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ABSTRACT

Cultural differences in autobiographical memory characteristics and function have often been presumed to be associated with different cultural beliefs related to the self. The current research aimed to investigate whether self-construal mediated the relationship between cultural group and the characteristics and functional use of autobiographical memory. Caucasian Australians (n?=?71) and Malay Malaysians (n?=?50) completed an online questionnaire that included the Self-Defining Memory task, the Thinking About Life Experiences Revised Questionnaire and the Self Construal Scale. As expected, the Australian group provided longer, more autonomously oriented, specific memories than the Malay group. However, contrary to our predictions, self-construal did not mediate the relationships between cultural group and memory characteristics. The Malay group reported more frequently using autobiographical memories for self-continuity than the Australian group. Finally, there was support for an indirect pathway between cultural group and use of autobiographical memories for self-continuity and social-bonding through self-construal (i.e. independent self relative to interdependent self). The findings highlight the importance of explicitly examining values assumed to be associated with autobiographical remembering, and relating these values to memory characteristics and function.  相似文献   
43.
探索能够提高护生共情能力的干预模式,为改善护生的沟通技能提供参考.以杰弗逊共情量表-护生专用版(JSPE NS)为研究工具,采用系统随机抽样方法抽取86名学生作为研究对象,并随机分为干预组和对照组各43名.两组学生均参加正常的人文课程学习,干预组还接受观看视频、小组讨论等.86名学生完成了研究.干预组的共情得分高于对照组(P<0.001),干预组女生的共情得分从干预前107.42提高到119.33,差异具有统计学意义(P<0.001),干预效果对于男生并不明显,差异无统计学意义(P>0.05).男生与女生具有不同的共情特点,女生的干预效果要优于男生.培训课程的学习对提高护生的共情能力具有积极的意义.  相似文献   
44.
The influence of vehicular control on motion sickness has implications for theories of motion sickness etiology. We asked whether motion sickness susceptibility might also be related to the control of non-vehicular locomotion. Participants were exposed to a console video game that featured ambulatory locomotion of a virtual avatar. In a yoked control design, individuals either played the game (players) or watched another participant's recorded game play (viewers). Viewers were more likely than players to report motion sickness. During exposure to the video game players moved more than viewers, and the movement of players was more predictable or self-similar than the movement of viewers. Coupling of movement within player-viewer pairs was greater for pairs in which the viewer later reported motion sickness than for pairs in which both participants stated that they were not motion sick. The results reveal that motion sickness incidence can be influenced by the control of stimulus motion, in general, and is not limited to control of vehicular motion. We discuss implications of these findings for theories of motion sickness etiology.  相似文献   
45.
This paper explores trust of mobile applications based on users' behaviors. It proposes a trust behavior construct through principal component analysis, reliability analysis, and confirmatory factor analysis based on the data collected from a questionnaire survey with more than 1,500 participants. It is indicated that a user's trust behavior is composed of three principal constructs: using behavior, reflection behavior, and correlation behavior. They are further delineated into 12 measurable sub‐constructs and relate to a number of external factors. The data analysis showed that the questionnaire has positive psychometric properties with respect to construct validity and reliability. We also discuss the practical significance and limitations of our work toward usable trust management.  相似文献   
46.
Gambling near‐misses are non‐rewarded events that resemble a winning configuration. Past research using slot machines has shown that moderate rates of near‐misses increase gambling persistence, but the mechanisms supporting this persistence are unclear. One hypothesis is that near‐misses are mistakenly interpreted as signals of skill acquisition, supporting learning and fuelling the ‘illusion of control’. A slot machine simulation was administered to 60 volunteers, with ratings of the perceived chances of winning, pleasure and motivation to play following particular outcomes. Psychophysiological measures (electrodermal activity and heart rate) were taken, and gambling persistence was measured after 30 trials. Near‐misses were similar to full‐miss outcomes in that they were regarded as unpleasant. However, near‐misses were akin to win outcomes in that they increased motivations to play and electrodermal activity. Learning was evidenced by the expectancy of winning increasing following wins and decreasing after losses. Although there was no overall change in expectancy of winning after near‐misses across all participants, those subjects reporting a greater increase in the expectancy of winning following a near‐miss showed more persistent play, consistent with the learning hypothesis. Greater heart rate acceleration following near‐misses was also associated with persistence. We also observed differential effects of near‐misses where the reel stopped either side of the winning position (‘payline’): motivational effects were restricted to near‐misses stopping before the payline, whereas near‐misses that stopped after the payline were primarily aversive. The payline effects are not predicted by the learning hypothesis and may indicate an affective component to near‐misses, possibly linked to counterfactual processing. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
47.
Multiple types of victimization or poly‐victimization (PV) can occur simultaneously during childhood, resulting in outcomes that are detrimental and difficult to reverse. Very few studies have focused on PV in Chinese adolescents. The present study is based on information collected from a stratified cluster sample of 1,561 females and 1,594 males aged 12–18 years living in Shandong Province, China. A self‐administered questionnaire was used to assess background information, the Juvenile Victimization Questionnaire was used to measure the extent of victimization and PV, the Screen for Child Anxiety Related Emotional Disorders was used to measure anxiety levels, and a Depression Self‐rating Scale for Children was used to ascertain depression. A majority of the study sample (66.2%) had experienced at least one form of victimization over the past year. Prevalence of PV was 16.9%, and was significantly higher among males (21.1%) than females (12.5%). Younger ages, one‐child families, and lower socioeconomic status were positively associated with PV. Logistic regression analysis indicated that smoking, alcohol consumption, exposure to pornography, and anxiety‐ and depression‐like symptoms were risk factors of PV. Results of this study highlight the need for further exploration of factors related to the PV of Chinese adolescents.  相似文献   
48.
Meng and Sedgwick (2001, 2002) found that the perceived distance of an object in a stationary scene was determined by the position at which it contacted the ground in the image, or by nested contact relations among intermediate surfaces. Three experiments investigated whether motion parallax would allow observers to determine the distance of a floating object without intermediate contact relations. The displays consisted of one or more computer-generated textured cylinders inserted into a motion picture or still image of an actual 3-D scene. In the motion displays, both the cylinders and the scene translated horizontally. Judged distance for a single cylinder floating above the ground was determined primarily by the location at which the object contacted the ground in the projected image (“optical contact”), but was altered in the direction indicated by motion parallax. When more than one cylinder was present and observers were asked to judge the distance of the top cylinder, judged distance moved closer to that indicated by motion parallax, almost matching that value with three cylinders. These results indicate that judged distance in a dynamic scene is affected both by optical contact and motion parallax, with motion parallax more effective when multiple objects are present.  相似文献   
49.
An important factor in determining perceived scene layout is optical contact between objects and the ground surface (“ground contact”). The relation between ground contact and occlusion was investigated in four experiments with stationary and motion parallax scenes containing a pole that occluded or was occluded by one or more cylinders. Some judgements were inconsistent with occlusion in stationary scenes, but judgements were consistent with occlusion in motion parallax scenes. When the range of object positions consistent with occlusion did not include the positions specified by ground contract or by motion parallax, the ground contact and motion parallax information still had a quantitative effect on the perceived position of the object within the range consistent with occlusion. These results demonstrate a cooperative interaction between ground contact, occlusion, and motion parallax in determining perceived layout in 3-D scenes.  相似文献   
50.
选取大学本科生33名,采用情绪启动范式与再认范式相结合,要求被试依次完成情绪词识记、目标面孔性别判断及情绪词再认任务,探讨保存于工作记忆中的情绪性刺激对面孔性别判断任务的影响。结果显示:(1)在中性和恐惧情绪启动刺激条件下,被试对目标面孔性别判断的反应时要显著长于悲伤条件。(2)在愉悦情绪启动词条件下,线索提示有效性差异显著;在无效线索提示条件下,启动刺激的不同情绪效价差异显著。(3)对情绪面孔性别与被试性别一致性/非一致性两种条件下反应时对比发现,男、女被试在情绪面孔性别判断任务中均表现出异性相吸效应。综上所述,保存在工作记忆中情绪刺激会对面孔性别的识别产生自上而下的影响。  相似文献   
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