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Feeling lonely motivates people to reconnect with others, but it can also trigger a vicious cycle of cognitions and behaviours that reinforces their loneliness. In this study, we examined the behavioural consequences of loneliness in a virtual social environment. A total of 176 participants navigated a character (protagonist) through a two-dimensional browser game and rated the character's loneliness multiple times during the game. In the first part of the game, another character is introduced as the protagonist's spouse. At one point, the spouse leaves for an undetermined period of time but later returns. Immediately before this separation, higher ascribed loneliness of the protagonist was associated with more frequent interactions with the spouse. After the reunion, however, higher ascribed loneliness was associated with less frequent interactions with the spouse. Ascribed loneliness was not significantly related to the frequency of interactions with others nor to the frequency of solitary activities. These patterns held after controlling for ascribed positive affect. Participants' levels of loneliness were related to the level of ascribed loneliness only when the spouse was present but not when the spouse was absent. In sum, these findings suggest that the conditions that trigger the vicious cycle of loneliness are person- and situation-specific.  相似文献   
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ABSTRACT

Completing a representational momentum (RM) task, participants viewed animations of a human cartoon or a robot figure with three levels of awkwardness in the walk and indicated if the final posture was identical to the final frame of the animation. Animations were shown forward and backward, and the level of awkwardness influenced the extent of RM (Experiment 1: N?=?30). Positive distortions decreased with increased awkwardness for forward actions. Negative distortions for the backward animations meant either participants were falling behind the depicted action, or that continuing familiar actions forward is a stronger bias than continuing presented (backward) actions. Following a single posture (Experiment 2: N?=?19), positive distortions were observed, but no pattern regarding awkwardness. A single posture is sufficient to elicit forward distortions, but the awkwardness effect requires viewing the action.  相似文献   
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Abstract

Goal orientation is an action style implying the development of long-range and precise goals, and persistent pursuit of these goals. Goal orientation is not only important for a person's own performance but also for the performance of others in a co-operative work setting. This applies particularly to team leaders, whose goal orientation was predicted to correlate with both team performance and quality of group interaction within the team. In a sample of 44 team leaders and 141 other team members of software development projects it was found that team leaders' goal orientation is related to the quality of the development process, the quality of the final product, and the interaction within the team. This is true both for team leaders' estimates of the dependent variables and for aggregated scores of the team members' estimates. Interaction effects between team members' and team leaders' goal orientation were also found.  相似文献   
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A study of 21 software development (SD) project groups using data from 170 participants holding different positions (engineers, user representatives, project managers) and a quasi-longitudinal design shows that user participation inhibits, and standardization of methods and tools facilitates, effective SD project performance. Over and above these effects, hierarchical regression analysis reveals taskrelated internal communication to predict performance positively. Moderated regression analysis reveals that high communication facilitates project performance more strongly in late stages of the project life-cycle and when standardization of methods and tools is low. Implications for facilitating SD projects' functioning, for future research and theory building, are discussed.  相似文献   
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The present research investigates how young children evaluate and reason about the disclosure of private information. Using story vignettes, children aged 4–5 and 7–8 years were asked to evaluate an individual who passed on information from a peer revealing that he or she had broken a rule (e.g., stolen a cookie; rule type) or lacked a skill (e.g., could not ride a bicycle; competence type). These negative valence stories were compared with positive valence stories in which the peer had followed a rule or possessed a skill. Younger children approved the sharing of positive, but not negative, information, irrespective of type (rule vs. competence). Older children disapproved the disclosure of someone's incompetence, whereas they approved the disclosure of a rule violation. Children justified their evaluations by reference to social rules in the rule‐type vignettes and to an individual's feelings in the competence‐type vignettes. The findings suggest that young children are concerned about the disclosure of negative information about other people, but with age they become increasingly concerned about protecting the social order even at the cost of individual privacy.  相似文献   
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Faking has remained a major concern for organizations using self‐report personality measures for selection. Scholars recenlty developed a new middle‐warning faking‐mitigation procedure. The present replication study was the first field test in the United States using 193 applicants for an entry‐level position in a New York‐based consulting firm. Results replicated most of Fan et al.'s findings including (a) the middle‐warning significantly lowered fakers' personality scores over retesting, whereas the control message had little influence on nonfakers; (b) the above warning effect carried over to personality scales that were not retested; and (c) the persistent tendency of potential fakers rising to the top of personality score distribution was weakened. In addition, applicants' perceptions were not being negatively affected by the warning.  相似文献   
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The Occipital Cortex in the Blind   总被引:1,自引:0,他引:1  
ABSTRACT— Studying the brains of blind individuals provides a unique opportunity to investigate how the brain changes and adapts in response to afferent (input) and efferent (output) demands. We discuss evidence suggesting that regions of the brain normally associated with the processing of visual information undergo remarkable dynamic change in response to blindness. These neuroplastic changes implicate not only processing carried out by the remaining senses but also higher cognitive functions such as language and memory. A strong emphasis is placed on evidence obtained from advanced neuroimaging techniques that allow researchers to identify areas of human brain activity, as well as from lesion approaches (both reversible and irreversible) to address the functional relevance and role of these activated areas. A possible mechanism and conceptual framework for these physiological and behavioral changes is proposed.  相似文献   
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