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121.
Although the end of the Cold War brought the transformation of the communist bloc, some states have resisted the ensuing wave of democratization. This study assumes that important mechanisms of continuity and change in communist states are situated in the belief systems of their leaders and that the years between 1985 and 1991 were a catalytic period. What did Fidel Castro of Cuba and Kim Il Sung of North Korea learn from the end of the Cold War? Their belief systems are examined prior to 1985 and after 1991, i.e., before and after the collapse of other communist regimes. If learning has occurred, it should be reflected in a comparison of their beliefs for these time periods. Our results from ANOVA analyses indicate that Fidel Castro engaged in some learning but Kim Il Sung did not. This finding is complemented by the results of a MANOVA analysis, which indicate that the end of the Cold War had only a modest impact on Fidel Castro and Kim Il Sung, independent of their specific personalities. We conclude by drawing attention to the ensuing debate between structural‐ and agent‐level theorizing and by giving some suggestions for future research. 相似文献
122.
Who Wants to Marry a Millionaire? Reality Dating Television Programs, Attitudes Toward Sex, and Sexual Behaviors 总被引:2,自引:0,他引:2
Past research has revealed associations between television viewing and sexual attitudes and behaviors. We examined a burgeoning
new television genre, reality dating programs (RDPs). Undergraduate students (ages 18–24) reported their overall television
viewing, their RDP viewing, and their involvement with RDPs (watching in order to learn and watching in order to be entertained).
They also completed measures of attitudes toward sex, dating, and relationships, and answered questions about sexual behavior.
Most participants were occasional or frequent viewers of at least one RDP. Men reported using RDPs for learning more than
did women; there was no gender difference in use of RDPs for entertainment. Total amount of RDP viewing was positively correlated,
for both men and women, with adversarial sexual beliefs, endorsement of a sexual double standard, and the beliefs that men
are sex-driven, that appearance is important in dating, and that dating is a game. In all cases, however, these relationships
were partially or totally mediated through viewer involvement. Men and women who watched RDPs tended to be less sexually experienced;
there were few other correlations with sexual behaviors. 相似文献
123.
在布鲁门贝格看来,神话创作是推动文明发展的一个充分条件。它的充分性体现于它出于文化目的论的内在要求——征服现实绝对主义。这是神话创作性的合法性。惟其充分性而非必要性,对文明的书写只能是一种审美神话的寓言。这是神话创作的非法性。因此,审美神话的寓言式书写困境承诺斯替主义二元论而来,在西方审美思想史上绵延不绝的普罗米修斯神话创作中见出。在通盘重构西方审美思想史之后,布氏提出了令人不安的审美神话之后的解释学问题。 相似文献
124.
虚拟现实购物网站的等级深度与宽度关系研究 总被引:1,自引:0,他引:1
为研究虚拟现实表征方式下,网上购物系统等级结构的宽度与深度特征对用户信息行为的影响,本文在实验室环境下研究了三种结构方式(8 6 1、16 3 1、4 4 3 1),结果初步发现:对于虚拟现实购物网站(或系统的虚拟现实表征方式),宽度的增加所带来的对用户信息搜索速度的损害大于深度的增加对用户信息搜索速度的损害,这与对二维表征方式下的既有研究结果相反;而且虚拟现实系统的8 6 1结构方式更容易带来用户的迷失。 相似文献
125.
126.
橡胶手错觉是一种健康个体将非肉体的假手视为自己真实身体的一部分的体验, 这种错觉可以通过同时轻刷被试面前可见的橡胶手及其不可见的真手而产生.橡胶手错觉已成为一种研究身体拥有感的重要范式, 其产生机制可以分为“自下而上的认知匹配”与“自上而下的认知匹配”两种加工方式.前者涉及视觉与触觉刺激的同步性; 而后者涉及被试心中预存的身体意象与身体图式(包括真假手之间模态特征,位置空间的相似性).综合上述证据, 身体模型假说与个人边缘空间理论进一步为拥有感产生的复杂机制提供了整合两种加工方式的解释.橡胶手错觉范式已经被用于探索精神分裂症患者等特殊被试病理分析,错觉产生和心理特质之间的关系, 以及神经外科和术后恢复上.未来的研究应该更加重视范式本身的拓展, 应用虚拟现实技术来提高身体模态的仿真效果, 利用橡胶手拥有感的易感性作为筛选与预测身体意象障碍疾病的指标. 相似文献
127.
人们通过整合自身运动信息进行的空间巡航称为路径整合。本研究采用头盔式虚拟现实和分段式虚拟迷宫, 探究个体的预期如何影响其路径整合的准确性。任务要求被试从包含4个或8个路段的外出路径的起点出发, 行经所有路段后到达外出路径的终点, 再从终点直接返回起点。三组被试在实验前接受不同的指导语, 并因此对正确返航距离产生不同的预期。实验结果表明, 个体返回起点的行为反应受到外出路径特点的影响, 而且反应的准确性在实际情形违背预期时比符合预期时更低。这样的研究结果表明, 预期作为一种非感知觉因素而影响人们进行路径整合, 体现了人类路径整合的高度适应性和策略性。 相似文献
128.
This study examines the working memory systems involved in human wayfinding. In the learning phase, 24 participants learned two routes in a novel photorealistic virtual environment displayed on a 220° screen while they were disrupted by a visual, a spatial, a verbal, or—in a control group—no secondary task. In the following wayfinding phase, the participants had to find and to "virtually walk" the two routes again. During this wayfinding phase, a number of dependent measures were recorded. This research shows that encoding wayfinding knowledge interfered with the verbal and with the spatial secondary task. These interferences were even stronger than the interference of wayfinding knowledge with the visual secondary task. These findings are consistent with a dual-coding approach of wayfinding knowledge. 相似文献
129.
Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. 相似文献
130.