首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   405篇
  免费   8篇
  国内免费   6篇
综合类   40篇
化学工业   22篇
金属工艺   1篇
建筑科学   17篇
轻工业   7篇
水利工程   2篇
石油天然气   1篇
无线电   6篇
一般工业技术   11篇
冶金工业   281篇
自动化技术   31篇
  2024年   1篇
  2023年   1篇
  2022年   5篇
  2021年   10篇
  2020年   1篇
  2019年   5篇
  2018年   4篇
  2017年   5篇
  2016年   4篇
  2015年   8篇
  2014年   8篇
  2013年   7篇
  2012年   10篇
  2011年   38篇
  2010年   30篇
  2009年   34篇
  2008年   34篇
  2007年   29篇
  2006年   26篇
  2005年   34篇
  2004年   28篇
  2003年   36篇
  2002年   25篇
  2001年   19篇
  2000年   2篇
  1998年   2篇
  1997年   1篇
  1996年   1篇
  1994年   1篇
  1992年   1篇
  1987年   1篇
  1979年   1篇
  1967年   1篇
  1964年   2篇
  1963年   1篇
  1962年   1篇
  1960年   1篇
  1955年   1篇
排序方式: 共有419条查询结果,搜索用时 15 毫秒
71.
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which people cooperate and compete with each other, as well as with the computer-generated denizens of that particular game world. Although typically seen as games, their strong social aspect suggests that they are a form of online communication tool, with which players interact to form friendships, create communities, and work together to accomplish a variety of goals. After an introduction to MMOs, this review explores how social aspects of the game imitate the real world in terms of choices that players make when interacting with others. Furthermore, player-to-player interactions are examined in terms of in-game group formation and how efficient communication is imperative for goal achievement. The review also explores how leadership skills learned in-game may be transferred to real-world scenarios. The reasons why people play MMOs are examined in terms of player motivations and how aspects of game play may have both positive and negative consequences for a player's well-being. The latter half of the review describes how MMOs are used as afterschool virtual teaching environments where students can use aspects of game play to learn, for example, leadership qualities. The review concludes with recommendations for using MMOs as virtual laboratories to explore aspects of human behavior. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
72.
A recently proposed dual process theory of moral decision-making posits that utilitarian reasoning (approving of harmful actions that maximize good consequences) is the result of cognitive control of emotion. This suggests that deficits in emotional awareness will contribute to increased utilitarianism. The present study explored the relative contributions of the different facets of alexithymia and the closely related constructs of emotional intelligence and mood awareness to utilitarian decision making. Participants (N = 86) completed the Toronto Alexithymia Scale, Trait Meta Mood Scale, the Mood Awareness Scale, and a series of high-conflict, personal moral dilemmas validated by Greene et al. (2008). A brief neuropsychological battery was also administered to assess the possible confounds of verbal reasoning and abstract thinking ability. Principal components analysis revealed two latent factors—clarity of emotion and attention to emotion—which cut across all three meta-emotion instruments. Of these, low clarity of emotion—reflecting difficulty in reasoning thoughtfully about one's emotions—predicted utilitarian outcomes and provided unique variance beyond that of verbal and abstract reasoning abilities. Results are discussed in the context of individual differences in emotion regulation. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   
73.
We examined emotional responding to music after mood induction. On each trial, listeners heard a 30-s music excerpt and rated how much they liked it, whether it sounded happy or sad, and how familiar it was. When the excerpts sounded unambiguously happy or sad (Experiment 1), the typical preference for happy-sounding music was eliminated after inducing a sad mood. When the excerpts sounded ambiguous with respect to happiness and sadness (Experiment 2), listeners perceived more sadness after inducing a sad mood. Sad moods had no influence on familiarity ratings (Experiments 1 and 2). These findings imply that “misery loves company.” Listeners in a sad mood fail to show the typical preference for happy-sounding music, and they perceive more sadness in music that is ambiguous with respect to mood. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   
74.
The effects of exercise duration on mood state were examined. In a repeated-measures design, the Profile of Mood States inventory (D. M. McNair, M. Lorr, & L. F. Droppleman, 1971) was administered before and after 1 quiet resting trial and 3 exercise trials of 10, 20, and 30 min on a bicycle ergometer. Heart rate levels were controlled at 60% of the participant's estimated V02max level. An overall analysis of variance found improved levels of vigor with reduced levels of confusion, fatigue, and total negative mood. Planned analyses revealed that the improvements in vigor, fatigue, and total mood occurred after 10 min of exercise, with progressive improvements in confusion over 20 min and with no additional improvement over longer periods. These results complement current recommendations, which suggest that to experience positive fitness and health benefits, healthy adults should participate in a total of 30 min of moderate physical exercise daily, accumulated in short bouts throughout the day. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
75.
教学艺术是保证教学质量的一个重要因素 ,本文从语言表达、文字表达、情态表达三个方面阐述教学艺术的形式、层次、深度  相似文献   
76.
情绪板在交互设计中的应用研究   总被引:2,自引:2,他引:0  
分析了情绪板以及情绪板与人物角色的融合在交互设计中的应用,提出了从本能和行为2个层面探索产品概念的思路和方法,结合具体实例对各个层面的概念设计进行了论述,旨在为用户体验目标的实现提供一种辅助手段。  相似文献   
77.
This study investigated the impact of psychoeducation on service utilization and mood symptom severity in children with mood disorders. Parents’ knowledge of mood disorders, beliefs about treatment, and perceptions of children’s need for treatment were hypothesized to mediate the relationship between psychoeducation and service utilization and between psychoeducation and mood symptom severity. Linear mixed effects modeling and joint significance test for mediation were used in secondary data analyses of the multifamily psychoeducation group (MFPG) study, a randomized controlled trial of 165 children ages 8 to 12 years with mood disorders. A majority of those sampled were male (73%) and White, non-Hispanic (90%), and the median range of family income was $40,000–$59,000. Participation in MFPG significantly improved quality of services utilized, mediated by parents’ beliefs about treatment. Participation in MFPG also significantly improved severity of child’s mood symptoms, mediated by quality of services utilized. MFPG appears to be a psychoeducational intervention that helps parents to become better consumers of the mental health system who access higher quality services. Children’s symptom severity decreases as a result. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
78.
Research has consistently demonstrated that individuals tend to outperform groups on idea-generation tasks (e.g., Mullen, Johnson, & Salas, 1991). However, mood states have the capacity to alter the coordination and motivation of group members, leading to performance gains or performance losses. In this experiment, individuals and 3-person groups generated slogans for a fictitious company after experiencing a positive or negative mood induction. Contrary to previous research, negative mood groups in our study actually generated slogans that were more creative than those produced by negative mood individuals. No differences emerged for positive individuals and groups. In the negative conditions, the effect of level of analysis (individual vs. group) on creativity was mediated by persistence on the slogan-generation task. Results are presented in the context of feelings-as-information (N. Schwarz & G. L. Clore, 1988). (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
79.
Objective: To examine the relationship between mood and blood glucose in a 21-day daily diary study. Design: During a home visit, information was gathered from 206 persons with Type 2 diabetes regarding demographics, disease characteristics and treatment, and depressive symptoms. They had blood drawn at a laboratory, yielding HbA1C. The participants were then telephoned each evening for 21 days and were asked about their positive and negative mood during the past 24 hours. They also tested their blood glucose upon rising in the morning. Main Outcome Measures: The main outcomes measures were positive and negative affect and fasting glucose. Results: Multilevel analyses revealed a relationship between negative affect on one day and morning glucose on the next day. There was no such relationship between positive affect and glucose, nor was there a comparable effect of glucose on one day and either positive or negative affect on the next day. Conclusion: The observed relationship between mood and blood glucose appears to be because of negative affect, not positive, with no evidence of a lagged effect of glucose on mood. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
80.
Reports an error in "Ambulatory blood pressure and heart rate in healthy male paramedics during a workday and a nonworkday" by Iris B. Goldstein, Larry D. Jamner and David Shapiro (Health Psychology, 1992, Vol 11[1], 48-54). On page 52, the sentence "For example, the paramedics stood 16.44 times more while home than while at the station" should read "For example, the paramedics stood more while home than while at the station." (The following abstract of the original article appeared in record 1992-29445-001.) Compared ambulatory blood pressure (BP) and heart rate (HR) in 30 White male paramedics (aged 20-43 yrs) during a 24-hr workday and a 24-hr nonworkday. During the 24-hr period as a whole, there were no BP differences between the workday and the nonworkday, but HR was higher during the nonworkday than during the workday. Systolic BP (SBP) recorded in the ambulance on the workday was elevated 9.8 mm Hg, compared with SBP recorded in a car on the nonworkday; it was also 7.2 mm Hg higher at the scene of an accident and at the hospital than during nonworkday activities. Ratings of moods in diaries indicated that paramedics felt more unhappiness, stress, and sadness and less feelings of pleasantness at work than at home. Rather than being elevated for the entire 24-hr period, work BP seemed to reflect the relatively high stress associated with specific situations in the work of a paramedic. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号