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31.
Public discussions about the harmfulness of violent media are often held in the aftermath of violent felony. At the same time, we know little about whether and how experiencing real‐life violence impacts the way laypersons perceive and evaluate debates about virtual violence. In Study 1, we provided data indicating that both real‐life violence and violent video games are perceived as morally threatening by people who regard nonviolence to be an important moral value (i.e., pacifists). In Study 2, we hypothesized and found that when pacifists perceive threat from the presence of real‐life violence, they are especially susceptible to scientific and political claims indicating that violent video games are harmful. Our findings are in line with the value protection model and research on the psychological consequences of threat. Implications of the present findings are discussed with regard to a better understanding of the violent video games debate in the general public.  相似文献   
32.
  • In recent years, much research has been concerned with the effects of sponsorships and the possible advantages a company can gain from engaging in sponsoring activities. Recently focus has been on the role, that sponsoring plays in branding strategy. Here it becomes important to understand exactly what a potential party to be sponsored contributes to the perception of a brand or a company. In this paper, the aim has been reversed to focus on the sponsored party. We propose a number of measurements to determine emotional responses and overall evaluations associated with a sponsored party who is a part of a sponsorship agreement with a company. Four different groups of parties to be sponsored are investigated: social aid organisations, culture, sport and TV‐programmes. Several interesting results emerged from this study; the parties to be sponsored were evaluated very differently on the dimensions used in the study and it is shown that a company can gain very different results depending on the type of object to choose to sponsor. Furthermore, it was shown that the overall evaluation of a party to be sponsored to a large extent is determined by emotions. Copyright © 2006 John Wiley & Sons, Ltd.
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33.
To take advantage of the increasing number of in-vehicle devices, automobile drivers must divide their attention between primary (driving) and secondary (operating in-vehicle device) tasks. In dynamic environments such as driving, however, it is not easy to identify and quantify how a driver focuses on the various tasks he/she is simultaneously engaged in, including the distracting tasks. Measures derived from the driver’s scan path have been used as correlates of driver attention. This article presents a methodology for analyzing eye positions, which are discrete samples of a subject’s scan path, in order to categorize driver eye movements. Previous methods of analyzing eye positions recorded in a dynamic environment have relied completely on the manual identification of the focus of visual attention from a point of regard superimposed on a video of a recorded scene, failing to utilize information regarding movement structure in the raw recorded eye positions. Although effective, these methods are too time consuming to be easily used when the large data sets that would be required to identify subtle differences between drivers, under different road conditions, and with different levels of distraction are processed. The aim of the methods presented in this article are to extend the degree of automation in the processing of eye movement data by proposing a methodology for eye movement analysis that extends automated fixation identification to include smooth and saccadic movements. By identifying eye movements in the recorded eye positions, a method of reducing the analysis of scene video to a finite search space is presented. The implementation of a software tool for the eye movement analysis is described, including an example from an on-road test-driving sample.  相似文献   
34.
A new chronometric procedure, the Implicit Association Procedure (IAP), was adapted to assess the implicit personality self-concept of shyness. A sample of 300 participants completed a shyness-inducing role play and, before or after the role play, a shyness IAP, a shyness Implicit Association Test (IAT), and direct self-ratings. The experimental group was instructed to fake nonshyness. The control group did not receive this instruction. IAT and IAP were unaffected by position effects, and were less susceptible to faking than direct self-ratings with regard to mean levels and correlates. Under faking, correlations between direct and indirect measures decreased, and direct but not indirect measures showed higher correlations with social desirability and lower correlations with observed shyness. Despite many similarities, the true correlation between IAT and IAP was estimated only .61, indicating high method-specific variance in both procedures. The findings suggest that indirect measures are more robust against faking than traditional self-ratings but do not yet meet psychometric criteria for practical assessment purposes.  相似文献   
35.
A major problem with Implicit Association Tests (IATs) is that they require bipolar attributes (e.g., good-bad). Thus, IAT effects for an attribute category can be interpreted only relative to an opposite category. Problems arise if there is no clear opposite category; in this case, a neutral category can be used, although it induces systematic error variance and thus reduces validity. The present study suggests that this problem can be solved using single-attribute IATs (SA-IATs). Sociosexuality (the tendency to engage in uncommitted sex) was expected to be related at the implicit level to stronger stranger-sex associations relative to partner-sex associations. An IAT was constructed that used conversation as a neutral attribute; it showed satisfactory reliability but only low correlations with explicit sociosexuality. An alternative SA-IAT with sex as the only attribute showed a similar reliability but higher correlations with explicit sociosexuality.  相似文献   
36.
In this study, a stress management program based on cognitive behavioural therapy principles was compared with a Kundaliniyoga program. A study sample of 26 women and 7 men from a large Swedish company were divided randomly into 2 groups for each of the different forms of intervention; a total of 4 groups. The groups were instructed by trained group leaders and 10 sessions were held with each of groups, over a period of 4 months. Psychological (self-rated stress and stress behaviour, anger, exhaustion, quality of life) and physiological (blood pressure, heart rate, urinary catecholamines, salivary cortisol) measurements obtained before and after treatment showed significant improvements on most of the variables in both groups as well as medium-to-high effect sizes. However, no significant difference was found between the 2 programs. The results indicate that both cognitive behaviour therapy and yoga are promising stress management techniques.  相似文献   
37.
Because love is related to thoughts in the distant future and lust triggers thoughts related to the present, based on construal level theory, we propose a link between love and a global processing style as well as a link between lust and a local processing style. These processing styles should further expand to partnership evaluations, partially explaining halo phenomena. In Study 1, college students and senior participants were primed by either imagining a walk with a person they were in love with, or a one-night stand. In Study 2, love and lust were primed subliminally. In all studies, love priming enhanced global, holistic processing and halos, whereas lust priming enhanced local, detail oriented processing and reduced halos. Moreover, in Study 1, temporal distance mediated the effects. Implications for research of moods on processing styles, partner perception, and the distinction between love and lust are discussed.  相似文献   
38.
39.
Although research in social psychology has repeatedly refuted the idea that aggression reduces subsequent aggression (e.g., Bushman, 2002), we suggest a more fine-grained analysis of catharsis. We will present and discuss a social-cognitive goal model of cathartic effects in aggression that predicts under which conditions aggression increases or reduces subsequent aggression. The model assumes that the accessibility of aggression-related constructs is a function of goal fulfilment: Prior to goal fulfilment constructs related to the goal are highly accessible in order to facilitate goal fulfilment. However, after goal fulfilment this heightened accessibility loses its functionality and aggressive constructs are consequently inhibited. In the present article we will review empirical work testing this model. Moreover, we will extend this model to the effects of violent computer games. Finally we will discuss theoretical challenges and applied relevance of our model for intervention strategies aimed at reducing aggression.  相似文献   
40.
In a field experiment, we sent out 5,636 job applications varying how Swedish (in-group) and Arab (out-group) applicants presented themselves in terms of two fundamental dimensions of social judgment: warmth and competence. Results indicate substantial discrimination where Arab applicants receive fewer invitations to job interviews. Conveying a warmer or more competent personality increases invitations. However, appearing both warm and competent seems to be especially important for Arab applicants. Arab applicants need to appear warmer and more competent than Swedish applicants to be invited equally often. The practical importance of signaling warmth and competence in labor market contexts is discussed.  相似文献   
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