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91.
Attentional biases for sadness are integral to cognitive theories of depression, but do not emerge under all conditions. Some researchers have argued that depression is associated with delayed withdrawal from, but not facilitated initial allocation of attention toward, sadness. We compared two types of withdrawal processes in clinically depressed and non-depressed individuals: (1) withdrawal requiring overt eye movements during visual search; and (2) covert disengagement of attention in a modified cueing paradigm. We also examined initial allocation of attention towards emotion on the visual search task, allowing comparison of withdrawal and facilitation processes. As predicted, we found no evidence of facilitated attention towards sadness in depressed individuals. However, we also found no evidence of depression-linked differences in withdrawal of attention from sadness on either task, offering no support for the theory that depression is associated with withdrawal rather than initial facilitation of attention.  相似文献   
92.
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   
93.
Virtual reality (VR) technology is increasingly used in spatial cognition research, as it offers high experimental control and interactivity in naturalistic multi-modal environments, something that is difficult to achieve in real-world settings. Even in the most sophisticated and costly VR systems, people do not necessarily perceive and behave as they would in the real world. This might be related to our inability to use embodied (and thus often highly automated and effective) spatial orientation processes in VR. While real-world locomotion affords automatic and obligatory spatial updating of our self-to-surrounding relationships, such that we easily remain oriented during simple perspective changes, the same is not necessarily true in VR. This can lead to striking systematic and qualitative errors such as failures to update rotations ("Nonturner" behavior). Here, we investigated whether rich naturalistic visual stimuli in immersive VR might be sufficient to compensate for the lack of physical motion. To this end, 24 participants performed point-to-origin tasks after visually simulated excursions along streets of varying curvature in a naturalistic virtual city. Most (21/24) participants properly updated simulated self-motions and showed only moderate regression toward mean pointing responses. 3/24 participants, however, exhibited striking "Nonturner" behavior in that they pointed as if they did not update the visually simulated turns and their heading had not changed. This suggests that our immersive naturalistic VR stimuli were an improvement over prior optic flow stimuli, but still insufficient in eliciting obligatory spatial updating that supported correct point-to-origin responses in all participants.  相似文献   
94.
Theistic and spiritually based beliefs and behaviors have been demonstrated to consistently predict physical and mental health, although the psychological processes underlying these relationships are unclear. This study investigated associative relationships and pathways of mediation between religious functioning, locus of control (LOC) and health. The sample consisted of 122 Christians (79 women, 43 men) who were predominately Catholic, ranging in age from 18 to 80 (M = 45.47, SD = 15.0). Participants were recruited from churches in the Western suburbs of Melbourne, Australia, and completed a questionnaire package measuring (1) psychological and physical health, (2) the religious variables of awareness of God, instability and impression management, and (3) God, internal and external LOC domains. Results indicated that awareness of God and internal LOC were associated with better health, whereas external LOC and instability were associated with poorer health. God LOC and impression management were not significantly associated with health. Sobel tests were used to analyse mediation hypotheses. Internal LOC was found to mediate the relationship between awareness of God and better psychological health, and external LOC was found to mediate the relationship between instability and poorer psychological health. These findings are of considerable clinical significance.  相似文献   
95.
The ability to attribute mental states to others is crucial for social competency. To assess mentalizing abilities, in false-belief tasks participants attempt to identify an actor's belief about an object's location as opposed to the object's actual location. Passing this test on explicit measures is typically achieved by 4 years of age, but recent eye movement studies reveal registration of others' beliefs by 7 to 15 months. Consequently, a 2-path mentalizing system has been proposed, consisting of a late developing, cognitively demanding component and an early developing, implicit/automatic component. To date, investigations on the implicit system have been based on single-trial experiments only or have not examined how it operates across time. In addition, no study has examined the extent to which participants are conscious of the belief states of others during these tasks. Thus, the existence of a distinct implicit mentalizing system is yet to be demonstrated definitively. Here we show that adults engaged in a primary unrelated task display eye movement patterns consistent with mental state attributions across a sustained temporal period. Debriefing supported the hypothesis that this mentalizing was implicit. It appears there indeed exists a distinct implicit mental state attribution system.  相似文献   
96.
Interactive display systems give users flexibility to tailor their visual displays to different tasks and situations. However, in order for such flexibility to be beneficial, users need to understand how to tailor displays to different tasks (to possess "metarepresentational competence"). Recent research suggests that people may desire more complex and realistic displays than are most effective (Smallman & St. John, 2005). In Experiment 1, undergraduate students were tested on a comprehension task with geospatial displays (weather maps) that varied in the number of extraneous variables displayed. Their metacognitive judgments about the relative effectiveness of the displays were also solicited. Extraneous variables slowed response time and increased errors, but participants favored complex maps that looked more realistic about one third of the time. In Experiment 2, the eye fixations of undergraduate students were monitored as they performed the comprehension task. Complex maps that looked more realistic led to more eye fixations on both task-relevant and task-irrelevant regions of the displays. Experiment 3 compared performance of experienced meteorologists and undergraduate students on the comprehension and metacognitive tasks. Meteorologists were as likely as undergraduate students to prefer geographically complex (realistic) displays and more likely than undergraduates to opt for displays that added extraneous weather variables. However, meteorologists were also slower and less accurate with complex than with simple displays. This work highlights the importance of empirically testing principles of visual display design and suggests some limits to metarepresentational competence.  相似文献   
97.
Systematic monitoring of individual therapy progress, coupled with feedback to the therapist, reliably enhances therapy outcome by alerting therapists to individual clients who are off track to benefit by the end of therapy. The current paper reviews the possibility of using similar systematic monitoring and feedback of therapy progress as a means to enhance couple therapy outcome, including what measures of therapy progress are most likely to be useful, how to structure feedback to be most useful to therapists, and the likely mediators of the effects of therapy progress feedback. One implicit assumption of therapy progress feedback is that clients unlikely to benefit from therapy can be detected early enough in the course of therapy for corrective action to be taken. As a test of this assumption, midtherapy progress was examined as a predictor of final couple therapy outcome in a sample of 134 distressed couples. Either a brief 7- or 32-item assessment of couple therapy progress at midtherapy detected a substantial proportion (46%) of couples who failed to benefit by the end of therapy. Given that failure to benefit from couple therapy is somewhat predictable across the course of therapy, future research should test whether systematic monitoring and feedback of progress could enhance therapy outcome.  相似文献   
98.
This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.  相似文献   
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