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61.
62.
Abstract

This article introduces the Attitudinal Entropy (AE) framework, which builds on the Causal Attitude Network model that conceptualizes attitudes as Ising networks. The AE framework rests on three propositions. First, attitude inconsistency and instability are two related indications of attitudinal entropy, a measure of randomness derived from thermodynamics. Second, energy of attitude configurations serves as a local processing strategy to reduce the global entropy of attitude networks. Third, directing attention to and thinking about attitude objects reduces attitudinal entropy. We first discuss several determinants of attitudinal entropy reduction and show that several findings in the attitude literature, such as the mere thought effect on attitude polarization and the effects of heuristic versus systematic processing of arguments, follow from the AE framework. Second, we discuss the AE framework’s implications for ambivalence and cognitive dissonance.  相似文献   
63.
Boredom at work is a state of employee unwell-being that is characterized by relatively low arousal and high dissatisfaction. At present little is known about boredom at work. In order to facilitate future research, the current study introduces a brief self-report questionnaire that assesses boredom at work, the Dutch Boredom Scale (DUBS). We argue that (1) boredom at work can be distinguished empirically from related concepts such as work engagement and job burnout; (2) boredom at work results from having an unchallenging, “passive” job; and (3) the subsequent lack of challenge in the form of boredom may result in dissatisfaction with the job and with the organization. Using data from 6315 employees, factor analysis supported the factorial and discriminant validity of the DUBS vis-à-vis engagement and burnout. As expected, structural equation modeling revealed that demands and resources were negatively associated with boredom. Moreover, boredom at work was negatively related with job satisfaction and organizational commitment, and positively with turnover intention. These findings support the validity of the DUBS. Future research may focus on underemployment as an antecedent of boredom at work, and on the effects of boredom on job performance.  相似文献   
64.
Abstract

Organizational innovation and recent European legislation on work organization require instruments, to be used by practitioners, for the assessment of jobs and the redesign of the structure of the division of labour. In The Netherlands the so-called WEBA-instrument (conditions for well-being at work) has been developed to assess stress risks and learning opportunities. The foundation of the instrument refers to the Dutch modern sociotechnical systems theory, the Karasek demand-control theory and the German action regulation theory. Its application is becoming widespread because, among other reasons, this instrument is supported by the Labour Inspectorate of The Netherlands. Besides a presentation of the instrument and its foundation, some examples will be given and some theoretical and practical problems discussed.  相似文献   
65.
Numerous studies on affective forecasting have demonstrated that people frequently underestimate their ability to adapt to adverse circumstances. But to date, these studies have not assessed people’s affective forecasts early in the experience of these new circumstances. We present two longitudinal studies of people experiencing new adversities. In the first study 54 patients experiencing new limb amputations were recruited to participate in a mailed survey. Patients assessed their well-being, functioning and general health (1) two weeks after discharge from the hospital and (2) three months later. At the first time point patients also predicted their well-being, functioning and general health at three months. In the second study 55 patients experiencing new colostomies were recruited and received mailed surveys at three time points; (1) at baseline (within one week after leaving the hospital), (2) one month after baseline, and (3) seven months after baseline. Again we assessed their actual and predicted well-being, functioning and general health. In both studies the actual change was compared to the change expected by patients. Across both studies, patients expected to significantly improve on all three domains but reported little actual improvement. Together, these studies demonstrated that people with new disabilities overestimate hedonic adaptation—they expect their overall well-being to improve more than it actually does.  相似文献   
66.
Social Interactions and Feelings of Inferiority   总被引:1,自引:0,他引:1  
A daily event-recording method, referred to as the Daily Interaction Record in Organizations (DIRO) was employed for assessing the influence of three types of social interaction on negative affect at work. For this purpose, 38 correctional officers (COs) completed forms, for a l-week period, that described their social interactions and stressful events at work. Moreover, the forms measured the negative feelings of COs both at the beginning and at the end of the workday. The results showed that each type of social interaction had a different effect on negative affect at the end of the day. Instrumental support showed an adverse effect on negative affect because this type of support appeared to induce feelings of inferiority, which in turn led to negative affect. Rewarding companionship appeared to have a positive effect, whereas intimate support showed no effect at all on negative affect. It is concluded that a micro-analytic approach offers interesting possibilities for fine-grained analyses of daily occurring social interactions and psychological mechanisms involved in social support as related to negative affect.  相似文献   
67.
The ability to play chess is generally assumed to depend on two types of processes: slow processes such as search, and fast processes such as pattern recognition. It has been argued that an increase in time pressure during a game selectively hinders the ability to engage in slow processes. Here we study the effect of time pressure on expert chess performance in order to test the hypothesis that compared to weak players, strong players depend relatively heavily on fast processes. In the first study we examine the performance of players of various strengths at an online chess server, for games played under different time controls. In a second study we examine the effect of time controls on performance in world championship matches. Both studies consistently show that skill differences between players become less predictive of the game outcome as the time controls are tightened. This result indicates that slow processes are at least as important for strong players as they are for weak players. Our findings pose a challenge for current theorizing in the field of expertise and chess.  相似文献   
68.
Traditionally, designers have explored the aesthetics of interaction through the relationship between the product form and the activity people use it for. However, in the increasing complexity of interconnected and multi-activity devices in the home, aesthetics have been sacrificed in a move to increase usability. In this paper, we present an emerging theory that interaction designs that take a contextual integration approach can draw interaction aesthetics from the context instead of the activity to address the increased complexity. In addition, we present a conceptual interaction widget called the fabric-circle-slider that draws its interaction aesthetic from a lounge chair – the context of use – and supports interaction with many devices.  相似文献   
69.
Impulsive behavior is a common source of stigma. The authors argue that people often stigmatize impulsive behavior because they fail to appreciate the influence visceral impulses have on behavior. Because people tend to underestimate the motivational force of cravings for sex, drugs, food, and so forth, they are prone to stigmatize those who act on these impulses. In line with this reasoning, in 4 studies, the authors found that participants who were in a cold state (e.g., not hungry) made less favorable evaluations of a related impulsive behavior (impulsive eating) than did participants who were in a hot state (e.g., hungry). This empathy gap effect was tested with 3 different visceral states--fatigue, hunger, and sexual arousal--and was found both when participants evaluated others' impulsive behavior (Studies 1 & 2) and when participants evaluated their own impulsive behavior (Study 3). Study 3 also demonstrated that the empathy gap effect is due to different perceptions of the strength of the visceral state itself. Finally, Study 4 revealed that this effect is state specific: Hungry people, for example, evaluated only hunger-driven impulses, and not other forms of impulse, more favorably.  相似文献   
70.
The present research demonstrates that the extent to which people appreciate the influence past visceral states have had on behavior (e.g., the influence hunger has had on food choice) depends largely on their current visceral state. Specifically, we found that when people were in a hot state (e.g., fatigued), they attributed behavior primarily to visceral influences, whereas when people were in a cold state (e.g., nonfatigued), they underestimated the influence of visceral drives and instead attributed behavior primarily to other, nonvisceral factors. This hot-cold empathy gap was observed when people made attributions about the past behavior of another person or themselves, and proved difficult to overcome, as participants could not correct for the biasing influence of their current visceral state when instructed to do so. These different attribution patterns also had consequences for people's satisfaction with their performance. Those who attributed their poor performance to visceral factors were more satisfied than those who made dispositional attributions.  相似文献   
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