The majority of the discourse on the subject is still focused on the Darwinian version of evolutionary theory, or at best, the mid‐twentieth century version of the Modern Synthesis. However, evolutionary thought has moved forward since then with the insights provided by the advent of comparative genomics in recent decades having a particularly significant impact. A theology that successfully incorporates evolutionary biology needs to take such developments into account, because range of truly viable options among the many versions of theistic evolution that have been proposed in the past may narrow down when this is done. Here I present these previously underappreciated strains of contemporary evolutionary thought and discuss their potential theological impact.  相似文献   
99.
This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self‐healing. However, after leaving the game, conflicts and traumata re‐enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re‐experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes.  相似文献   
100.
The effects of irradiation on twin boundary migration in BCC Fe are studied by atomistic simulations. It is found that under the applied shear strain–stress, thermal spikes may create twinning dislocation loops (TDLs) at twin boundaries, so triggering twinning. Irradiation-generated clusters of point defect at twin boundaries may act as sources to nucleate TDLs. When a vacancy loop intersects with a twin boundary, the critical stress to activate a TDL is less than half of that required for a defect-free twin boundary.  相似文献   
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