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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 study examined the relationship between client dogmatism and perceptions of the counselor's empathy, level of regard, congruence, and unconditional positive regard. Counselor dogmatism was held constant. It was hypothesized that the client's dogmatism would be negatively related to his perceptions of these four counselor attitudes. The analysis revealed small but significant negative correlations between client dogmatism and three of the four counselor-expressed attitudes (congruence, empathy, and unconditional positive regard).  相似文献   
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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   
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Selected data on a limited number of Minnesota Job Corps referrals to a civilian conservation center in 1970–71 were examined to determine whether there were significant differences between long-term enrollees and short-term enrollees. Data was gathered from information recorded at the time of the young men's applications for the Job Corps and a questionnaire was sent to the long-term enrollees. No significant differences were found between the long-term enrollees and short-term enrollees. Trends did appear, however, indicating that limited intellectual ability, completion of a substantial amount of secondary education, receipt of welfare assistance by a young man's family, and home residence in a small town or rural area might be related to retention in the Job Corps program.  相似文献   
7.
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   
8.
LICIA CARLSON 《Metaphilosophy》2009,40(3-4):552-566
Abstract: This essay explores various roles that philosophers occupy in relation to intellectual disability. In examining how philosophers define their object of inquiry as experts and gatekeepers, it raises critical questions concerning the nature of philosophical discourse about intellectual disability. It then goes on to consider three alternate positions, the advocate or friend, the animal, and the "intellectually disabled," each of which points to new ways of philosophizing in the face of intellectual disability.  相似文献   
9.
A computerized system was developed for generating narrative interpretations of scores from a battery of personnel screening tests. The report structure and interpretive statement library were designed to capture the test expertise and interpretive strategies of a panel of testing experts. This was accomplished by enumerating the questions that the experts believed the battery could answer, developing answers to these questions, and devising rules for selecting the appropriate answers based on test-battery scores. The accuracy, thoroughness, readability, and coherence of the computer-generated reports were evaluated in comparison to reports generated by human experts for the same examinees. Results of the evaluation showed the computerized reports to be more accurate and thorough, as readable, and somewhat less coherent than interpretations generated by the typical human expert. The computerized system development and validation strategies described are useful for other applications in which numbers are interpreted in a narrative report format.  相似文献   
10.
Observations of eye movements of young children in a modified preferential looking task suggest a change in the visual looking pattern taking place during a very brief time between 32 and 33 months of age. In the younger children, a grating stimulus elicited eye movements towards the target followed by a few seconds of focused attention; in the older children a visual avoidance behavior was observed where subjects looked consistently in the opposite direction of the target. An analysis of video recordings suggests that this avoidance pattern was a composite of a very brief initial target-directed eyemovement which was quickly arrested, and followed by eye movements in the opposite direction, initiating a search of the visual scene.  相似文献   
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