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31.
Adverse outcome pathway Bayesian networks (AOPBNs) are a promising avenue for developing predictive toxicology and risk assessment tools based on adverse outcome pathways (AOPs). Here, we describe a process for developing AOPBNs. AOPBNs use causal networks and Bayesian statistics to integrate evidence across key events. In this article, we use our AOPBN to predict the occurrence of steatosis under different chemical exposures. Since it is an expert-driven model, we use external data (i.e., data not used for modeling) from the literature to validate predictions of the AOPBN model. The AOPBN accurately predicts steatosis for the chemicals from our external data. In addition, we demonstrate how end users can utilize the model to simulate the confidence (based on posterior probability) associated with predicting steatosis. We demonstrate how the network topology impacts predictions across the AOPBN, and how the AOPBN helps us identify the most informative key events that should be monitored for predicting steatosis. We close with a discussion of how the model can be used to predict potential effects of mixtures and how to model susceptible populations (e.g., where a mutation or stressor may change the conditional probability tables in the AOPBN). Using this approach for developing expert AOPBNs will facilitate the prediction of chemical toxicity, facilitate the identification of assay batteries, and greatly improve chemical hazard screening strategies.  相似文献   
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Urban Ecosystems - Anthropocentric defaunation affects critical ecological processes, such as seed dispersal, putting ecosystems and biomes at risk, and leading to habitat impoverishment. Diverse...  相似文献   
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The present study explores the viability of using tablets in assessing early word comprehension by means of a two-alternative forced-choice task. Forty-nine 18–20-month-old Norwegian toddlers performed a touch-based word recognition task, in which they were prompted to identify the labeled target out of two displayed items on a touchscreen tablet. In each trial, the distractor item was either semantically related (e.g., dog–cat) or unrelated (e.g., dog–airplane) to the target. Our results show that toddlers as young as 18 months can engage meaningfully with a tablet-based assessment, with minimal verbal instruction and child–administrator interaction. Toddlers performed better in the semantically unrelated condition than in the related condition, suggesting that their word representations are still semantically coarse at this age. Furthermore, parental reports of comprehension, using the Norwegian version of the MacArthur–Bates Communicative Development Inventories, predicted toddlers’ performance, with parent–child agreement stronger in the semantically unrelated condition, indicating that parents declare a word to be known by their child if it is understood at a coarse representational level. This study provides among the earliest evidence that remote data collection in 18-20 month-old toddlers is viable, as comparable results were observed from both in-laboratory and online administration of the touchscreen recognition task.  相似文献   
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This article discusses the architectural conversion of the historical Gliwice Pre-Burial House into the Museum of Upper Silesian Jews. It describes the former function of the building in the context of the specific history of Upper Silesian Jews, the Haskalah movement, and funeral rites in Judaism. The main part of the paper is devoted to the presentation of the architectural design and the functional division of the planned museum as proposed by the architectural collective that the author is part of. Special attention is given to a discussion of the conceptual framework of the design which tries to reveal the continuity of unformatted architectural memory. The features of proposed design, such as the central installation of The Cloud, merge commemorative aspects with new functions related to hosting public events and historical display. In this way, the design negotiates between remembrance of the Jewish community and the needs of the new inhabitants and users of the space. Thus, the paper contributes to the larger discussion about the adaptation of former Jewish facilities for new public functions.  相似文献   
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Immigration in later life is an extremely stressful life event. When multigenerational families resettle together, elders turn to their adult children for support, while both generations face challenges of integration. Drawing on the framework of intergenerational solidarity-conflict-ambivalence, this qualitative study explores the relationships between elderly, ex-Soviet immigrants and their adult children in Israel. The findings illuminate the declining personal resources and family status of the elders, as well as their main coping strategies. Both generations try to discover a new balance among the old and new cultural expectations, reciprocity, and use of available, formal, geriatric services.  相似文献   
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Public Organization Review - This study investigates the achievement gap and horizontal disparity of schools’ funding by exploring and comparing the differences of funding between extremely...  相似文献   
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Like many gambling games, the exceedingly popular and lucrative smartphone game “Candy Crush” features near-miss outcomes. In slot machines, a near-miss involves getting two of the needed three high-paying symbols on the pay-line (i.e., just missing the big win). In Candy Crush, the game signals when you just miss getting to the next level by one or two moves. Because near-misses in gambling games have consistently been shown to invigorate play despite being frustrating outcomes, the goal of the present study was to examine whether such near-misses trigger increases in player arousal, frustration and urge to continue play in Candy Crush. Sixty avid Candy Crush players were recruited to play the game for 30 min while having their Heart Rate, Skin Conductance Level, subjective arousal, frustration and urge to play recorded for three types of outcomes: wins (where they level up), losses (where they don’t come close to levelling up), and near-misses (where they just miss levelling up). Near-misses were more arousing than losses as indexed by increased heart rate and greater subjective arousal. Near-misses were also subjectively rated as the most frustrating of all outcomes. Most importantly, of any type of outcome, near-misses triggered the most substantial urge to continue play. These findings suggest that near-misses in Candy Crush play a role in player commitment to the game, and may contribute to players playing longer than intended.  相似文献   
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