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91.
Previous research has found that negative‐valence appeals relating to the self (Don't be a cheater) are more effective at reducing unethical behaviour than appeals relating to behaviour (Don't cheat). We aimed to replicate these findings and examine whether positive‐valence appeals relating to the self (Be an honest person) and to behaviour (Answer honestly) could have a similar effect. We ran five experiments with Israeli and U.S. samples, using social interaction and anonymous settings, and different methodologies: Die roll, coin‐flip and number choice. A meta‐analysis of the five experiments revealed a small effect of the self‐appeals relative to the behaviour‐appeals. These findings provide additional support for the theoretical explanation offered in terms of the role of the self in regulating unethical behaviour. However, the effect sizes found in our experiments were smaller than the ones previously reported. We discuss the merit in using self‐appeals to reduce unethical behaviour, the possible advantage of positive‐valence self‐appeals, and the possible moderating role of the setting in which the behaviour takes place: Social interaction versus anonymous settings.  相似文献   
92.
This study investigated the effect of cost–benefit salience on simulated criminal punishment judgments. In two vignette‐based survey experiments, we sought to identify how the salience of decision costs influences laypeople's punishment judgments. In both experiments (N1 = 109; N2 = 398), undergraduate participants made sentencing judgments with and without explicit information about the direct, material costs of incarceration. Using a within‐subjects design, Experiment 1 revealed that increasing the salience of incarceration costs mitigated punishments. However, when costs were not made salient, punishments were no lower than those made when the costs were externalized (i.e., paid by a third party). Experiment 2 showed the same pattern using a between‐subjects design. We conclude that, when laypeople formulate sentencing attitudes without exposure to the costs of the punishment, they are prone to discount those costs, behaving as if punishment is societally cost‐free. However, when cost information is salient, they utilize it, suggesting the operation of a genuine, albeit labile, punishment preference. We discuss the implications of these findings for psychological theories of decision making and for sentencing policy, including the degree of transparency about the relevant costs of incarceration during the decision process.  相似文献   
93.
Visual word recognition studies commonly measure the orthographic similarity of words using Coltheart’s orthographic neighborhood size metric (ON). Although ON reliably predicts behavioral variability in many lexical tasks, its utility is inherently limited by its relatively restrictive definition. In the present article, we introduce a new measure of orthographic similarity generated using a standard computer science metric of string similarity (Levenshtein distance). Unlike ON, the new measure—named orthographic Levenshtein distance 20 (OLD20)—incorporates comparisons between all pairs of words in the lexicon, including words of different lengths. We demonstrate that OLD20 provides significant advantages over ON in predicting both lexical decision and pronunciation performance in three large data sets. Moreover, OLD20 interacts more strongly with word frequency and shows stronger effects of neighborhood frequency than does ON. The discussion section focuses on the implications of these results for models of visual word recognition.  相似文献   
94.
Previous studies have shown that the number of objects we can actively hold in visual working memory is smaller for more complex objects. However, complex objects are not just more complex but are often more similar to other complex objects used as test probes. To separate effects of complexity from effects of similarity, we measured visual memory following a 1-sec delay for complex and simple objects at several levels of memory-to-test similarity. When memory load was one object, memory accuracy for a face (a complex attribute) was similar to a line orientation (a simple attribute) when the face changed in steps of 10% along a morphing continuum and the line changed in steps of 5° in orientation. Performance declined with increasing memory load and increasing memory-to-test similarity. Remarkably, when memory load was three or four objects, face memory was better than orientation memory at similar changed steps. These results held when memory for line orientations was compared with that for inverted faces. We conclude that complex objects do not always exhaust visual memory more quickly than simple objects do.  相似文献   
95.
The distractor-ratio effect refers to the finding that search performance in a conjunctive visual search task depends on the relative frequency of two types or subsets of distractors when the total number of items in a display is fixed. Previously, Shen, Reingold, and Pomplun (2000) examined participants' patterns of eye movements in a distractor-ratio paradigm and demonstrated that on any given trial saccadic endpoints were biased towards the smaller subset of distractors and participants flexibly switched between different subsets across trials. The current study explored the boundary conditions of this tendency to flexibly search through a smaller subset of distractors by examining the influence of several manipulations known to modulate search efficiency, including stimulus discriminability (Experiment 1), within-dimension versus cross-dimension conjunction search and distractor heterogeneity (Experiment 2). The results indicated that the flexibility of visual guidance and saccadic bias exemplified by the distractor-ratio effect is a robust phenomenon that mediates search efficiency by adapting to changes in the relative informativeness of stimulus dimensions and features.  相似文献   
96.
97.
ABSTRACT— In this article, a psychologist and an artificial-intelligence (AI) researcher speculate on the future of social interaction between humans and androids (robots designed to look and act exactly like people). We review the trajectory of currently developing robotics technologies and assess the level of android sophistication likely to be achieved in 50 years time. On the basis of psychological research, we consider obstacles to creating an android indistinguishable from humans. Finally, we discuss the implications of human–android social interaction from the standpoint of current psychological and AI research and speculate on the novel psychological issues likely to arise from such interaction. The science of psychology will face a remarkable new set of challenges in grappling with human–android interaction.  相似文献   
98.
In this study, a model that specified the effects of socioeconomic and psychological resources on physical and mental health was investigated. It was hypothesized that (a) both kinds of resources would affect physical and mental health more strongly in older than in younger adults, and that (b) socioeconomic resources would exert stronger effects in men, whereas psychological resources would exert stronger effects in women. Data were collected in an Israeli national sample. Structural modeling analyses indicated that the model fit the data. A comparison of 4 groups of participants (2 age groups--18-39 and 40-84--and both genders) showed that, for men, the respective effects of socioeconomic and psychological resources on physical and mental health were strong in the older, but not in the younger, group. For women, socioeconomic resources had nonsignificant effects, whereas psychological resources had strong effects on mental health in both age groups; psychological resources also had a moderate effect on physical health in the older group. The results suggest that the contribution of personal resources to health is regulated by the joint impact of age and gender, presumably involving shifting roles and vulnerabilities of men and women across the life span.  相似文献   
99.
The House-Tree-Person test and a verbal test of mental ability, the Basic Word Vocabulary Test, were administered to 23 male and 27 female, university undergraduates and to 27 boys and 38 girls in Grades 3 to 8. The drawings were given three separate and independent scorings by judges who computed intelligence scores according to the House-Person manual; rated them impressionistically on intelligence, using a forced-distribution method; or rated them impressionistically on creativity, using the same forced-distribution method. The three House-Tree-Person measures were highly intercorrelated for all groups of subjects. All three House-Tree-Person scores also correlated positively and significantly with vocabulary test scores for female university students, as did both Impressionistically derived House-Tree-Person scores for grade-school girls. Male students' and boys' vocabulary scores were unrelated to any of the House-Tree-Person scores. Results suggest that competence in graphic expression operates independently of verbal intelligence in males but validity as a nonverbal test of mental ability and that it can be scored efficiently and reliably by using a global, impressionistic method.  相似文献   
100.
BackgroundProlonged drive on inter-urban, monotonous roads has the potential of causing a decrease in the general level of arousal leading to a state of underload and fatigue. This study examines the effectiveness of an interactive cognitive task (ICT) in delaying fatigue symptoms induced by underload conditions. The ICT is an auditory-motor task which is based on the basic principles of a knowledge game known as “Trivia”.MethodTen participants took part in two experimental sessions of 140 min drive in a fixed-base simulator. In a within-subject counterbalanced design one session consisted of driving without ICT and the other included ICT operation. In the ICT session the game was activated after 60 min of driving.ResultsWhen activated, the ICT increased physiological indicators of arousal, increased subjective feelings of alertness, and improved driving performance. The physiological and driving performance measures revealed that the ICT activation had an immediate but localized influence on arousal. Post-drive questionnaires showed that in the ICT condition, the participants’ level of motivation increased and their feelings of sleepiness decreased.ConclusionsEngaging in cognitive tasks can counteract the effects of underload and increases driving safety as long as they are active. However, additional research is necessary to determine the effects of long term use.  相似文献   
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