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121.
The present article describes a software program in Visual Basic .NET designed to simulate three slot machines on a computer
screen. This software is described in detail regarding utility, downloading, and usage; and data are presented illustrating
the software’s potential for researchers interested in gambling behavior. A simulation of multiple slot machines such as this
enables researchers to evaluate players’ preferences across various machines. In the highlighted experiment, 18 recreational
slot machine players played the software for extra course credit and a chance at cash prizes. All participants played a version
of the simulation in which every 5th response on average was a win, whereas the remaining trials were a loss. However, on
those loss trials, a varying distribution of almost wins or near misses (i.e., two winning symbols on the payoff line and
the final winning symbol directly above or below the payoff line) were presented in percentages of 15, 30, or 45. While no
preferences across the three options could be predicted on the basis of reinforcement history alone, deviations from equal
choices across the games were noted and appeared to be the result of the presentations of near-miss losing trials. Implications
for a greater understanding of pathological gambling are presented. 相似文献
122.
The present paper provides a task analysis for creating a computerized data system using a Pocket PC and Microsoft Visual Basic. With Visual Basic software and any handheld device running the Windows Moble operating system, this task analysis will allow behavior analysts to program and customize their own functional analysis data-collection system. The program will allow the user to select the type of behavior to be recorded, choose between interval and frequency data collection, and summarize data for graphing and analysis. We also provide suggestions for customizing the data-collection system for idiosyncratic research and clinical needs. 相似文献
123.
The sounds that make up spoken words are heard in a series and must be mapped rapidly onto words in memory because their elements, unlike those of visual words, cannot simultaneously exist or persist in time. Although theories agree that the dynamics of spoken word recognition are important, they differ in how they treat the nature of the competitor set-precisely which words are activated as an auditory word form unfolds in real time. This study used eye tracking to measure the impact over time of word frequency and 2 partially overlapping competitor set definitions: onset density and neighborhood density. Time course measures revealed early and continuous effects of frequency (facilitatory) and on set based similarity (inhibitory). Neighborhood density appears to have early facilitatory effects and late inhibitory effects. The late inhibitory effects are due to differences in the temporal distribution of similarity within neighborhoods. The early facilitatory effects are due to subphonemic cues that inform the listener about word length before the entire word is heard. The results support a new conception of lexical competition neighborhoods in which recognition occurs against a background of activated competitors that changes over time based on fine-grained goodness-of-fit and competition dynamics. 相似文献
124.
125.
Kim E Dixon Francis J Keefe Cindy D Scipio LisaCaitlin M Perri Amy P Abernethy 《Health psychology》2007,26(3):241-250
CONTEXT: The psychosocial impact of arthritis can be profound. There is growing interest in psychosocial interventions for managing pain and disability in arthritis patients. OBJECTIVE: This meta-analysis reports on the efficacy of psychosocial interventions for arthritis pain and disability. DATA SOURCES: Articles evaluating psychosocial interventions for arthritis were identified through Cochrane Controlled Trials, EMBASE, Ovid MEDLINE, and Ovid PsycINFO data sources. STUDY SELECTION: Randomized controlled trials testing the efficacy of psychosocial interventions in arthritis pain management were reviewed. DATA EXTRACTION: Twenty-seven randomized controlled trials were analyzed. Pain intensity was the primary outcome. Secondary outcomes included psychological, physical, and biological functioning. DATA SYNTHESIS: An overall effect size of 0.177 (95% CI=0.256-0.094) indicated that patients receiving psychosocial interventions reported significantly lower pain than patients in control conditions (combined p=.01). Meta-analyses also supported the efficacy of psychosocial interventions for the secondary outcomes. CONCLUSIONS: These findings indicate that psychosocial interventions may have significant effects on pain and other outcomes in arthritis patients. Ample evidence for the additional benefit of such interventions over and above that of standard medical care was found. 相似文献
126.
Teaching foundational perspective‐taking skills to children with autism using the PEAK‐T curriculum: single‐reversal “I–You” deictic frames 下载免费PDF全文
Jordan Belisle Mark R. Dixon Caleb R. Stanley Bridget Munoz Jacob H. Daar 《Journal of applied behavior analysis》2016,49(4):965-969
We taught basic perspective‐taking tasks to 3 children with autism and evaluated their ability to derive mutually entailed single‐reversal deictic relations of those newly established perspective‐taking skills. Furthermore, we examined the possibility of transfers of perspective‐taking function to novel untrained stimuli. The methods were taken from the PEAK‐T training curriculum, and results yielded positive gains for all 3 children to learn basic perspective taking as well as for 2 of the 3 to derive untrained single‐reversal I relations following direct training of single‐reversal You relations. All participants demonstrated a transfer of stimulus function to untrained stimuli after the single‐reversal deictic relations had been mastered. 相似文献
127.
Journal of Behavioral Education - The purpose of the present study was to examine the relationship between the PEAK Direct Training Pre-assessment (PEAK-DT-PA) and the PEAK Generalization... 相似文献
128.
Lisette De Jonge-Hoekstra Ralf F.A. Cox Steffie Van der Steen James A. Dixon 《Cognitive Science》2021,45(6):e12989
Gestures and speech are clearly synchronized in many ways. However, previous studies have shown that the semantic similarity between gestures and speech breaks down as people approach transitions in understanding. Explanations for these gesture–speech mismatches, which focus on gestures and speech expressing different cognitive strategies, have been criticized for disregarding gestures’ and speech's integration and synchronization. In the current study, we applied three different perspectives to investigate gesture–speech synchronization in an easy and a difficult task: temporal alignment, semantic similarity, and complexity matching. Participants engaged in a simple cognitive task and were assigned to either an easy or a difficult condition. We automatically measured pointing gestures, and we coded participant's speech, to determine the temporal alignment and semantic similarity between gestures and speech. Multifractal detrended fluctuation analysis was used to determine the extent of complexity matching between gestures and speech. We found that task difficulty indeed influenced gesture–speech synchronization in all three domains. We thereby extended the phenomenon of gesture–speech mismatches to difficult tasks in general. Furthermore, we investigated how temporal alignment, semantic similarity, and complexity matching were related in each condition, and how they predicted participants’ task performance. Our study illustrates how combining multiple perspectives, originating from different research areas (i.e., coordination dynamics, complexity science, cognitive psychology), provides novel understanding about cognitive concepts in general and about gesture–speech synchronization and task difficulty in particular. 相似文献
129.
130.
A wealth of behavioral data has shown that the visual properties of objects automatically potentiate motor actions linked with them, but how deeply are these affordances embedded in visual processing? In the study reported here, we used electrophysiological measures to examine the time course of affordance resulting from the leftward or rightward orientation of the handles of common objects. Participants were asked to categorize those objects using a left- or right-handed motor response. Lateralized readiness potentials showed rapid motor preparation in the hand congruent with the affordance provided by the object only 100 to 200 ms after stimulus presentation and up to 400 ms before the actual response. Examination of event-related potentials also revealed an effect of handle orientation and response-hand congruency on the visual P1 and N1 components. Both of these results suggest that activity in the early sensory pathways is modulated by the action associations of objects and the intentions of the viewer. 相似文献