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991.
992.
We investigated the practice-effects on motor skill transfer and the associated representational memory changes that occur during the within-practice and between-practice phases. In two experiments, participants produced extension–flexion movements with their dominant right arm for a limited or prolonged practice session arranged in either a single- or multi-session format. We tested the ability of participants to transfer the original pattern (extrinsic transformation) or the mirrored one (intrinsic transformation) to the non-dominant left arm, 10?min and 24?h after the practice sessions. Results showed that practice induces rapid motor skill improvements that are non-transferable irrespective of the amount of acquisition trials. Furthermore, the extrinsic component of the skill develops early and remains the dominant coding system during practice. Conversely, we found distinct between-practice memory changes: a limited practice induces an off-line development of the extrinsic component, whereas a prolonged practice session subserves the off-line development of the intrinsic component (Experiment 2). We provided further evidence that the long-term representation of the motor skill also depends on the nature of the practice session itself: the parsing of practice into multiple sessions narrows the effector-transfer capacities in comparison to a single session (Experiment 1). These findings yield theoretical and practical implications that are discussed in the context of recent motor skill learning models.  相似文献   
993.
Recent evidence indicates that humans can precisely predict the outcome of occluded actions. It has been suggested that these predictions arise from a mental simulation which might run in real-time. The present experiments aimed to specify the time course of this simulation process. Participants watched transiently occluded point-light actions and the temporal outcome after occlusion was manipulated. Participants were instructed to judge the temporal coherence of the action after a short (Experiment 1) and a long occlusion period (Experiment 2). Both experiments revealed a comparable negative point of subjective equality (PSE), indicating that action simulation took constantly longer than the observed action itself. Such a temporal error was not present when inverted actions were used, (Experiment 3) ruling out a pure visually driven effect. The results suggest that the temporal error is due to costs arising from a switch from action perception to an internal simulation process involving motor representations.  相似文献   
994.
The action abilities of an individual observer modulate his or her perception of spatial properties of the environment and of objects. The present study investigated how joint action abilities shape perception. Four experiments examined how the intention to lift an object with another individual affects perceived weight. In Experiments 1, 2a, and 2b, participants judged the perceived weight of boxes while expecting to lift them either alone or with a co-actor. In Experiment 3, the co-actor was healthy or injured. Participants intending to lift a box with a co-actor perceived the box as lighter than participants intending to lift the same box alone, provided that the co-actor appeared healthy and therefore capable of helping. These findings suggest that anticipated effort modulates the perception of object properties in the context of joint action. We discuss implications for the role of action prediction and action simulation processes in social interaction.  相似文献   
995.
Under anxiety, people sometimes perform poorly. This concerns cognitive performance (e.g., taking an important exam) as well as perceptual-motor performance (e.g., picking up a cup from a table). There is still much debate about how anxiety affects perceptual-motor performance. In the current paper we review the experimental literature on anxiety and perceptual-motor performance, thereby focusing on how anxiety affects the perception, selection, and realization of action possibilities. Based on this review we discuss the merits of two opposing theoretical explanations and build on existing frameworks of anxiety and cognitive performance to develop an integrated model that explains the various ways in which anxiety may specifically affect perceptual-motor performance. This model distinguishes between positive and negative effects of anxiety and, moving beyond previous approaches, recognizes three operational levels (i.e., attentional, interpretational, and behavioral) at which anxiety may affect different aspects of goal-directed action. Finally, predictions are formulated and directions for future research suggested.  相似文献   
996.
The influence of movement kinematics on the accuracy of predicting the time course of another individual's actions was studied. A human point-light shape was animated with human movement (natural condition) and with artificial movement that was more uniform regarding velocity profiles and trajectories (artificial condition). During brief occlusions, the participants predicted the actions in order to judge after occlusion whether the actions were continued coherently in time or shifted to an earlier or later frame. Error rates and reaction times were increased in the artificial compared to the natural condition. The findings suggest a perceptual advantage for movement with a human velocity profile, corresponding to the notion of a close interaction between observed and executed movement. The results are discussed in the framework of the simulation account and alternative interpretations are provided on the basis of correlations between the velocity profiles of natural and artificial movements with prediction performance.  相似文献   
997.
998.
Accessory stimuli (AS) are task-irrelevant events (typically an auditory tone) that speed reaction time (RT). With two conditions (AS-present, AS-absent) it is unclear whether AS-presence causes benefits or AS-absence causes costs, possibly due to the expectancy violations. The current study added a third condition where AS were absent in blocks and not expected (pure blocks); in other blocks, AS occurred with a probability of 0.5 (mixed blocks), allowing cost-benefit analysis comparing AS-absent RTs in pure and mixed blocks. Results demonstrated RTs were slower when AS were absent, regardless of whether the absence occurred in a mixed block or a pure block, suggesting AS do provide a benefit to RT. Additionally, AS-facilitation across the RT distribution was analysed using cumulative distribution frequencies and ex-Gaussian parameter estimation. Both provided converging evidence that AS-facilitation increases towards the slower end of the RT distribution. The implications for the utility of AS paradigms are discussed.  相似文献   
999.
Research shows poor decision making in adolescents who self-harm and a positive correlation between decision-making abilities and duration since last self-harm episode. This exploratory study investigated whether decision making in self-harming adolescents could be improved through treatment with a novel cognitive behavior therapy (CBT). It also investigated whether improvement in decision making following treatment was linked to self-harm cessation. Adolescent self-harmers receiving CBT (n = 24) or no treatment (n = 9) and healthy controls (n = 22) were longitudinally compared on the Iowa gambling task (IGT). Significant IGT improvements were only observed for adolescents who self-harm following CBT. CBT may benefit adolescent self-harmers and generate decision-making improvements.  相似文献   
1000.
Theory-of-mind (ToM) involves modeling an individual's mental states to plan one's action and to anticipate others' actions through recursive reasoning that may be myopic (with limited recursion) or predictive (with full recursion). ToM recursion was examined using a series of two-player, sequential-move matrix games with a maximum of three steps. Participants were assigned the role of Player I, controlling the initial and the last step, or of Player II, controlling the second step. Appropriate for the assigned role, participants either anticipated or planned Player II's strategy at the second step, and then determined Player I's optimal strategy at the first step. Participants more readily used predictive reasoning as Player II (i.e., planning one's own move) than as Player I (i.e., anticipating an opponent's move), although they did not differ when translating reasoning outcome about the second step to optimal action in the first step. Perspective-taking influenced likelihood of predictive reasoning, but it did not affect the rate at which participants acquired it during the experimental block. We conclude that the depth of ToM recursion (related to perspective-taking mechanisms) and rational application of belief-desire to action (instrumental rationality) constitute separate cognitive processes in ToM reasoning.  相似文献   
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