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61.
62.
目的 对大学生休闲状态和游戏行为进行分析和探讨.方法 运用SPSS 18.0软件对443名在校大学生的网络游戏行为选择与休闲状态进行相关性分析,并通过单因素方差分析网络游戏行为对大学生学习和生活的影响.结果 大学生网络游戏与其他休闲活动存在替代关系;对"休闲"了解不够,渴望从游戏中获得"归属感"和应对心理压力是大学生参... 相似文献
63.
《Social neuroscience》2013,8(1):11-27
Abstract Self-regulation of intention formation is pivotal for achieving behavior change. Fantasy realization theory (Oettingen, 2000) assumes that mentally contrasting a desired positive future with present negative reality turns high expectations of success into strong intentions to realize the desired future, while indulging in the positive future fails to do so. The present study tests the theory's process assumption that mental contrasting is a cognitively demanding, purposeful problem-solving strategy involving working and episodic memory, whereas indulging is a mindless daydreaming strategy involving the free flow of thought, by investigating the neural correlates of the two strategies via continuous magnetoencephalographic (MEG) activity. We observed greater activity during mental contrasting (but not indulging) compared to resting in prefrontal, frontal, parietal, and temporal areas, indicating that mental contrasting involves strong intention formation, working memory, and episodic memory. In addition, heightened activity of occipital areas was observed during mental contrasting compared to resting and indulging, suggesting that mental contrasting, more than indulging and resting, entails purposefully creating mental images. Taken together, these findings indicate that mental contrasting is indeed a purposeful problem-solving strategy based on past performance history, whereas indulging is a purposeless daydreaming strategy that is oblivious to past experiences. 相似文献
64.
BackgroundSuccessful management of in-hospital life threatening and emergency conditions require a well working, collaborative team. One of the vital skills that enhance team coordination of information and actions is team situational awareness (TSA). Although the concept of TSA has been long known in military and aviation settings, the concept has not been well investigated in the hospital emergency context.ObjectiveThis analysis was to explore the concept of “TSA” in the context of hospital emergency to explain its meaning for optimum understanding and use in clinical practice and future research.ResultsTSA encompasses two types of situational awareness, each equally important: complementary (individual) and shared situational awareness (SA). The three defining attributes of complementary SA are the perception, comprehension, and projection, meanwhile, the three defining attributes of shared SA include: (1) information is clearly shared; (2) interpreted in the same way; and (3) the same projection of actions formed to guide expectation. Although, TSA is related to other terms in literature, there is increasing acknowledgment that the concept has an impact on team performance. Finally, the two types of TSA should be considered when assessing team performanceConclusionTSA is acknowledged in different fields requiring human control as a significant construct for team performance. Yet it needs to be examined in the emergency hospital context, systematically investigated and agreeably recognized as a fundamental factor in team performance. 相似文献
65.
Gillian Blakely rn bsc pgce Heather Skirton rgn rgc dipcouns phd Simon Cooper rn med phd Peter Allum pgd ip Pam Nelmes rn bsc msc 《Nursing & health sciences》2010,12(1):27-32
Educational games have been shown to be effective in supporting learning, especially to reinforce knowledge, and students are generally positive about the use of games. The aim of this mixed-methods study that was conducted in the UK was to explore educators' views towards the use of educational games in the health sciences. The data were collected via semistructured interviews with 13 health educators and an online survey that was completed by 97 health educators. Three factors influence the use of classroom games: reflective practice, the impact of games on students, and the impact of logistical factors. Educators assess their own performance and the impact of the games on students when planning their use; however, large classes and the need for preparation time have a negative impact on educators' willingness to use games. Similar constraints might restrict the use of active learning strategies, such as simulation, that are crucial for enabling health professionals to develop competence. These issues require consideration when planning educational methods. 相似文献
66.
《L'évolution Psychiatrique》2022,87(4):717-728
ObjectivesToday, video games are recognized as an excellent tool for therapeutic mediation with young children with Autism Spectrum Disorder (ASD), playing the role of a malleable medium facilitating the evolution of group dynamics and creating a play area between the child and the adult, a space of creativity and shared pleasure allowing them to “be together,” to communicate, and to enter into a secure and holding-type intersubjective relationship. This is why we wanted to maintain this type of treatment during the general lockdown imposed in France in March 2020.MethodWe set up a virtual activity based on the use of the video game Minecraft, after having reconstituted our outpatient clinic for children and adolescents on a private server. Following the end of the lockdown, we were able to experiment with two workshops: one face-to-face; and the other in video therapy.ResultsWe were able to observe similarities and differences in the use of this medium by our young ASD patients, but also in the way in which this treatment allowed us to “put a little institution” back into the daily lives of youth during lockdown. Thus, we were able to see that the content of the Minecraft game, and more specifically the reconstructed clinic, functioned as a space of holding for the adolescents. The comparison between the digital institution and the real institution was present throughout the session in the adolescents’ exploratory actions. However, they were never “tricked” by this virtual reality, each one considering this digital clinic as a simple simulation of the institution where they go for treatment.DiscussionIt should be noted, however, that this type of mediation is not the easiest to set up for a team of professionals. Indeed, we were confronted with certain difficulties, notably the amount of time required to recreate the clinic in the game, problems with the private servers, the quality of the hardware, and the extraordinary public health situation.ConclusionThis therapeutic workshop with digital mediation allowed the very early establishment of a group dynamic and of a group psychic envelope. Therapy sessions conducted in Minecraft allowed us to work on group dynamics, on the real and digital representations of a place of care, on the children's identity references (therapeutic groups, home, etc.), and on their capacity to play in a group. The adolescents enrolled were able to individually search for their own identity markers, according to their place in the institution. Finally, the Minecraft project allowed for the emergence of many interactions and shared emotions between the members of the therapeutic group (children and adults). 相似文献
67.
Corey T. McMillan Katya Rascovsky M. Catherine Khella Robin Clark Murray Grossman 《Social cognitive and affective neuroscience》2012,7(8):881-887
When making a decision, humans often have to ‘coordinate’—reach the same conclusion—as another individual without explicitly communicating. Relatively, little is known about the neural basis for coordination. Moreover, previous fMRI investigations have supported conflicting hypotheses. One account proposes that individuals coordinate using a ‘gut feeling’ and that this is supported by insula recruitment. Another account proposes that individuals recruit strategic decision-making mechanisms in prefrontal cortex in order to coordinate. We investigate the neural basis for coordination in individuals with behavioral-variant frontotemporal dementia (bvFTD) who have limitations in social decision-making associated with disease in prefrontal cortex. We demonstrate that bvFTD are impaired at establishing a focal point in a semantic task (e.g. ‘Tell me any boy''s name’) that requires coordination relative to a similar, control semantic task that does not. Additionally, coordination limitations in bvFTD are related to cortical thinning in prefrontal cortex. These findings are consistent with behavioral economic models proposing that, beyond a ‘gut feeling’, strategic decision-making contributes to the coordination process, including a probabilistic mechanism that evaluates the salience of a response (e.g. is ‘John’ a frequent boy''s name), a hierarchical mechanism that iteratively models an opponent''s likely response and a mechanism involved in social perspective taking. 相似文献
68.
Ashkaan K. Fahimipour Fanqi Zeng Martin Homer Arne Traulsen Simon A. Levin Thilo Gross 《Proceedings of the National Academy of Sciences of the United States of America》2022,119(33)
Consider a cooperation game on a spatial network of habitat patches, where players can relocate between patches if they judge the local conditions to be unfavorable. In time, the relocation events may lead to a homogeneous state where all patches harbor the same relative densities of cooperators and defectors, or they may lead to self-organized patterns, where some patches become safe havens that maintain an elevated cooperator density. Here we analyze the transition between these states mathematically. We show that safe havens form once a certain threshold in connectivity is crossed. This threshold can be analytically linked to the structure of the patch network and specifically to certain network motifs. Surprisingly, a forgiving defector avoidance strategy may be most favorable for cooperators. Our results demonstrate that the analysis of cooperation games in ecological metacommunity models is mathematically tractable and has the potential to link topics such as macroecological patterns, behavioral evolution, and network topology.Cooperation, behavior that leads to benefits for others at a cost to oneself, is widespread across biological systems, ranging from cells cooperating to form organisms, to cooperation among individuals in populations and among microbiotic and macrobiotic taxa in ecosystems. In many cases the costs of cooperation are high. Hence, how cooperative behavior persists in a population represents a fundamental question in biology (1–8). In general, cooperation is most likely to evolve and persist if there are mechanisms that directly or indirectly benefit cooperators’ reproductive success. Examples include kin selection, punishment of defectors who forgo the cooperative investment, or a direct self-benefit such as in cases of investment into a common good (4).Among the most general mechanisms that can favor cooperation is the notion of network or spatial reciprocity (1, 9–11). In classical examples of reciprocity, cooperation creates favorable conditions for other proximal cooperators (4). A result is the emergence of cooperative havens, where the rewards generated by mutual cooperation have enriched some physical or topological neighborhoods. The formation of cooperative neighborhoods in structured populations, where individuals interact with only a limited subset of the population, has traditionally been studied on networks, where each node represents an individual agent and an edge means that the two connected individuals play against each other (1, 10, 12–19). By assuming weak selection and treating space implicitly, the resulting systems can often be analyzed mathematically. Although this framework has become a powerful tool for conceptual understanding, it represents a strong abstraction from real-world ecology where interactions, and hence cooperative behaviors, occur often randomly within a location that is itself embedded in a larger spatial context (20–23). By focusing on spatially explicit models of cooperation, we gain the opportunity to understand feedbacks between the rules of the game, movement strategies, and long-term persistence of cooperation at larger scales (10, 20, 23–27).Here we study a model of cooperation in spatially structured populations inspired by ecological metacommunities (21–23, 28), where network nodes—instead of individuals—represent habitat patches containing many interacting individuals, and edges mean that two patches are connected by dispersal of those individuals (Fig. 1A). Each patch is a location where games are played, harboring cooperator and defector subpopulations which grow and shrink in time due to internal interactions and movement among locations. Metacommunity models allow one to represent the effects of physical spatial structure directly and explicitly. Moreover, they can be analyzed using master stability functions, which can be used to untangle the impacts of local dynamics and network structure (28–30). We use this ability to explore how different movement strategies impact the outcomes of a cooperation game as a function of network structure.Open in a separate windowFig. 1.Emergence of a heterogeneous stationary state on a two-patch network. (A) Schematic of the spatial game, showing local payoff (Π) relationships among cooperators and defectors occupying the same patch (gray circles) and the dispersal route between them. (B) Difference in equilibrium densities of both types in patches 1 and 2 as link strength is varied. Arrows refer to the example time series shown in C and D. Initial conditions were uniformly drawn from , and the patch with the largest initial cooperator density is patch 1. (C) The homogeneous steady state, with the same equilibrium densities of C and D across locations. (Inset) Network showing the proportions of each type in each patch. (D) The same game but with faster diffusion (larger δ), showing emergence of a heterogeneous steady state with higher cooperator densities in patch 1. Parameters are R = 3, , T = 5, , μ = 1, and . 相似文献
69.
目的探讨社会技能、自尊水平与大学生网络游戏成瘾的关系。方法用自尊量表、社会技能量表对54名成瘾大学生和342名正常大学生进行调查。结果自尊水平上,网络游戏成瘾大学生显著低于正常大学生(t=5.431,P<0.05);社会技能上,网络游戏成瘾大学生在情感感受性、情感表达性、情感控制性和社会控制性上得分显著低于正常大学生(t=2.112,3.197,2.627,4.763;P<0.01);自尊水平、情感表达性、社会敏感性和社会控制性是网络游戏成瘾的保护因素(OR=0.888,0.919,0.874,0.826;χ2=70.058,P<0.001)。结论网络游戏成瘾大学生社会技能和自尊水平低。 相似文献
70.
基本药物安全监管博弈分析 总被引:1,自引:0,他引:1
基本药物的安全监管是政府监管机构与基本药物经营者之间的博弈过程。该文通过对此博弈进行均衡分析,揭示了基本药物安全不仅取决于监管者的监管成本和基本药物生产者的违法收益及处罚,还取决于政府部门是否有效地对监管者施行了监管,从而提出了完善基本药物安全监管的相应措施。 相似文献