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211.
Powered Two-Wheeler (PTW) riders constitute a very vulnerable group of road users, while riding a PTW is considerably more dangerous than using any other motor vehicle. Behavioral issues have been identified major moderating factors to PTW crashes, as riders display great variability in their attitudes towards road safety. Τhe aim of this paper is to present a thorough, overarching structure of relationships correlating various unsafe stated PTW rider behaviors (riding after alcohol consumption, speeding, helmet use and texting) with several self-reported attitude parameters and factors regarding rider perspectives on traffic rule strictness and social desirability. A structural equation model (SEM) was developed using data from the ESRA2 survey, which provided a broad sample encompassing 5,958 respondent riders from 32 countries. Numerous statistical relationships were discovered and quantified correlating the four examined unsafe rider behaviors with eight latent unobserved variables. All covariances between unsafe behaviors were found to be positive and statistically significant, indicating that a rider who will engage more frequently in every single one of the four examined unsafe riding behaviors is more likely to also engage in all the others as well.  相似文献   
212.
New transport trends have emerged in developing countries to promote bicycling due to its individual and societal benefits. Although bicycle infrastructure provision has been one of the most utilised strategies to encourage bicycling, it has had a limited immediate impact on the bicycling modal share. Published research indicates the need to incorporate the psychosocial dimension to understand commuters' transport behaviour and explain why bicycling infrastructure usage is lower than expected. This study highlights the processes behind bicycle mode choice decisions, explicitly incorporating pro-bicycle attitudes and habits, while also considering the influence of socioeconomic, bicycle facilities and bicycling experience variables on shaping that attitude. For this purpose, an online survey was designed and sent to students, faculty members and staff of two Chilean universities to collect ad-hoc data. The modelling used an approach based on an integrated choice and latent variable model. The main findings are: attitude in itself is a relevant construct to explain behaviour; bicycling infrastructure contribute to explain bicycle choice but only indirectly through attitude; socioeconomic characteristics, bicycling familiarity and practical issues have both a direct effect on bicycle choice decision and an indirect one by fostering pro-bicycling attitudes. Additionally, results show that the explicit inclusion of habit reduces the contribution of pro-bicycle attitude in explaining bicycle choice. This might be due to interaction and reinforcement between habit and attitude.  相似文献   
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Learning processes can be described by adaptive mental (or neural) network models. If metacognition is used to regulate learning, the adaptation of the mental network becomes itself adaptive as well: second-order adaptation. In this paper, a second-order adaptive mental network model is introduced for metacognitive regulation of learning processes. The focus is on the role of multiple internal mental models, in particular, the case of visualisation to support learning of numerical or symbolic skills. The second-order adaptive network model is illustrated by a case scenario for the role of visualisation to support learning multiplication at the primary school.  相似文献   
216.
Every person, from an early age, has to make decisions to resolve situations that arise in life. In general, different people make different decisions in the same situation, since decision-making takes into account different factors such as age, emotional state, experience, among others. We can make decisions about situations that we classify as: more important than others, routine, unexpected, or trivial. However, making the correct decision(s) in a timely manner for these situations is one of the most complex and delicate challenges that human beings face. This is due to the arduous mental process required to be carried out. Providing such behavior to a virtual entity is possible through the use of Cognitive Architectures (CAs). CAs are an approach for modeling human intelligence and behavior. This paper presents an functional bioinspired computational decision-making model to satisfy the physiological needs of hunger and thirst. Our proposal considers as black boxes other cognitive functions that are part of a general CA (named Cuäyöllötl or brain in Nahuatl). In the proposed case study, it is proved that the decision-making process plays an essential role in determining the objective and selecting the object that satisfies the established need.  相似文献   
217.
Memory is considered one of the most important functions since it allows us to code, store and retrieve knowledge. These qualities make it an indispensable function for a virtual creature. In general, memory can be classified based on the durability of the stored data in working memory and long-term memory. Working memory refers to the capacity to maintain temporarily a limited amount of information in mind, which can then be used to support various abilities, including learning, reasoning, planning and decision-making. Unlike short-term memory, working memory is not only a storage site, but it is also a framework of interacting processes that involve the temporary storage and manipulation of information in the service of performing complex cognitive activities. Declarative memory is a type of long-term memory related with the storage of facts and events. This research focuses on the development of a cognitive architecture for the type of working memory that maintains and manipulates declarative information. The construction of the model was grounded in theoretical evidence taken from cognitive sciences such as neuroscience and psychology, which gave us the components and their processes. The model was evaluated through a case study that covers the encoding, storing, and retrieval stages. Our hypothesis is that a virtual creature endowed with our working memory model will provide faster access to the information needed for the ongoing task. Therefore, it improves the planning and decision-making processes.  相似文献   
218.
This article examines the ways in which representational and identity transformations work during the socialization in the workplace of young LGBT hires, linked to discrimination perceived in their workplace environment as well as their impact on professional goals. Working within the theoretical framework of active socialization, the study is based on the IMIS method and proposes a detailed analysis of two cases recently entering the transportation workplace. The results show that, depending on how severe the perceived discrimination is in the workplace, previous experiences of homophobia encountered in other environments and already built self-image are reactivated in different ways, leading to a more or less important reconstruction of professional and identity representations, as well as the future goals of the individual. These elements are discussed from the point of view of interactions between environments and possible interventions by valuing diversity and accompanying the integration of young hires into organizations.  相似文献   
219.
发展性阅读障碍是一种在获得阅读技能方面的特殊困难, 这种障碍会严重影响个体的发展, 如何帮助发展性阅读障碍者改善其阅读技能是近年来研究的焦点。传统的干预方法主要针对发展性阅读障碍者的语音缺陷, 这类方法存在一些问题, 如费时费力、给阅读障碍者带来阅读压力等。近年来, 大部分研究表明通过趣味性的动作视频游戏训练可以显著地提高发展性阅读障碍者的阅读技能, 但是其背后的机制尚不明确。基于大细胞通路缺陷理论框架, 从视觉空间注意、注意跨通道转换、视觉运动加工等方面来梳理动作视频游戏与阅读之间的关系, 揭示了动作视频游戏训练对阅读效率影响的可能内在机制。未来的研究可以在大细胞通路缺陷理论的框架下, 深入分析动作视频游戏改善阅读的神经机制, 并尝试开发更适合发展性阅读障碍者的干预程序。  相似文献   
220.
张璇  周晓林 《心理科学进展》2021,29(10):1847-1854
审美对象特有的刺激属性会唤起观赏者特定的情绪或情感反应。个体在欣赏自然、艺术品和其他人类作品时会产生审美愉悦体验。审美愉悦-兴趣模型(PIA)认为, 审美愉悦体验包含审美过程中自动化加工阶段的审美愉悦和控制加工阶段的审美兴趣。近年来, 神经美学研究表明, 负责愉悦和奖赏的眶额叶皮层在审美过程中广泛激活, 是自动化加工阶段初级审美愉悦奖赏的神经基础, 而审美过程中纹状体亚回路中不同的连接和功能作用与两个阶段中审美愉悦的产生都有关联; 上述结果支持了审美愉悦-兴趣模型。但审美高峰体验时默认模式网络(DMN)相关脑区的激活和负责控制与理性思维的外侧前额叶皮层等脑区的失活, 提示在PIA模型强调的自动化加工阶段审美愉悦和控制加工阶段审美兴趣之上, 还有整合升华阶段的审美沉浸愉悦, PIA模型需得到进一步的扩展。未来研究应进一步检验审美愉悦认知加工模型及神经机制, 探索审美对创造力的影响机制和神经基础, 探讨不同审美经验愉悦机制的异同。  相似文献   
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