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11.
Elizabeth F. Loftus Karen Donders Hunter G. Hoffman Jonathan W. Schooler 《Memory & cognition》1989,17(5):607-616
In two experiments involving a total of 542 subjects, a series of slides depicting a burglary was shown. After the initial event, subjects were exposed to one or more narratives about the event that contained some misinformation or neutral information about four critical details. Finally, subjects were tested on their memories of what they saw, and their reaction times and confidence levels were measured. When subjects took a standard test in which the misinformation item was a possible response option, they responded very quickly and confidently when making this incorrect choice. Misled subjects responded as quickly and confidently to these "unreal" memories as they did to their genuine memories. It does not seem, then, that the misinformation effect arises from a large proportion of subjects who must resolve a conflict between two memories when they are tested, a conflict that would be expected to take time. When subjects took a modified test in which the misinformation item was not a possible response, misled subjects were as accurate as were controls, but they responded more slowly, regardless of whether they ultimately chose the right or wrong option. These findings indicate that misinformation does introduce some form of interference not detected by a simple test of accuracy. 相似文献
12.
Cognitive bias, i.e. overestimates of subjective probability and cost of catastrophic events, and irrational belief were explored as predictors of avoidance. Three groups-anxiety disordered clients, a mixed group of clinic outpatients, and normals--were administered several self-report inventories. Multiple regression analyses were used to investigate a modified version of the Agoraphobic Cognitions Questionnaire, the Belief Scale, and the Body Sensations Questionnaire as predictors of avoidance, as measured by the Mobility Inventory. It was hypothesized that frequency x probability x cost of catastrophic cognitions (and the occurrence of the events they represent) would be a better predictor of avoidance than frequency alone. It was also hypothesized that irrational thinking would be a significant predictor of avoidance. The results generally supported the hypotheses, with subjective probability emerging as a particularly potent predictor of avoidance. Theoretical and clinical implications are discussed. 相似文献
13.
Gerard B. Donohue Warren W. Tryon 《Integrative psychological & behavioral science》1985,20(3):140-148
This article reports the results of 629 subjects in three experiments designed to replicate and extend the phenomenon of vicarious verbal conditioning. Experiment I replicated the finding that subjects who responded most to vicarious verbal conditioning were aware of the contingency involved. Experiment II attempted to examine the effects of prior history with the verbal reinforcer on vicarious verbal conditioning by providing seven groups of subjects with varying classic conditioning histories prior to vicarious verbal conditioning. The null results associated with this experiment were hypothesized to be due to the fact that the vicarious verbal conditioning took place in a language laboratory where the subjects could hear but not see the model. Experiment III replicated Experiment II in a live group context as was done in Experiment I. The results showed a) that vicarious verbal conditioning was again found to take place, b) that associating the verbal reinforcer with a tone or tone plus money via forward classic conditioning potentiated the effects of the verbal reinforcer, c) that backward classic conditioning did not potentiate the reinforcer, d) nor did either of two sensitization procedures potentiate the effects of the verbal reinforcer. Both aware and unaware subjects evidenced vicarious verbal conditioning. 相似文献
14.
15.
Ricks Warren Robert W. McLellarn Albert Ellis Ph.D. 《Journal of Rational-Emotive & Cognitive-Behavior Therapy》1987,5(2):92-107
This article presents Albert Ellis' personal responses to the Survey of Rational-Emotive Therapists and his answers to a number of questions that the first and second authors asked Ellis regarding some of his responses. Ellis also commented on how adequately he thought the results of the survey appeared to represent the current philosophies and practices of RET. 相似文献
16.
Warren Shibles 《Journal of Rational-Emotive & Cognitive-Behavior Therapy》1987,5(4):266-281
It is argued that blame is an ambiguous and misused term leading to ineffective, harmful consequences, such as hate, guilt, revenge (retaliation, or retribution), or punishment for its own sake. A clarification of blame is given by showing that it is an open-context, value term and, so, meaningless in itself. For intelligibility, it must be reduced to naturalistic and pragmatic terms. The definition almost universally given is based on the fallacious beliefs that (1) we can change the past, and (2) we can have done otherwise than we did. But can here is seen also to be used in a pseudo-scientific and subjunctive, rather than in a factual sense. It is shown that retributive blame makes no sense because, as Marcus Aurelius said, we must accept what is and we can only do what is within our power. We cannot change past behavior, but we can try to change present behavior. For effectiveness and intelligibility, we are forced to substitute rehabilitative blame for retributive blame. Thus, in the prevention and elimination of such negative emotions as guilt, inferiority, hatred, revengefulness, a thorough understanding of the term blame is required. 相似文献
17.
Elizabeth F. Loftus Jonathan W. Schooler Stanley M. Boone Donald Kline 《Applied cognitive psychology》1987,1(1):3-13
In three experiments, 469 subjects watched a short videotape of a bank robbery and later estimated the duration of the tape. Subjects invariably overestimated the durations. Accuracy of time estimation was unrelated to amount of free recall (Experiment 1) or accuracy of memory (Experiment 2). Females overestimated to a greater degree than males (Experiments 2 and 3). A more stressful version of the event produced greater overestimates than a less stressful version (Experiment 3). The relationship between induced arousal and time estimation appears to be different for men and women. 相似文献
18.
Continuous uptake of acoustic cues in spoken word recognition 总被引:3,自引:0,他引:3
19.
Jonathan Sinclair Carey 《The Journal of medical humanities》1987,8(1):19-25
This paper argues that the expert witness who offers empathic testimony may significantly assist the trial lawyer in defending certain personal injury cases. The author considers his own congenital deformity from a subjective and objective analysis of experience. He then uses this deformity and the analysis to illustrate empathic testimony. A courtroom example is given. The conclusion argues the importance of permitting the experience of psychic trauma to speak for itself. It is also concluded that such experience and its analysis cannot be easily refuted as psychological projection. Trial lawyers could find the use of empathic testimony and its analysis of experience an effective tactic. 相似文献
20.
Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure. 相似文献