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171.
This article reviews the recent contributions of Amartya Sen and John McMurtry to theory of international development and
social justice. The author argues that both fail to give an adequate account of the current transformation of collective life
and the provision of collective goods. Without such an analysis, theories of justice are incomplete.
This revised version was published online in July 2006 with corrections to the Cover Date. 相似文献
172.
Suitable normative information on the Iowa Gambling Task (IGT) is not currently available, though it is clear that there is great individual variability in performance on this assessment tool. Given that the task is presumed to measure the emotion-based learning systems that are thought to form the biological basis of 'intuition,' there is some reason to think that education (especially tertiary education) might explicitly de-emphasise the role of emotion-based learning in decision-making. This suggests the paradoxical finding that better-educated participants should show poorer performance on the IGT. We recruited 30 participants (all female, all aged 18-25) to participate in a 'real money' version of the IGT. There was no significant difference in performance in blocks 1-3 of the task (trials 1-60). However, there was a substantial effect of education on the final two blocks (trials 61-100), such that the less-well-educated participants produced twice as much of an improvement over baseline as did their university-educated colleagues. A range of possible explanations for this remarkable finding are discussed. The most likely appears to be that tertiary education specifically discourages the use of emotion-based learning systems in decision-making. These findings bear on the extent to which education has a role to play in our reliance on cognition and emotion in decision-making, including the likely role of education in the generation and maintenance of false beliefs. 相似文献
173.
Some neurological patients with medial frontal lesions exhibit striking confabulations. Most accounts of the cause of confabulations are cognitive, though the literature has produced anecdotal suggestions that confabulations may not be emotionally neutral, having a ('wish-fulfilment') bias that shapes the patient's perception of reality in a more affectively positive direction. The present study reviewed every case (N = 16) of false beliefs about place reported in the neuroscientific literature from 1980 to 2000, with blind raters evaluating the 'pleasantness' of the patient's actual and confabulated locations. In each case the confabulated location was evaluated as more pleasant. This striking finding supports the claim that there may be a systematic affective bias in the false beliefs held by neurological patients with confabulation. 相似文献
174.
The Iowa Gambling Task (IGT) has been widely used in the assessment of neurological patients with frontal lesions. Emphasis has been placed on the complexity of the task (i.e., four decks of varying contingency pattern) with the suggestion that the participant must use emotion-based learning to deal with a complex decision-making process. The present study used a single deck card game (the Bangor Gambling Task, BGT), matched in many respects with the Iowa Gambling Task, in which the contingencies varied over time (gradually becoming worse for the participant) rather than across deck (as in the IGT). Forty participants performed both tasks. Performance on the tasks showed many similarities, with participants showing a comparable pattern of incremental learning on both tasks, reaching an analogous final level of performance. More importantly, there was a high correlation (r(2) = .93) in performance between the two tasks, the most salient feature of which was that virtually every participant who fell below categorisation of impaired IGT performance, also did very poorly on the BGT. These findings bear on the question of whether arguments about the 'complexity' of the Iowa Gambling Task necessarily explain why it appears to require emotion-based learning. The Bangor Gambling Task might also be a useful tool for clinical neuropsychologists, in the assessment of patients with executive dysfunction-given that the task is easier and quicker to administer than the Iowa Gambling Task, but appears to share the same performance features. 相似文献
175.
This article focuses on the kinds of evaluative judgments made when applying DSM-IV-TR diagnostic criteria within the diagnostic interview between clinician and patient. The authors name these kinds of value judgments in diagnosis "normative warrant" because they involve one or more justifications (warrants) for standard-bearing (normative) elements involved in applying diagnostic criteria to actual patients. Seven types of normative warrant judgments are described (Type 1, Semantic-Phenomenal Matching; Type 2, Solicitation Choice; Type 3, Sociocultural Context; Type 4, Performance-Context Matching; Type 5, Deviance Threshold; Type 6, Threshold Characterization; Type 7, Disvalue characterization) and the typology is illustrated by applying it to various DSM-IV-TR personality disorder criteria. A research and clinical understanding of normative warrant may well contribute to the refinement of criteria sets as well as the refinement of the clinical use of criteria sets. 相似文献
176.
Psychologists know a lot about the political and ideological correlates of people scoring high on authoritarianism. However, psychologists have less knowledge about such people's everyday pursuits. In the present study, the authors examined authoritarian interest in film, live events, music, and reading. A predictable pattern of correlates emerged. For example, authoritarians enjoyed activities in which physical conflict was prominent, whereas authoritarians tended not to like entertainment that offered introspection. In general, the present results were consistent across 2 samples (N = 120, N = 90). Although men and women had significantly different preferences on over 0.5 of the leisure pursuits (e.g., men enjoyed action films more than did women), there were no significant gender differences in the magnitudes of correlates with authoritarianism. In general, leisure interests appeared to be partly manifestations or expressions of authoritarian tendencies. 相似文献
177.
Peterson BE 《Journal of personality》2006,74(3):847-870
Generativity scores were assessed in parents and correlated with offspring outcomes. The offspring were participants in a longitudinal study spanning their first and senior years of college. Generativity of parents was positively related to offspring agreeableness and conscientiousness. Parental generativity was also related to offspring scores on future time orientation and positive affect. In addition, generative parents seemed to model their political interests to offspring, and that modeling was related to children's higher scores on generativity and greater interest in politics. Parental generativity was also related to offspring religiosity. Most of these relationships remained significant after controlling for offspring scores on generativity. Generativity of parents appears to be related to successful offspring outcomes. 相似文献
178.
The particular problem of recognition from unusual viewpoints, may well involve a substantial problem-solving component and employ frontal/central executive resources. The present study investigates this question using a dual-task technique. In Experiment 1, the reliability of an unusual views effect was demonstrated. Experiment 2 showed that a central executive secondary task selectively disrupts unusual views recognition. These results are discussed in the context of existing lesion and functional imaging findings. 相似文献
179.
180.
The Iowa Gambling Task has been widely used in the assessment of neurological patients with ventro-mesial frontal lesions. The Iowa Group has claimed that the Gambling Task is too complex for participants to follow using cognition alone, so that participants must rely on emotion-based learning systems (somatic markers). The present study investigates whether similar tasks can be performed without direct somatic markers. In a 'Firefighter' task closely matched to the classic Gambling Task, participants evaluate the performance of others--so that they experience reward and punishment indirectly. In contrast to the gradual improvement in performance seen on the classic Iowa Gambling Task, participants on the Firefighter Task showed no learning effect, mirroring the performance of patients with ventro-mesial frontal lesions, and suggesting that the task is very difficult to perform without direct somatic marker information. The use of this task as empirical measure of 'empathy' are discussed. 相似文献