首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   702篇
  免费   49篇
  2024年   1篇
  2023年   16篇
  2022年   10篇
  2021年   18篇
  2020年   32篇
  2019年   36篇
  2018年   38篇
  2017年   33篇
  2016年   54篇
  2015年   29篇
  2014年   37篇
  2013年   77篇
  2012年   48篇
  2011年   48篇
  2010年   30篇
  2009年   20篇
  2008年   29篇
  2007年   40篇
  2006年   26篇
  2005年   11篇
  2004年   13篇
  2003年   22篇
  2002年   14篇
  2001年   7篇
  2000年   6篇
  1999年   4篇
  1998年   8篇
  1997年   2篇
  1996年   2篇
  1995年   1篇
  1994年   6篇
  1993年   6篇
  1992年   2篇
  1991年   2篇
  1990年   2篇
  1989年   4篇
  1988年   1篇
  1987年   3篇
  1986年   1篇
  1984年   2篇
  1983年   2篇
  1982年   1篇
  1980年   1篇
  1979年   2篇
  1977年   1篇
  1974年   1篇
  1973年   1篇
  1948年   1篇
排序方式: 共有751条查询结果,搜索用时 15 毫秒
11.
12.
13.
The current study aims to further our understanding of the integrated role of emotions on consumer decision‐making involving ethical issues, by considering the influence of both positive and negative emotions on ethical decision‐making process. It considers not only the emotions experienced prior to ethical decision‐making (pre‐decision emotions) but also those resulting from the course of action chosen (post‐decision emotions). Scenarios are used, and the results of the structural modelling analyses support the proposed relationships between current emotions, consumers' ethical decision‐making, post‐decision emotions and future ethical behavioural intentions. The data suggest the possible existence of a “virtuous ethical cycle”, whereby positive emotions lead to more ethical consumer decisions and behaviours; and these in turn lead to more positive (post‐decision) emotions, which have a positive and significant effect on future ethical behavioural intentions. In addition, happiness emerges as exerting a pivotal role in predicting consumer ethical decisions.  相似文献   
14.
15.
In karate, performance also depends on a correct body shape, and the repeatability of standardized movements conditions the effectiveness of techniques. The execution of mae-geri-keage (frontal snap kick) was studied in 13 karateka (1st-5th dan). The 3D trajectories of 13 body landmarks were analyzed by an optoelectronic instrument while each karateka performed 10 repetitions of the movement. For each karateka and repetition, the standard deviations of the spatial coordinates x, y, z for each landmark were computed. A total standard deviation of the single participant was also calculated. Two experienced karateka performed with the best repeatability (smaller standard deviation) while executing the studied kick. Generally, the best repeatability was observed in the horizontal plane. The lower variability was observed in hips and head. Ankle and knee of the dominant limb had the worse. The method could detect athletes particularly gifted for the discipline. Moreover, it could help in the identification of those parts of body that do not repeat the movement with the desired precision.  相似文献   
16.
This study used a cognitive-emotional model to examine the relations between multiple dimensions of interparental conflict and health risk behaviors among young adolescents. Participants were 151 Mexican American adolescents and their parents. At initial individual interviews, parents reported on conflict with their spouses, and adolescents reported on their parents' conflict, their appraisals of the conflict, their emotional distress, and their acculturation level. At 6-month follow-ups, adolescents reported on their risk behaviors, including substance use and sexual activity. In general, adolescents' acculturation level was not related to their risk behaviors. More frequent conflict, more conflict about the adolescent, more adolescent involvement in the conflict, and poor conflict resolution were related to greater emotional distress. More conflict about the adolescent, mothers being more demanding/dominating during conflict, and more adolescent involvement in the conflict were related to greater risk behaviors. Adolescents' cognitions mediated the link between two dimensions of parental conflict, frequency and resolution, and emotional distress. Adolescents' emotional distress mediated the association between adolescent involvement in parental conflict and adolescents' risk behaviors.  相似文献   
17.
Tagliabue, Zorzi, Umiltà, and Bassignani (2000) showed that one's practicing of a spatially incompatible task influences performance in a Simon task even when the interval between the two tasks is as long as 1 week. In the present study, three experiments were conducted to investigate whether such an effect could be found in a cross-modal paradigm, whereby stimuli in the two tasks were presented in different modalities. Subjects performed either compatible or incompatible mappings in an acoustic spatial compatibility task and, after an interval of 5 min, 24 h, or 7 days, performed a visual Simon task. Results show that the spatially incompatible mapping task affected performance in the Simon task: The Simon effect was absent for all three intervals. This pattern is similar to the results of the Tagliabue et al. study, in which both tasks were performed in the same (visual) modality. Our findings disprove possible explanations based on episodic/contextual effects and support the hypothesis of a long-lasting spatial remapping that is not modality specific.  相似文献   
18.
The study investigated whether the Simon effect, and its facilitation and interference components, shows up in reaction time (RT) or in movement time (MT), depending on the response strategy. Experiment 1 replicated a study by Hietanen and Rämä. Subjects had to press one of two lateralised keys in response to one of two stimuli. The stimuli were presented in the center (neutral condition) or to the left or right side (corresponding or non-corresponding conditions). To press the response key, a reaching movement was necessary, and both RT and MT were recorded. One group of subjects showed an RT facilitation effect and an MT interference effect. Another group of subjects showed both MT facilitation and MT interference effects. It was hypothesized that the two groups used different response strategies. In Exps. 2 and 3, the subjects were explicitly instructed to use the two strategies that were hypothesized for Exp. 1. The results showed that whether facilitation and interference manifest themselves in RT or MT depends on the response strategy adopted by the subjects.  相似文献   
19.
Boundary extension is a tendency to remember close-up scenes as if they extended beyond the occluding boundaries. The authors explored the contributing factors using brief retention intervals and computer-generated images. Boundary extension turns out to be more complex than previously thought and is not linked to the effects of image magnification and field-of-view changes. Although this is consistent with the idea that boundary extension is the product of the activation of a mental schema that provides information of what is likely to exist outside the picture boundaries, the authors also found that properties of the object at the center of the picture can affect boundary extension independently of the information at the boundaries. In a test of boundary extension using stereograms, the effect does not seem to depend on amount of perceived depth, suggesting a weaker link to perception of space than previously hypothesized.  相似文献   
20.
The aims of this paper are threefold: To show that game-playing (GP), the discipline of Artificial Intelligence (AI) concerned with the development of automated game players, has a strong epistemological relevance within both AI and the vast area of cognitive sciences. In this context games can be seen as a way of securely reducing (segmenting) real-world complexity, thus creating the laboratory environment necessary for testing the diverse types and facets of intelligence produced by computer models. This paper aims to promote the belief that games represent an excellent tool for the project of computational psychology (CP).  To underline how, despite this, GP has mainly adopted an engineering-inspired methodology and in doing so has distorted the framework of cognitive functionalism. Many successes (i.e. chess, checkers) have been achieved refusing human-like reasoning. The AI has appeared to work well despite ignoring an intrinsic motivation, that of creating an explanatory link between machines and mind.  To assert that substantial improvements in GP may be obtained in the future only by renewed interest in human-inspired models of reasoning and in other cognitive studies. In fact, if we increase the complexity of games (from NP-Completeness to AI-Completeness) in order to reproduce real-life problems, computer science techniques enter an impasse. Many of AI’s recent GP experiences can be shown to validate this.  The lack of consistent philosophical foundations for cognitive AI and the minimal philosophical commitment of AI investigation are two of the major reasons that play an important role in explaining why CP has been overlooked.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号