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31.
A large body of empirical research now shows that people are surprisingly poor at detecting significant changes in visually presented scenes. This phenomenon is known aschange blindness in vision. A similar phenomenon occurs in audition, but to date no such effect has been documented in touch. In the present study, we explored the ability of people to detect changes introduced between two consecutively presented vibrotactile patterns presented over the body surface. The patterns consisted of two or three vibrotactile stimuli presented for 200 msec. The position of one of the vibrotactile stimuli composing the display was repeatedly changed (alternating between two different positions) on 50% of the trials, but the same pattern was presented repeatedly on the remaining trials. Three conditions were investigated: No interval between the patterns, an empty interval between the patterns, and a masked interval between the patterns. Change detection was near perfect in the no-interval block. Performance deteriorated somewhat in the empty-interval block, but by far the worst change detection performance occurred in the masked-interval block. These results demonstrate that “change blindness” can also affect tactile perception.  相似文献   
32.
The priority heuristic: making choices without trade-offs   总被引:9,自引:0,他引:9  
Bernoulli's framework of expected utility serves as a model for various psychological processes, including motivation, moral sense, attitudes, and decision making. To account for evidence at variance with expected utility, the authors generalize the framework of fast and frugal heuristics from inferences to preferences. The priority heuristic predicts (a) the Allais paradox, (b) risk aversion for gains if probabilities are high, (c) risk seeking for gains if probabilities are low (e.g., lottery tickets), (d) risk aversion for losses if probabilities are low (e.g., buying insurance), (e) risk seeking for losses if probabilities are high, (f) the certainty effect, (g) the possibility effect, and (h) intransitivities. The authors test how accurately the heuristic predicts people's choices, compared with previously proposed heuristics and 3 modifications of expected utility theory: security-potential/aspiration theory, transfer-of-attention-exchange model, and cumulative prospect theory.  相似文献   
33.
In 3 experiments, participants saw lists of 16 words for free recall with or without a 6-digit immediate serial recall (ISR) task after each word. Free recall was performed under standard visual silent and spoken-aloud conditions (Experiment 1), overt rehearsal conditions (Experiment 2), and fixed rehearsal conditions (Experiment 3). The authors found that in each experiment, there was no effect of ISR on the magnitude of the recency effect, but interleaved ISR disrupted free recall of those words that would otherwise be rehearsed. The authors conclude that ISR and recency cannot both be outputs from a unitary limited-capacity short-term memory store and discuss the possibility that the process of rehearsal may be common to both tasks.  相似文献   
34.
This research is an investigation of the hedonic intensities of elation and disappointment following the outcomes of risky gambles using two principles: disappointment aversion and the principle of limited emotion processing. Disappointment aversion implies a stronger impact of disappointment compared with elation; the principle of limited emotion processing predicts a smaller impact of elation if it occurs with a real gain, and a smaller impact of disappointment if it occurs with a real loss. Both principles support each other in the gain domain but operate against each other in the loss domain. It was predicted that disappointment would outweigh elation in the gain domain. For the loss domain, this question was left open to empirical scrutiny. Participants were provided with hypothetical gambles and were required to imagine having won, not won, lost, or not lost, money. Results supported the prediction for the gain domain; mixed results emerged for the loss domain. The model adds to the understanding of the cognitive and emotional processes following the outcomes of risky events.  相似文献   
35.
This brief report presents an experiment testing the effect of immersion on emotional responses and cognitive genre categorisation of film viewers. Immersion of a film presentation was varied by presenting an animated movie either in a 3D-viewing condition (low immersive condition) or in a CAVE condition (high immersive condition, comparable to virtual reality experience). Viewers rated their emotions and categorised the movies into four basic film genres (action, drama, comedy, and non-fiction). Two distinct types of emotion were measured: Fictional World emotions (e.g., sadness) in response to the presented fictional events and Artefact emotions in response to the film as an artefact (e.g., fascination). Results showed that stronger immersion led to more intense emotions but did not influence genre categorisation. In line with expectations, both types of emotional response were intensified by high immersion. The results are explained by suggesting that highly immersive cinema has its impact on a basic dimension of emotion, namely arousal that underlies both types of emotions.  相似文献   
36.
In this article, we tested two concepts of decision making: expected utility theory and heuristic choice. In Experiment 1, we applied think‐aloud protocols to investigate violations of expected utility theory. In Experiments 2 to 4, we introduced a new process‐tracing method—called predict‐aloud protocols—that has advantages over previously suggested research methods. Results show the following: (i) people examine information between rather than within gambles; (ii) the priority heuristic emerges as the most frequently used strategy when problems are difficult; and (iii) people check for similarity when problems are easy. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
37.
This research explores when and how tailoring messages to attitudinal bases backfires. Study 1 demonstrated that for attitudes (toward education subsidies) that were based more on beliefs than emotions, recipients whose initial attitudes were incongruent with the message position (i.e., message opponents) showed mismatching effects, such that the affective message was more persuasive than the cognitive message. Study 2 replicated these mismatching effects among message opponents for attitudes (toward a rival university) that were primarily affective. Study 3 controlled for effects of initial attitude certainty and replicated the mismatching effects of Study 2 for affective attitudes toward an increase in tuition. Finally, Study 4 suggested a potential mechanism for mismatching effects, revealing that for attitudes (toward an online course management system) that were based more on beliefs than emotions, message opponents counter‐argued with the cognitive appeal more intensely than the affective appeal. Contrary to the notion in the extant literature that mismatching effects are relatively rare compared with matching effects, the current research suggests that mismatching effects occur for both primarily affective and cognitive attitudes when the recipient is highly opposed to the message position. The present findings also demonstrate the utility of examining attitudinal bases at the object level in the context of message tailoring. Implications for message tailoring and for affective versus cognitive attitudes are discussed. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
38.
Abstract

Superconducting and mechanical properties of Y1 Ba2Cu3 O7 can be improved by the use of sintering aids. 0·2 wt% of finely divided laser-ablated platinum powder has been mixed with the parent material and produced a dense product with exaggerated grain growth and improved critical current density and Vickers hardness. At higher concentrations of platinum, while the mechanical properties are further improved, the increased density appeared to inhibit access of oxygen for the tetragonal to orthorhombic phase transition and the current density was reduced.  相似文献   
39.
Research has shown a tendency of decision makers to overweight small probabilities and to underweight moderate and large probabilities. In standard treatments this is graphically modeled by an inverse S‐shaped probability weighting function. We suggest that emotions play a significant role in the shaping of the probability weighting function. In particular, the weighting function is proposed to be some function of objective probability, expected elation, and expected disappointment. The overweighting of small probabilities results from the anticipated elation after having won, given that winning was very unlikely. The underweighting of large probabilities results from anticipated disappointment after having failed to win, given that winning was very likely. Hence, probability is assumed to influence utility. Three experiments investigate these hypotheses. Experiments 1 and 2 show that a convex function relates probability to surprise. Experiment 3 elicits choice data and further supports the proposed hypotheses. The model adds to the understanding of the cognitive and emotional processes underlying the shape of the probability weighting function. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   
40.
政府信用与政府自觉   总被引:7,自引:0,他引:7  
政府信用是社会信用的基础和源头,政府信用是社会信用体系建设的关键,因此,政府信用的提高对于提升个人信用和企业信用具有十分重要的意义。政府信用失范是政府信用缺失、信用贫困、信用滥用、信用危机的统称,政府信用失范将会造成政府失效乃至政府失败。在目前政府主导形态下,政府信用的提高和信用危机的克服主要依赖于政府的行为自主性——政府自觉。  相似文献   
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