首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1125篇
  免费   75篇
  2023年   13篇
  2022年   6篇
  2021年   19篇
  2020年   21篇
  2019年   36篇
  2018年   46篇
  2017年   46篇
  2016年   54篇
  2015年   28篇
  2014年   41篇
  2013年   125篇
  2012年   67篇
  2011年   61篇
  2010年   33篇
  2009年   51篇
  2008年   44篇
  2007年   54篇
  2006年   42篇
  2005年   45篇
  2004年   41篇
  2003年   35篇
  2002年   32篇
  2001年   15篇
  2000年   17篇
  1999年   10篇
  1998年   19篇
  1997年   8篇
  1996年   9篇
  1995年   12篇
  1994年   13篇
  1992年   11篇
  1991年   8篇
  1990年   8篇
  1989年   12篇
  1987年   5篇
  1986年   4篇
  1985年   10篇
  1984年   10篇
  1983年   5篇
  1982年   6篇
  1981年   11篇
  1980年   7篇
  1979年   4篇
  1978年   10篇
  1977年   9篇
  1976年   4篇
  1975年   3篇
  1974年   4篇
  1970年   3篇
  1969年   3篇
排序方式: 共有1200条查询结果,搜索用时 15 毫秒
911.
912.
D R Bradley  S T Dumais 《Perception》1984,13(2):155-164
The apparent stratification in depth of subjective contour figures over their backgrounds was investigated as a function of illumination level, figure size, and viewing distance. Magnitude estimation, with a real contour figure serving as the modulus, was used to measure the stratification in depth of a subjective contour figure over its background. Illumination level and retinal size both had significant effects on the depth stratification of the subjective contour figures. The greatest apparent depth differences were obtained for figures of small retinal size under low levels of illumination. These results paralleled previous findings for judgments of subjective contour strength. Consequently, both contour clarity and depth stratification of subjective contour figures are affected in similar ways by illumination level, figure size, and viewing distance. The implications of this response coupling are discussed in terms of current theories of subjective contours.  相似文献   
913.
914.
The Step it UP! Game is an interdependent group reinforcement contingency based on the Good Behavior Game. We evaluated the effects of the Step it UP! Game on the number of steps taken by 3rd-grade students during physical-education (PE) classes at a local public elementary school. We divided the class into 2 teams and awarded a “Step it UP! Champ” badge to the members of the team with the highest mean step totals at the end of each game. We used a reversal design to compare the mean number of steps taken while playing the game and during regular PE classes. Overall, participants took more steps while playing the game than they did during class periods without the game. When given the opportunity to choose playing the Step it UP! Game or having regular PE class during a follow-up session, 16 of 18 participants voted to play the game.  相似文献   
915.
916.
This quantitative synthesis combines results of 59 studies that published psychometrics of the Five Factor Wellness Inventory (5F-Wel; Myers & Sweeney, 2005a, 2005b). Although few studies reported complete statistics, and demographically targeted research studies are needed, this synthesis reflects that the 5F-Wel (also known as the FFWEL; Mind Garden, n.d.) is sound psychometrically for adults: Internal consistency, subsample means, and intrascale correlations are promising, as are correlations with related constructs. Consequently, the 5F-Wel demonstrates utility for clinical use when working with clients on wellness goals.  相似文献   
917.
Abstract

Subjects performed an idiographic, computerised version of the modified Stroop colour-naming task after having undergone a film-induced mood manipulation designed to produce either anxiety, elation, or a neutral mood. The Stroop stimuli were words related either to the subject's positive current concerns (e.g. goals, interests), to the subject's negative current concerns (e.g. personal worries), or to neither. The results indicated that words strongly related to subject's positive as well as to negative current concerns produced significantly more Stroop interference than did words unrelated or weakly related to their current concerns. Although the films strongly influenced the subjects' moods in predicted directions initially, mood changes were largely not maintained throughout the experiment. Thus, it is not surprising that no significant interactions with word type were found. These results indicate that the “emotional Stroop effect” occurs in normal subjects as well as in anxious patients, and occurs with positive as well as with negative material of strong personal relevance.  相似文献   
918.
919.
920.
The present study investigated psychophysiological differences in identified sport fans within the context of the biphasic theory of emotion (P. J. Lang, 1985). Forty participants, grouped into three levels of identification with the local university athletic teams, viewed five pictures from each of two categories (team-relevant sport and team-irrelevant sport). Self-identified sport fans rated team-relevant pictures as more pleasant and arousing compared to team-irrelevant pictures. The P3 component of the event-related potential to an irrelevant startle probe was diminished and heart-rate deceleration was enhanced during team-relevant pictures as a function of fan identification level, suggesting that these pictures evoked a motivated attentional state. Neither probe-P3 nor heart rate differed for team-irrelevant pictures. Lastly, increased positivity for slow cortical potentials was evident for team-relevant compared to team-irrelevant pictures, regardless of fan identification level. These results suggest the utility of psychophysiological measures in the study of sport fans, and for other positive emotions as well.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号