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21.
Two studies examine novelty categorization theory's (Förster, Marguc & Gillebaart, 2010) assumption that global compared to local processing styles enhance typicality judgments of atypical objects and thereby enhance liking. We used an artificial category of figures for an alleged computer game including a prototype and three exemplars that varied with respect to similarity with it. Results show that when primed with a global processing style, participants find atypical objects more typical, like them better and process them faster than participants under a local processing style. Mediation analyses show that typicality mediates the effects of processing styles on liking, and that ease of categorization mediates the effect of processing styles on prototypicality. Mood, measured via self report did not influence effects. The studies reflect the fact that judged typicality and its effects are context dependent.  相似文献   
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The study investigated the transfer of attachment working models onto autonomous agents in a virtual social environment (VSE). Participants from a community sample (N = 422; mean age = 29 years; mean relationship duration = 4.8 years) encountered three attachment‐related key scenes in a VSE: a separation with a subsequent reunion, a conflict, and an illness. In these scenarios, participants gave instructions to the main character (the “protagonist”), who had a romantic relationship with one of the other agents (the “virtual spouse”). Recorded were numerous behaviors as well as emotions participants ascribed to the protagonist. Generally, participants' attachment styles correlated as predicted with their behavior toward the virtual spouse, with βs up to.42. Thus, the study demonstrates that internal working models are transferred to the virtual relationship. This approach opens new ways to investigate attachment‐related behavior by using VSEs that allow experimental variations of the virtual partner's reactions and other situational variables.  相似文献   
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Hans-Georg Moeller 《Sophia》2012,51(2):283-292
Various passages in the Laozi and the Zhuangzi, the two most important texts of ??philosophical Daoism,?? critically mock Confucian sacrificial rites. Perhaps the best known of these criticisms refers to a practice involving straw dogs (Laozi 5, Zhuangzi 14). This article will attempt to expose the philosophical dimensions of these passages that show, in my reading, how Daoist philosophy looks at such sacrificial rituals as a sort of evidence of the Confucian misconceptions of time, of death and life, and of cosmic and social order.  相似文献   
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Objectification theory suggests that the bodies of women are sometimes reduced to their sexual body parts. As well, an extensive literature in cognitive psychology suggests that global processing underlies person recognition, whereas local processing underlies object recognition. Integrating these literatures, we introduced and tested the sexual body part recognition bias hypothesis that women's (versus men's) bodies would be reduced to their sexual body parts in the minds of perceivers. Specifically, we adopted the parts versus whole body recognition paradigm, which is a robust indicator of local versus global processing. The findings across two experiments showed that women's bodies were reduced to their sexual body parts in perceivers' minds. We also found that local processing contributed to the sexual body part recognition bias, whereas global processing tempered it. Implications for sexual objectification and its underlying processes and motives are discussed. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
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The motivating effects of group work as compared with individual work are not restricted to the research laboratory but have recently been documented in existing groups performing meaningful tasks. Freestyle swimmers at the 2008 Olympics were shown to swim faster in relay groups than in the individual competitions when their contribution was highly instrumental for the relay group (i.e., indispensable) because of their serial position in the group. The present study replicated and extended this work, aggregating a larger sample from major sports events (N = 199 freestyle swimmers) that also allowed for a competitive test between the instrumentality approach and explanations based on differences in the starting procedures of relay and individual competitions. Consistent with expectancy value models of effort expenditure in groups, swimmers were faster in the relay groups as compared with individual competitions only when (i) a swimmer's performance was highly instrumental for the group's performance (i.e., later serial position in the relay) and (ii) the group's performance was highly instrumental for a positive group outcome (i.e., the relay group had a good chance of winning a medal). The data were not consistent with an explanation of performance differences merely as a result of different starting procedures. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
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Low-anger individuals are less reactive, both emotionally and behaviourally, to a large variety of situational primes to anger and aggression. Why this is so, from an affective processing perspective, has been largely conjectural. Four studies (total N=270) sought to link individual differences in anger to tendencies exhibited in basic affective processing tasks. On the basis of motivational factors and considerations, it was hypothesised that negative evaluations would differentially activate a psychological alarm system at low levels of anger, resulting in a pause that should be evident in the speed of making subsequent evaluations. Just such a pattern was evident in all studies. By contrast, high-anger individuals did not pause following their negative evaluations. In relation to this affective processing tendency, at least, dramatically different effects were observed among low- versus high-anger individuals. Implications for the personality-processing literature, theories of trait anger, and fast-acting regulatory processes are discussed.  相似文献   
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Communicators' tuning of a message about a social target to their audience's evaluation can shape their representation of the target. This audience‐tuning effect has been demonstrated with ambiguous text passages as input material. We examined whether the effect also occurs when communicators learn about the target's behaviours from visual (nonverbal) input material. In Experiment 1, participants watched a soundless video depicting ambiguous behaviours of a target, described the video to an audience who liked (vs. disliked) the target, and subsequently recalled the video. Both message and recall were biased towards the audience's judgement. In Experiment 2, the video depicted a forensically relevant event, specifically ambiguous behaviours of two persons involved in a bar brawl. Participants tuned their event retellings to their audience's responsibility judgement and remembered the event accordingly. In both experiments, the effect of the audience's judgement on recall was statistically mediated by the extent to which the message was tuned to the audience. The more participants experienced a shared reality with their audience the stronger was the message‐recall correlation (Experiment 2). We conclude that the audience‐tuning effect for visually perceived information depends on the communicators' creation of a shared reality with their audience. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
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This article explores the notion that scientific research programs and empirical findings are fundamentally devalued when they threaten a perceiver's social identity. Findings from three studies show the following: (1) identification with the group of “gamers” (i.e., people who play video games on a regular basis) influences the extent to which perceivers devalue research suggesting that playing violent video games has negative consequences; (2) this effect is mediated by the feeling that the group of gamers is being stigmatized by such research (Studies 1 and 2) as well as by anger about this research (Study 2); (3) the effect of in‐group identification on negative research evaluations cannot be explained by attitude or behavioral preference inconsistency (Studies 1 and 3); and (4) strongly identified gamers not only devalue a specific scientific study but also generalize their negative evaluations to the entire field of violent video games research (Study 3). The findings suggest that the influence of social identity processes on the evaluation of research is larger than it has previously been recognized. Implications of these findings for science communication are discussed. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
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