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11.
Space and sight     
Smith  AD 《Mind》2000,109(435):481-518
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In a market entry game, the number of entrants usually approaches game-theoretic equilibrium quickly, but in real-world markets business start-ups typically exceed market capacity, resulting in chronically high failure rates and suboptimal industry profits. Excessive entry has been attributed to overconfidence arising when expected payoffs depend partly on skill. In an experimental test of this hypothesis, 96 participants played 24 rounds of a market entry game, with expected payoffs dependent partly on skill on half the rounds, after their confidence was manipulated and measured. The results provide direct support for the hypothesis that high levels of confidence are largely responsible for excessive entry, and they suggest that absolute confidence, independent of interpersonal comparison, rather than confidence about one's abilities relative to others, drives excessive entry decisions when skill is involved.  相似文献   
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This study investigates the role that youth-level factors play in predicting help-seeking intentions in a nationally representative sample. Eleven help-seeking intentions were examined separately by target conditions (ADHD and depression), gender, race/ethnicity, and self-reported diagnosed/non-diagnosed in respect to the target conditions, and interaction effects were tested. Using factor analysis, a traditional help-seeking scale was created, which captured four help-seeking items, and predictive power of youth-level factors in accounting for traditional help-seeking was tested. Study findings provide practitioners and researchers with fresh evidence on what youth-level factors are associated with which help-seeking intentions, and illustrate the challenges involved in better understanding the complexity of the help-seeking process among youth in the context of ADHD/Depression. With increased understanding of youth’s perceptions and the complexity of their help-seeking behavior, community-based efforts to develop effective strategies that support active help-seeking behavior and eliminate barriers to appropriate care can have a greater likelihood of success.  相似文献   
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We examined how action goals influence the distribution of visuospatial attention near the body (Experiment 1) and how the temporal relationship between distractors and targets modifies shifts in visuospatial attention (Experiment 2). Targets were light emitting diodes (LEDs) in the left and right hemispace of a visual display. Following left or right target illumination, participants reached to point-to or grasp target object in blocked trials. Coincident with target onset, a distractor LED illuminated in the same or opposite hemispace between the initiation point and target, or no distractor appeared. In Experiment 1, during grasping there was a larger temporal interference effect (slower reach initiation) than with pointing. When grasping versus pointing, participants deviated more towards same-side distractors and away from opposite-side distractors. In Experiment 2, distractors onset 200ms prior to (?200-ms), coincident with (0 ms), or 200ms following (+200 ms) the target. For both reach types, ?200-ms distractors had greater onset temporal interference than 0 ms and +200-ms distractors. For grasping, +200 ms distractors had larger temporal interference than 0 ms distractors. For ?200-ms, reach trajectories deviated more towards opposite-side distractors and away from same-side distractors, the reverse of the pattern for 0 ms and +200-ms distractors.  相似文献   
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In individual choices between alternatives x and y, the availability of a third alternative z, judged inferior to x but not to y, tends to increase preferences for x. Two experiments investigated corresponding strategic asymmetric dominance effects in games. In Experiment 1, 72 players chose strategies in six symmetric 3 × 3 games, each having one strategy dominating just one other, or in reduced 2 × 2 games constructed by deleting the dominated strategies. Asymmetrically dominated strategies, even when unavailable (phantom decoy), increased choices of the strategies that dominated them and bolstered decision confidence. In Experiment 2, 81 participants played 12 similar but asymmetric games with or without dominated strategies, and similar asymmetric dominance, phantom decoy, and confidence effects were found.  相似文献   
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The aim of this investigation was to gauge the comparative research performance of university departments of psychology in Britain. The performance indicator was the number of publications per departmental staff member in the journals of the British Psychological Society (BPS) during the seven-year period 1983–1989. The contents of these journals were thoroughly searched, and articles written by members of university psychology departments in Britain were counted. The number of publications of each psychology department was divided by the size of the department in the corresponding year and the resulting annual figures were summed to determine the number of publications in BPS journals per departmental staff member over the seven-year period. These research performance figures correlated significantly with an earlier measure of departmental research performance based on publications in the seven European psychological journals with the highest citations per published article and with recent performance indicators based on other criteria  相似文献   
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