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   97篇
  免费   2篇
  99篇
  2024年   1篇
  2020年   4篇
  2018年   1篇
  2017年   4篇
  2016年   3篇
  2015年   1篇
  2014年   2篇
  2013年   8篇
  2012年   3篇
  2011年   11篇
  2010年   2篇
  2009年   5篇
  2008年   6篇
  2007年   5篇
  2006年   5篇
  2005年   9篇
  2004年   3篇
  2003年   5篇
  2002年   7篇
  2001年   1篇
  2000年   2篇
  1999年   3篇
  1998年   1篇
  1995年   1篇
  1994年   1篇
  1989年   1篇
  1986年   1篇
  1970年   1篇
  1968年   2篇
排序方式: 共有99条查询结果,搜索用时 15 毫秒
41.
    
Previous work has proposed that simple geometric shapes, carrying the features present within negative or threatening faces are especially effective at capturing or guiding attention. Here we test this account and provide converging evidence for a threat-based attentional advantage. Experiment 1 found that downward-pointing triangles continue to be detected more efficiently than upward-pointing triangles when: (i) both overall RT and search slope measures are obtained; and (ii) when the set size is varied and the stimuli are presented in random configurations. Experiment 2 tested and ruled out an alternative account of the selection advantage, based on differences between triangle shape consistencies with scene perspective cues. Overall, the data provide converging evidence that simple geometric shapes, which might be particularly important in providing emotional signals in faces, can also attract attention preferentially even when presented outside of a face context.  相似文献   
42.
    
Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games. Directions for future programmatic research on video games are outlined.  相似文献   
43.
The research presented here suggests that effort is used as a heuristic for quality. Participants rating a poem (Experiment 1), a painting (Experiment 2), or a suit of armor (Experiment 3) provided higher ratings of quality, value, and liking for the work the more time and effort they thought it took to produce. Experiment 3 showed that the use of the effort heuristic, as with all heuristics, is moderated by ambiguity: Participants were more influenced by effort when the quality of the object being evaluated was difficult to ascertain. Discussion centers on the implications of the effort heuristic for everyday judgment and decision-making.  相似文献   
44.
Spirituality is important to holistic health, yet little is known about its impact on young people with HIV. To address this knowledge deficit, a grounded theory study used semi-structured interviews of 20 Christian-identified adolescent and emerging adult gay males and one perinatally infected male. This study revealed that, to cope with HIV health issues, participants used a process of reconnecting with their spirituality. In order to successfully reconnect with their spirituality, study participants reported a need to re-embrace and re-engage in spiritual practices, hold onto hope, believe they are normal, and commit to beliefs and practices despite rejection from the church.  相似文献   
45.
This paper explores the complex institutional processes that comprise the global governance of cyberinfrastructure and examines the impact of these elite regime formation processes on developing countries and transnational civil society organizations. Based on a concurrent, mixed-methods study of the United Nations-sponsored World Summit on the Information Society (WSIS), we find that policy-actors from developing countries and civil society organizations have been less effective than other actors in influencing these processes. Finally, we recommend future research on the use of ICTs to strengthen the effective participation of developing countries and transnational civil society organizations in these processes. He directs the Collaboratory on Technology Enhanced Learning Communities 〈www.cotelco.net〉 and holds a Ph.D. in political science from Howard University. This study is part of a larger research program called From Pawns to Partners, supported by grants from the University of Michigan, W.K. Kellogg Foundation, Microsoft Research, and Hewlett-Packard. The author would like to thank the graduate students working in Cotelco, as well as helpful colleagues Deborah Robinson, James Jackson, Michael Traugott, Alford Young, and Michael Kennedy. An earlier version of this paper was presented at the 2004 ISA conference.  相似文献   
46.
Speeded enumeration of visual stimuli typically produces a bilinear function, with a shallow subitizing rate (<100 ms/item) up to 3-4 items (subitizing span) and a steeper counting rate (~300 ms/item) thereafter. FINST theory (L. M. Trick & Z. W. Pylyshyn, 1993, 1994) suggests that subitizing of targets is possible in the presence of distractors if attention is not required for target detection, but this has not been tested in children. The present study explored enumeration without distractors (Os alone) and with distractors (Os among Xs) in 35 children aged 6-11 years and 17 adults. Subitizing span increased significantly from childhood to adulthood, and counting rate increased significantly with age. Bilinear functions were significantly better than linear fits to the data for most children and adults both without distractors (97% and 100%, respectively) and with distractors (89% and 94%), consistent with their efficient visual search for a single O among multiple Xs. These findings are discussed in comparison with those from new modeling of earlier enumeration data from young and older adults, revealing striking asymmetries in subitizing with distractors between development and aging.  相似文献   
47.
Providing participants with a preview of half the distractors in a visual search task facilitates performance. The present study examined the effects of secondary tasks on the preview benefit in search. Participants had to attend to a visual or an auditory stream of digits that began either (a) at the onset of the preview or (b) after the preview. Secondary tasks that onset with the preview disrupted the preview benefit irrespective of their modality. Only visual secondary tasks disrupted the benefit in the delayed condition. These selective interference effects suggest that the preview benefit can be fractionated into 2 components: an initialization component that involves modality-independent resources and a maintenance component that depends on visual resources. Results are discussed in relation to theoretical accounts of the preview benefit in search.  相似文献   
48.
    
Art historians have often discussed Andy Warhol's Factory as a unique creative space in 1960s Manhattan. Similarly, scholars of dance and performance have provided valuable insight into the vanguard activities associated with the Judson Dance Theater located near Union Square. Few studies take time to compare these two places and consider their relationships to one another. This article looks at Warhol's Silver Factory and the performances that took place at Judson Memorial Church more or less simultaneously with a goal of identifying overlapping actors and establishing shared concerns and a sense of radical inclusivity that existed at both sites.  相似文献   
49.
    
The widespread occurrence of disasters in recent times has largely been attributed to climate change, with its long-term consequences on the welfare and mental well-being of individuals and communities. Increasingly, studies indicate that victims of disasters may experience a range of mental health issues, with post-traumatic stress disorder (PTSD) and major depressive disorder ranking as the most common. Low- and middle-income countries (LMICs) face unique challenges in providing proper rehabilitation and adequate mental health services after a disaster, due to poverty, lack of educational opportunities, lack of awareness and knowledge of disaster, and lack of resources and infrastructure. Despite these challenges, some LMICs have made efforts to address mental health needs in the aftermath of disasters. However, they are faced with the challenge of implementing formalised mental health support programmes. Moreover, immediate mental health support should be provided to victims of disasters to ameliorate the psychopathologies that may develop afterwards. The current approach of providing mostly physical and social relief neglects the psychosocial implications of disasters on victims. The biopsychosocial model of health, which is being advocated for, suggests that treatment should encompass all aspects of an individual's life, and thus, a team of mental health workers can provide holistic interventions to aid victims in their recovery process by making efforts to involve them in the emergency response teams usually employed during disasters.  相似文献   
50.
Intimate relationship functioning depends upon the ability to accommodate one's partner and to inhibit retaliatory and aggressive impulses when disagreements arise. However, accommodation and inhibition may be difficult when self-control strength is weak or depleted by prior exertion of self-control. The present study considered whether state self-control depletion prospectively predicts male and female self-reports of anger with partner and arguing with partner. Consistent with the I3 Model (Finkel, 2014, Adv Exp Soc Psychol, 49, 1–104), we also considered whether the association between elevated anger and arguing (i.e., instigation) and partner aggression was stronger when state self-control (i.e., inhibition) was depleted or among people high in negative urgency. In this ecological momentary assessment (EMA) study, heavy drinking married and cohabiting heterosexual couples (N = 191) responded to three randomly signaled reports each day for 30 days. Depletion predicted anger and arguing with partners both cross-sectionally and prospectively for men and women. However, after controlling for prior levels of anger and arguing, these effects were diminished, and supplemental analyses revealed that anger and arguing with partner predicted subsequent depletion. Anger and arguing were strongly associated with concurrent reports of partner aggression perpetration and victimization (verbal and/or physical). However, neither state self-control depletion nor negative urgency moderated these effects. Overall, results suggest a modest impact of depletion on daily couple functioning as well as a potential cyclical effect of arguing on depletion.  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