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961.
The current paper involves a discussion of “The Young Infant's Triangular Communication in the Family: Access to Threesome Intersubjectivity?” Conceptual considerations and case illustrations. The work of the Lausanne Group is reviewed with special reference to its relevance to psychoanalytic theory and practice. The ingenuity of the design of the play paradigm is cited, with its illumination of the role of the body and interactive events in the construction of inner experience. Challenges to psychoanalytic thinking are discussed with special reference to the Oedipus complex and its precursors. A major difference involves the Lausanne group's position that triangles are not inherently problematic. The author also addresses the question of intersubjectivity as a motivational system, taking issue with the group's position that it is.  相似文献   
962.
Studies in the Proteus Effect (N. Yee & J. Bailenson, 2007 Yee, N. and Bailenson, J. 2007. The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33: 271290. [Crossref], [Web of Science ®] [Google Scholar]) have shown that the appearance of avatars (i.e., digital representations of ourselves) can lead to behavioral changes in users. For example, participants in attractive avatars became friendlier to confederate strangers than participants in unattractive avatars. While the Proteus Effect is premised on self-perception theory (D. Bem, 1972 Bem, D. 1972. “Self-perception theory.”. In Advances in experimental social psychology Edited by: Berkowitz, L. Vol. 6, New York: Academic Press. [Crossref] [Google Scholar])—the notion that we infer our own attitudes by observing ourselves as if from a third party—it is also possible that the previous findings were caused by priming (i.e., behavioral assimilation; J. Bargh, M. Chen, & L. Burrows, 1996 Bargh, J., Chen, M. and Burrows, L. 1996. The automaticity of social behaviour: Direct effects of trait concept and stereotype activation on action. Journal of Personality and Social Psychology, 71: 230244. [Crossref], [PubMed], [Web of Science ®] [Google Scholar]). In our study, we used immersive virtual environment technology to experimentally tease apart embodiment from perception of the same visual stimulus. Our results showed that embodiment produced significantly larger behavioral changes than mere observation of the same visual stimuli. These findings support the claim that our avatars provide a unique lever to behavioral change; however, more work is needed to pin down the exact mechanism behind the effect.  相似文献   
963.
964.
Recent research has shown that, in visual search, participants can miss 30–40% of targets when they only appear rarely (i.e., on 1–2% of trials). Low target prevalence alters the behaviour of the searcher. It can lead participants to quit their search prematurely (Wolfe, Horowitz, & Kenner, 2005), to shift their decision criteria (Wolfe et al., 2007), and/or to make motor or response errors (Fleck & Mitroff, 2007). In this paper we examine whether the low prevalence (LP) effect can be ameliorated if we split the search set in two, spreading the task out over space and/or time. Observers searched for the letter “T” among “L”s. In Experiment 1, the left or right half of the display was presented to the participants before the second half. In Experiment 2, items were spatially intermixed but half of the items were presented first, followed by the second half. Experiment 3 followed the methods of Experiment 2 but allowed observers to correct perceived errors. All three experiments produced robust LP effects with higher errors at 2% prevalence than at 50% prevalence. Dividing up the display had no beneficial effect on errors. The opportunity to correct errors reduced but did not eliminate the LP effect. Low prevalence continues to elevate errors even when observers are forced to slow down and permitted to correct errors.  相似文献   
965.
This article describes a study of the relationships between team inputs (task type and team size) and team processes in 87 cross industry Portuguese teams, some of which had high and some low requirements to innovate. Team processes were measured using the Team Climate Inventory (TCI), which focuses on clarity of and commitment to team objectives, levels of participation, support for innovation, and quality emphases. Three hypotheses were tested. The first proposed that teams carrying out tasks with a high innovation requirement would have high scores on a measure of team processes. This was supported insofar as such teams reported higher levels of participation and support for innovation. The second hypothesis proposed that large teams would have poorer team processes. This hypothesis was confirmed. The third hypothesis concerned the interaction between size and innovation. The results suggested that large teams operating under a relatively high pressure to innovate have poorer team processes than large teams that do not have a high requirement to innovate.  相似文献   
966.
This study investigates the relationship between aggregate job satisfaction and organizational innovation. In a sample of manufacturing companies, data were gathered from 3717 employees in 28 UK manufacturing organizations about their job satisfaction and aggregated to the organizational level. Data on innovation in technology/processes were gathered from multiple respondents in the same organizations 24 months later. The results revealed that aggregate job satisfaction was a significant predictor of subsequent organizational innovation, even after controlling for prior organizational innovation and profitability. Moreover the data indicated that the relationship between aggregate job satisfaction and innovation in production technology/processes was moderated by two factors: job variety and a commitment to “single status”. Unlike previous studies, we conceptualize job satisfaction at the aggregate rather than the individual level and examine innovation rather than creativity. We propose that where the majority of employees experience job satisfaction, they will endorse rather than resist innovation and work collaboratively to implement as well as to generate creative ideas.  相似文献   
967.
Niche construction is the modification of components of the environment through an organism's activities. Humans modify their environments mainly through ontogenetic and cultural processes, and it is this reliance on learning, plasticity and culture that lends human niche construction a special potency. In this paper we aim to facilitate discussion between researchers interested in niche construction and those interested in human cognitive development by highlighting some of the related processes. We discuss the transmission of culturally relevant information, how the human mind is a symbol‐generating and artefact‐devising system, and how these processes are bi‐directional, with infants and children both being directed, and directing, their own development. We reflect on these in the light of four approaches: natural pedagogy, activity theory, distributed cognition and situated learning. Throughout, we highlight pertinent examples in non‐humans that parallel or further explicate the processes discussed. Finally we offer three future directions; two involving the use of new techniques in the realms of neuroscience and modelling, and the third suggesting exploration of changes in the effects of niche construction across the lifespan.  相似文献   
968.
969.
Torralba (Visual Neuroscience, 26, 123–131, 2009) showed that, if the resolution of images of scenes were reduced to the information present in very small “thumbnail images,” those scenes could still be recognized. The objects in those degraded scenes could be identified, even though it would be impossible to identify them if they were removed from the scene context. Can tiny and/or degraded scenes be remembered, or are they like brief presentations, identified but not remembered. We report that memory for tiny and degraded scenes parallels the recognizability of those scenes. You can remember a scene to approximately the degree to which you can classify it. Interestingly, there is a striking asymmetry in memory when scenes are not the same size on their initial appearance and subsequent test. Memory for a large, full-resolution stimulus can be tested with a small, degraded stimulus. However, memory for a small stimulus is not retrieved when it is tested with a large stimulus.  相似文献   
970.
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