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Jean Ladrière 《Synthese》1984,59(1):59-67
Sans résumé  相似文献   
3.
The purpose of the present study was to analyse the arousing effects of noise on sleep inertia as a function of circadian placement of a one-hour nap. In a first experiment, we measured the effects of sleep inertia in a neutral acoustic environment after a one-hour nap placed either at 0100 or 0400 on response time during a spatial memory test. In a second experiment were analysed the effects of an intense continuous noise on sleep inertia. The results showed that noise produced a total abolition of sleep inertia after an early nap (0000 to 0100). This may be due to the arousing effect of noise; however, results are less clear after a late nap 0300 to 0400 as noise seems to be ineffective. This result is discussed in terms of either a function of time-of-day effect or of prior sleep intensity. Moreover, our data suggest a possible interaction of noise with partial sleep deprivation leading to a slight deleterious effect those subjects who did not sleep at all.  相似文献   
4.
La critique et la théorie littéraires contemporaines présentent un paradoxe: elles notent, par la référence à la rhétorique, la rupture de la propriété argumentative ou persuasive de l'oeuvre; elles préservent cependant l'hypothèse d'une propriété conversationnelle du littéraire — hypothèse qui n'est pas véritablement explicitée. Ce paradoxe, essentiellement lisible dans la déconstruction, l'est aussi dans les propositions de Sartre, dans la pensée du dehors de Foucault, dans le dialogisme de Bakhtine. Le paradoxe revient, de fait — telle est la thèse de cet article — à énoncer une propriété rhétorique et persuasive de l'oeuvre, au moyen d'une référence à la rhétorique d'abord confondue avec la tropologie et avec l'effacement du jeu persuasif. Cette ultime propriété rhétorique et persuasive est identifiable par l'alliance de lasuspension, qui caractérise le texte littéraire dès lors qu'il est placé sous le signe de la rupture de l'argument et de la persuasion, et du jeu anaphorique, lui-même indissociable du questionnement que suscite la suspension. A partir du constat de ce questionnement, il convient de dire que le texte littéraire est ce qui fait fond à la disparité du doxique, et que celui-ci apparaît comme le répondant provisiore et variable de lacasuistique que constitue le texte littéraire.  相似文献   
5.
The continuous approach to optic-flow processing shows that the curvature of a moving surface is related to a second spatial derivative of the velocity field, the spin variation (Droulez & Cornilleau-Pérès, 1989). With this approach as a theoretical framework, visual sensitivity to the curvature of a cylinder in motion was measured using a task of discrimination between cylindrical and planar patches. The results confirm the predictions suggested by the theory: (1) Sensitivity to curvature was always greater when the cylinder axis and the frontal translation were parallel than when they were orthogonal. The ratio of curvature detection thresholds in the two cases was between 1.3 and 2.5; the value predicted from the spin variation theory is about 2. (2) Sensitivity to curvature increased strongly with the velocity of the motion but was only weakly affected by its amplitude and the duration of viewing for the range of values used in our experiments.  相似文献   
6.
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG), negative parenting and conflictual family dynamics increasing the risk, whereas positive parenting and developmentally supportive family dynamics protecting against PG. This suggests that a treatment for adolescent PG should not only address the gaming behaviors and personal characteristics of the youth, but also the parental and family domains. An established research-supported treatment meeting these requirements is multidimensional family therapy (MDFT), which we adapted for use as adolescent PG treatment. We report here on one adaptation, applying in-session gaming. In-session demonstration of the “problem behavior” is feasible and informative in PG. In the opening stage of therapy, we use in-session gaming to establish an alliance between the therapist and the youth. By inviting them to play games, the therapist demonstrates that they are taken seriously, thus boosting treatment motivation. Later in treatment, gaming is introduced in family sessions, offering useful opportunities to intervene in family members' perspectives and interactional patterns revealed in vivo as the youth plays the game. These sessions can trigger strong emotions and reactions from the parents and youth and give rise to maladaptive transactions between the family members, thus offering ways to facilitate new discussions and experiences of each other. The insights gained from the game demonstration sessions aid the therapeutic process, more so than mere discussion about gaming.  相似文献   
7.
Cybervetting, or reviewing applicants' social media profiles, has become a central part of the hiring process for many organizations. Yet, extant cybervetting research is largely limited to Western platforms and samples. The present study examines the three core elements of attitudes toward cybervetting (ATC—perceived justice, privacy invasion, and face validity) using a sample of 200 Chinese job seekers providing their views on three popular platforms in China (WeChat, QQ, and Weibo). Attitudes were negative across all platforms, although slightly more positive for WeChat. ATC were associated with job seekers' social media posting habits (e.g., posting positive content more frequently) and individual differences (i.e., gender and extraversion). Organizations should be mindful that cybervetting might impede the recruitment of talents.  相似文献   
8.
Pain experienced by Black individuals is systematically underestimated, and recent studies have shown that part of this bias is rooted in perceptual factors. We used Reverse Correlation to estimate visual representations of the pain expression in Black and White faces, in participants originating from both Western and African countries. Groups of raters were then asked to evaluate the presence of pain and other emotions in these representations. A second group of White raters then evaluated those same representations placed over a neutral background face (50% White; 50% Black). Image-based analyses show significant effects of culture and face ethnicity, but no interaction between the two factors. Western representations were more likely to be judged as expressing pain than African representations. For both cultural groups, raters also perceived more pain in White face representations than in Black face representations. However, when changing the background stimulus to the neutral background face, this effect of face ethnic profile disappeared. Overall, these results suggest that individuals have different expectations of how pain is expressed by Black and White individuals, and that cultural factors may explain a part of this phenomenon  相似文献   
9.
Rats were injected with scopolamine before every daily session of water reinforcement on a fixed-interval (FI) schedule. Initially the drug decreased the rate of responding. Control injections of scopolamine following each session did not. Over 119 sessions, the typical FI performance developed more slowly in the animals drugged before the sessions. Their rates of responding increased from session to session, to a level slightly greater than that of the animals drugged after the sessions. Their rates did not increase. The effects of injections before the session were not duplicated by increasing the deprivation of animals drugged after the session.  相似文献   
10.
Twenty-six infants, 3 to 23 months old, were trained on fixed-interval schedules ranging from 10 s to 80 s. The operant response was touching an illuminated location on a touch-sensitive screen, and 20 s of cartoon presentation was the reinforcer. The subjects were also trained in a six-phase self-control procedure in which the critical phases involved choice between 20 s of cartoon available after a 0.5-s delay (impulsive choice) and 40 s of cartoon delayed for 40 s (self-controlled choice). All the youngest children (3 to 5 months) showed long postreinforcement pauses on the fixed-interval schedule, with most intervals involving the emission of a single, reinforced, response, and all made self-controlled choices. Older subjects (9 to 23 months) either produced the same pattern as the younger ones on the fixed-interval schedule (classified as pause-sensitive subjects) or produced short pauses and higher steady response rates (classified as pause-insensitive subjects). All pause-sensitive subjects made self-controlled choices in the self-control condition, and all pause-insensitive subjects made impulsive ones.  相似文献   
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