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Muhammad Kashif Ashfaq Ahmad Muhammad Ali Mohseni Bandpei Maryam Farooq Humaira Iram Rida e Fatima 《Medicine》2022,101(31)
Background:Virtual reality (VR) is an advanced technique used in physical rehabilitation of neurological disorders, however the effects of VR on balance, gait, and motor function in people with Parkinson’s (PD) are still debated. Therefore, the systematic review aimed to determine the role of VR on motor function, balance and gait in PD patients.Methods:A comprehensive search to identify similar randomised controlled trials was conducted targeting 5 databases including Web of Science, PubMed, CINHAL, Cochrane Library, and Physiotherapy Evidence Database. A total of 25 studies were found eligible for this systematic review, and the methodological assessment of the quality rating of the studies was accomplished using the physiotherapy evidence database scale by 2 authors.Results:Out of the 25 included studies, 14 studies reported on balance as the primary outcome, 9 studies were conducted to assess motor function, and 12 assessed gait as the primary outcome. Most studies used the Unified Parkinson disease rating scale UPDRS (part-III) for evaluating motor function and the Berg Balance Scale as primary outcome measure for assessing balance. A total of 24 trials were conducted in clinical settings, and only 1 study was home-based VR trainings. Out of 9 studies on motor function, 6 reported equal improvement of motor function as compared to other groups. In addition, VR groups also revealed superior results in improving static balance among patient with PD.Conclusion:This systemic review found that the use of VR resulted in substantial improvements in balance, gait, and motor skills in patients with PD when compared to traditional physical therapy exercises or in combination with treatments other than physical therapy. Moreover, VR can be used as a supportive method for physical rehabilitation in patients of PD. However, the majority of published studies were of fair and good quality, suggesting a demand for high quality research in this area. 相似文献
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基于计算机认知训练技术作为一种非侵入性的认知训练干预措施,有多种形式及丰富的训练内容,包括计算机辅助认知康复、运动游戏、虚拟现实等技术,受到了治疗师及老年患者的欢迎.目前在部分发达国家和地区已开始应用,并有望在社区中推广应用.研究认为基于计算机认知训练在改善老年认知功能上有一定效果,并在不同的认知领域发挥作用,如执行功... 相似文献
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Samantha E A Gregory Hongfang Wang Klaus Kessler 《Social cognitive and affective neuroscience》2022,17(6):531
In this preregistered study (https://osf.io/s4rm9) we investigated the behavioural and neurological [electroencephalography; alpha (attention) and theta (effort)] effects of dynamic non-predictive social and non-social cues on working memory. In a virtual environment realistic human-avatars dynamically looked to the left or right side of a table. A moving stick served as a non-social control cue. Kitchen items were presented in the valid cued or invalid un-cued location for encoding. Behavioural findings showed a similar influence of the cues on working memory performance. Alpha power changes were equivalent for the cues during cueing and encoding, reflecting similar attentional processing. However, theta power changes revealed different patterns for the cues. Theta power increased more strongly for the non-social cue compared to the social cue during initial cueing. Furthermore, while for the non-social cue there was a significantly larger increase in theta power for valid compared to invalid conditions during encoding, this was reversed for the social cue, with a significantly larger increase in theta power for the invalid compared to valid conditions, indicating differences in the cues’ effects on cognitive effort. Therefore, while social and non-social attention cues impact working memory performance in a similar fashion, the underlying neural mechanisms appear to differ. 相似文献
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目的 建立虚拟组织切片的体视学模型,并以软件系统作为实现手段,模拟虚拟切片过程,为体视学的理论提供一个客观实证工具.方法 以数学手段描述组织切片可能出现的二维形态特征,模拟切片过程,将所得到的数据进行数值分析,与经验公式进行了拟合比较.结果 基于此算法可实现虚拟随机模拟切片,经拟合优度检验数据分布的均匀性检验通过率达94.5%以上.独立性检验通过率达92%以上.且均符合正态性要求.经线性和曲线拟合能够得到与经验公式相一致的体视学参数相关关系.结论 本文所述算法具有可行性,可以反映数值模拟结果的正确性. 相似文献
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Kimberly M. Baker 《Substance use & misuse》2016,51(4):489-497
Background: Previous research on addiction themed reality television shows has focused on the depiction of addiction and treatment and has concluded that these shows reinforce stigma. Existing research has not investigated the depiction of treatment professionals in these series. Objectives: This study fills the gap in existing research by analyzing the representations of treatment professionals in reality television shows, including the ways that the shows are edited, the statements made by treatment professionals, and interactions between treatment professionals and laypersons. Methods: The data for this study was drawn from two popular reality shows Intervention and Celebrity Rehab with Dr. Drew. Using a total of 117 episodes, a qualitative content analysis of the representations of treatment professionals in the two series was conducted. Results: The data reveal the ways that depictions of treatment professionals are carefully controlled compared to those of people with substance use issues. In addition, treatment professionals are granted opportunities to interpret, explain, and diagnose the behaviors and experiences of people with substance use problem. Finally, when confronted with resistance treatment professionals assert their authority and demand compliance with their orders. Conclusions/Importance: In strategically presenting treatment professionals in sharp contrast to people with substance use problems, these portrayals of treatment professionals actually reinforce rather than contradict the stigma of addiction. 相似文献
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