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排序方式: 共有393条查询结果,搜索用时 15 毫秒
281.
Erick Ramirez 《Metaphilosophy》2017,48(4):504-526
This article criticizes what it calls perspectival thought experiments, which require subjects to mentally simulate a perspective before making judgments from within it. Examples include Judith Thomson's violinist analogy, Philippa Foot's trolley problem, and Bernard Williams's Jim case. The article argues that advances in the philosophical and psychological study of empathy suggest that the simulative capacities required by perspectival thought experiments are all but impossible. These thought experiments require agents to consciously simulate necessarily unconscious features of subjectivity. To complete these experiments subjects must deploy theory‐theoretical frameworks to predict what they think they would (or ought to) do. These outputs, however, systematically mislead subjects and are highly prone to error. They are of negligible probative value, and this bodes poorly for their continued use. The article ends with two suggestions. First, many thought experiments are not problematically perspectival. Second, it should be possible to carry out “in‐their‐shoes” perspectival thought experiments by off‐loading simulations onto virtual environments into which philosophers place subjects. 相似文献
282.
In this paper, I use an autoethnographic sketch (Rambo, 2007) to offer a definition of trauma. This paper is broadly inspired by my research (Gloviczki, 2015) using case study methods (Yin, 2003) about online memorial groups. In pairing autoethnography and case study methods, I write to inspire a discussion about form, definition, and trauma. I also embrace the challenge of writing an entire scholarly paper within 140 characters, the standard length of a tweet on Twitter. I hope this approach opens fresh avenues for understanding research as well. 相似文献
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284.
由于传统干预方法的诸多局限,虚拟现实暴露疗法(virtual reality exposure therapy,VRET)逐渐应用于对社交焦虑的干预,VRET是将虚拟现实技术与传统行为暴露治疗相结合而形成的一种新的干预方法。文章总结了VRET的三个发展阶段及其研究范式,述评了在VRET过程中的作用机制。未来研究可致力于设计更加自然的人机交互技术,实现技术与社交焦虑治疗的深度融合以及关注第三人称视角应用的作用及机制。 相似文献
285.
Civitarese G 《The International journal of psycho-analysis》2008,89(2):279-298
Losing oneself in a story, a film or a picture is nothing but another step in the suspension of disbelief that permits one to become immersed in the 'novel' of reality. It is not by chance that the text-world metaphor informs classical aesthetics that, more than anything else, emphasizes emotional involvement. On the contrary, as in much of modern art, self-reflexivity and metafictional attention to the rhetoric of the real, to the framework, to the conventions and to the processes of meaning production, all involve a disenchanted, detached and sceptic vision--in short, an aesthetics of the text as game. By analogy, any analytic style or model that aims to produce a transformative experience must satisfactorily resolve the conflict between immersion (the analyst's emotional participation and sticking to the dreamlike or fictional climate of the session, dreaming knowing it's a dream) and interactivity (for the most part, interpretation as an anti-immersive device that 'wakes' one from fiction and demystifies consciousness). In analytic field theory the setting can be defined--because of the weight given to performativity of language, to the sensory matrix of the transference and the transparency of the medium--the place where an ideal balance is sought between immersion and interaction. 相似文献
286.
Following Belk's (1991) Consumer Behaviour Odyssey, the authors suggest the need for a new odyssey, one that focuses on consumers in virtual worlds. In this paper the authors discuss the relevance of virtual communities for marketers and how ethnographic research methods can be adapted to the online environment. The unique methodological problems, opportunities and ethical dilemmas for researchers are considered that online ethnography raises before an exploration of how discourse analysis can assist in the interpretation of data collected online. Copyright © 2002 Henry Stewart Publications. 相似文献
287.
模拟情境中工作团队成员互动过程的初步研究及其测量 总被引:3,自引:0,他引:3
团队已经成为当今许多组织中的主要工作方式。已有文献虽然表明工作团队成员之间的互动对于团队工作绩效有显著的影响,但却缺乏测量团队成员互动的量表。本研究在了解影响团队绩效的互动因素基础上,编制出一个测量工作团队互动过程的量表。该测验将团队互动分为结构和人际两个维度,分别包括五个和四个题目。测验具有很好的信度和效度,符合心理测量学的标准,可用作测量团队互动的工具。 相似文献
288.
团队共享心智模型的影响因素与效果 总被引:18,自引:0,他引:18
采用两种测量方法对团队共享心智模型的影响因素与影响效果进行探讨。多元回归和层次回归分析的结果表明,团队成员沟通得越好,就越有利于形成共享心智模型;如果团队中存在搭便车的行为越严重,就越不利于形成共享心智模型;共享心智模型有利于团队有效运作,取得好的绩效;有共享心智模型的团队,成员的满意度比较高,群体效能感较高,并且团队成员之间的密切关系会延续到工作之外;共享心智模型在团队运行过程变量和团队有效性之间起到中介作用。 相似文献
289.
领导自恋是组织中的普遍现象, 自恋型领导是否能有效地整合团队知识形成创新是管理者不可回避的问题。在回顾已有研究基础上, 采用聚合观、过程观和社会网络三种视角, 全面地厘清自恋型领导对团队创造力的影响。其中, 聚合观强调个体创造力对形成团队创造力的重要作用, 过程观强调团队成员之间的交互作用在团队创造力形成过程中不可或缺, 而社会网络视角注重团队成员的相对位置和内外关系。三种视角相互补充, 明确了自恋型领导和团队创造力之间关系的内在机制以及边界条件。研究结论将为存在自恋型领导的团队干预策略提供参考, 有助于为管理者提高自恋型领导对团队作用的有效性提供借鉴。 相似文献
290.