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1.
In the first ( N = 140) of two quasi-experimental field studies, trial group employees were changed from a 5/40 to a 4/40 work schedule for four months then returned to a 5/40 schedule. In a second study ( N = 102), trial group employees were changed from 5/40 to flextime. Reactions were evaluated using a model for understanding the impact of work schedules. The effects of schedule changes matched those anticipated by pre-intervention surveys of employees. Factors related to organizational effectiveness were enhanced where specific organizational needs were met. Interference with personal activities was reduced where employees had experienced specific difficulties. The most powerful effect, however, was on worker attitudes toward specific work schedules. In addition, a mild positive (perhaps Hawthorne) effect was evident for a wide range of general worker reactions.  相似文献   
2.
This article reviews the contributions of basic reasoning mechanisms to the generation of creative ideas. The investigated reasoning mechanisms are deduction, induction, abduction, specialization/generalization, and elementary memory associations. The article claims that if we measure creativity by outcomes, that is, by the quality of the resulting ideas, then these basic forms of reasoning can be considered at least mildly creative. The claim is backed by references to computer programs which have generated creative outcomes, and by the outcomes of computer based reasoning activities shown in the article. Limitations of this approach to creativity are also discussed, particularly, difficulties in the recognition of creative ideas.  相似文献   
3.
An experimental study on 12 healthy volunteers showed that an amnesic effect of a therapeutic dose of diazepam (10 mg 3 times a day) may be explained by a theory of state-dependent learning. Asymmetric state-dependence was demonstrated by visually as well as verbally learned material, but in the latter case there was also evidence of an anticonsolidating effect upon learning. The findings are related to drug dependence, and it is suggested that therapeutic gains obtained during long-term diazepam treatment may not transfer to the no-drug state.  相似文献   
4.
Literature and research examining nonresident fathers' involvement with their children has focused primarily on the fathers' relationship with their child's mother. Receiving limited attention in the literature has been the inclusion of examining nonresident fathers' social support networks, the function of these social networks—perceived and received social support, and how these social support networks affect nonresident fathers' involvement with their children. Using data from Wave One of the Fragile Families and Child Well‐being Study, this study examined the social support networks nonresident fathers (n = 895) utilized in their involvement with their children. Results of the regression analyses indicate that nonresident fathers' relationship with their child's mother and perceived social support from their social networks contributed positively to their involvement with their children. Policy and practice implications are discussed.  相似文献   
5.
The analogy between gustatory taste and critical or aesthetic taste plays a recurring role in the history of aesthetics. Our interest in this article is in a particular way in which gustatory judgments are frequently thought to be analogous to critical judgments. It appears obvious to many that to know how a particular object tastes we must have tasted it for ourselves; the proof of the pudding, we are all told, is in the eating. And it has seemed just as obvious to many philosophers that aesthetic judgment requires first‐person experience. In this article we argue that, despite its initial appeal, the claim that gustatory and critical judgments are analogous in this way is mistaken. The two sorts of judgments are, as a matter of fact, similar in their epistemology, but earlier theorists have got things entirely backward—neither gustatory judgment nor aesthetic judgment requires first‐hand acquaintance with their objects. Our particular focus in this article is on arguing that first‐person experience is not required to know how an item of food or drink tastes. In fact, there are a wide variety of ways in which we can acquire this knowledge.  相似文献   
6.
This research is an investigation of the hedonic intensities of elation and disappointment following the outcomes of risky gambles using two principles: disappointment aversion and the principle of limited emotion processing. Disappointment aversion implies a stronger impact of disappointment compared with elation; the principle of limited emotion processing predicts a smaller impact of elation if it occurs with a real gain, and a smaller impact of disappointment if it occurs with a real loss. Both principles support each other in the gain domain but operate against each other in the loss domain. It was predicted that disappointment would outweigh elation in the gain domain. For the loss domain, this question was left open to empirical scrutiny. Participants were provided with hypothetical gambles and were required to imagine having won, not won, lost, or not lost, money. Results supported the prediction for the gain domain; mixed results emerged for the loss domain. The model adds to the understanding of the cognitive and emotional processes following the outcomes of risky events.  相似文献   
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This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self‐involving interactive fictions’ (SIIFs). SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video‐game fictions. We argue that appreciating the self‐involving nature of video‐game fictions is key to understanding various otherwise puzzling phenomena concerning the ways in which consumers respond to them. Video‐game fictions are, however, far from being the only extant example of this class; and we suggest that the recent philosophical interest in video games would be better focused on the wider class of self‐involving interactive fictions.  相似文献   
10.
We examined the relationships of role clarity and organization‐based self‐esteem with 4 dimensions of commitment to supervisors and organizations (affective, normative, perceived high sacrifice, perceived lack of alternatives) and turnover intentions. Confirmatory factor analyses supported the hypothesized 8‐factor model of commitment. Structural equation modeling analyses revealed that role clarity was positively related to affective, normative, and perceived high sacrifice supervisory commitment; while it was not related to organizational commitments. Organization‐based self‐esteem was positively associated with affective commitment to organizations and supervisors; it was also negatively associated with the lack of alternatives component of supervisory and organizational commitment. Finally, the affective and high‐sacrifice dimensions of supervisory commitment related to turnover intentions via parallel forms of organizational commitment.  相似文献   
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