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   105篇
  免费   5篇
  110篇
  2024年   1篇
  2023年   6篇
  2022年   3篇
  2021年   1篇
  2020年   5篇
  2019年   4篇
  2018年   7篇
  2017年   4篇
  2016年   2篇
  2015年   4篇
  2014年   4篇
  2013年   11篇
  2012年   3篇
  2011年   13篇
  2010年   4篇
  2009年   3篇
  2008年   2篇
  2007年   8篇
  2006年   4篇
  2005年   2篇
  2004年   2篇
  2003年   2篇
  2002年   3篇
  2001年   4篇
  1999年   1篇
  1995年   1篇
  1989年   1篇
  1986年   1篇
  1976年   1篇
  1974年   2篇
  1973年   1篇
排序方式: 共有110条查询结果,搜索用时 48 毫秒
21.
22.
23.
Hostility online has not been evaluated by an empirical investigation. This study aims to evaluate (a) the difference between hostility in the real world and that online and (b) whether the difference is associated with Internet addiction, depression, or online activities. A total of 2,348 college students (1,124 males and 1,224 females) were recruited and completed the Chen Internet Addiction Scale, the Center for Epidemiological Studies' Depression Scale, and the questionnaire for online activity. Further, the Buss-Durkee Hostility Inventory-Chinese version-short form was utilized to evaluate hostility in both real and virtual worlds. The results demonstrated that the levels of all four dimensions of hostility were lower when getting online than those in the real world. Subjects with Internet addiction had higher hostility both in the real world and online as do subjects with depression. Further, college students with Internet addiction had increased expressive hostility behavior and those with depression had decreased hostility cognition, hostility affection, and suppressive hostility behavior when getting online. Lastly, the buffering effect of the Internet on hostility was attenuated among subjects paying the most online time in chatting, and those using the Internet mainly for online gaming had higher expressive hostility behavior not only in the real world but also online. These results suggest that attention should be paid to interventions concerning aggressive behavior among subjects with Internet addiction or online gaming and chatting. On the other hand, depressed college students would be less hostile after entering the Internet. It is suggested that the Internet would be one possible interactive media to provide intervention for depression.  相似文献   
24.
As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.  相似文献   
25.
The Florida Department of Transportation used a series of changeable-message signs that functioned as freeway guide signs to divert traffic to Universal Theme Park via one of two eastbound exits based on traffic congestion at the first of the two exits. An examination of crashes along the entire route indicated a statistically significant increase in crashes at the first eastbound exit following the actuation of the system. Furthermore, all of the crashes occurred in close proximity to the exit gore (the crosshatched area at exits that drivers are not supposed to enter or traverse) at the first exit. In Experiment 1, behavioral data were collected using an alternating treatments design. These data revealed that reassigning the exit signs was effective in producing a change in the percentage of drivers using each of the two exits. These data also showed that the reassignment of the theme park exit was associated with an increase in the percentage of motor vehicle conflicts that consisted of vehicles cutting across the exit gore. An analysis revealed that the method used for switching the designated or active theme park exit on the series of changeable-message signs led to the presentation of conflicting messages to some motorists, thus resulting in erratic driving behavior (cutting across the exit gore). In Experiment 2, the treatment evaluated the use of a phased method of switching the designated theme park exit to eliminate the delivery of conflicting messages. The new method for switching the designated theme park exit was not associated with an increase in motorists cutting across the exit gore.  相似文献   
26.
The authors investigated whether compensatory postural coordination patterns are organized according to the same dynamical principles as are nonequilibrium phase transitions. Eight participants were asked to maintain upright balance on a moving platform that was sinusoidally translated in the anterior-posterior direction and was systematically increased and decreased 0.19 Hz as a step function every 10 platform cycles through the frequency range 0.19-1.46 Hz. At low platform frequencies, all participants exhibited small joint angular motions with high variability, and the relative phase between the joint motions exhibited drifting patterns and large fluctuations. As platform frequency increased, the amplitude of joint motion increased systematically and joint-specific oscillatory patterns emerged. The findings provided no evidence for a Hopf bifurcation or hysteresis in the transitions of postural coordination modes, however, or, more generally, a basis for distinguishing the relevance of linear versus nonlinear models of postural control.  相似文献   
27.
Since COVID-19 was declared a global pandemic, scholars and practitioners have put much effort into testing effective advertising strategies for COVID-19 vaccinations. Guided by humor theories, this study aimed to examine (1) the effect of humor on persuading COVID-19 vaccination and (2) the moderating role of trust in government for the unvaccinated population. Across two studies (college students and general adult populations), for lower trust in government individuals, through greater public service advertisement (PSA) processing depth and believability, there was a higher vaccination intention after the humor (non-humor) advertisement. For higher trust in government individuals, there was evidence that the vaccination intention was lowered after the humor (vs. non-humor) message through lowered PSA processing depth and believability. This study expands humor theory into testing COVID-19 vaccination messages while considering an individual psychological factor, trust in the government, that has emerged as an essential determinant to COVID-19 messaging. The contributions to COVID-19 vaccination advertising strategy and advertising to the unvaccinated population, in general, are discussed.  相似文献   
28.
This experiment investigated effects of report order and training on multidimensional stimulus identification. Subjects were required to identify each two-dimensional symbol. There were two orders of reporting the two dimensions of a stimulus. Subjects performed the task for three practice sessions. Both behavioral data and event-related potentials were recorded. Analysis showed order of report had no significant effect on behavior data. But when participants responded in Order Shape/ Part, they showed more N2 inhibition for Order Part/Shape. The P3 mean amplitude was marginally significantly greater for Order Part/Shape than Order Shape/Part. This indicated Order Part/Shape, according to natural language habits, was more appropriate and less cognitively demanding than Order Shape/Part. For the two report orders, along with reduction of reaction time, amplitude of N1 and N2 increased with practice. Amplitude of P2 decreased with practice, and no P3 habituation was found. ERP data indicated no habituation effect. Results suggested neural activity depended not only on perceptual mechanism but also on extent of learning.  相似文献   
29.
Past work has shown that in‐group role models buffer stereotyped targets from stereotype threat. What is less clear is what makes an effective in‐group role model. Accordingly, we conducted a study to examine whether increasing the similarity of in‐group role models will enhance their effectiveness in stereotype threat situations. Female participants in this study were either exposed to a more or less similar (on the basis of school affiliation, life experiences, and interests) female job candidate who was either high or low in math competence. Afterwards, participants took a math exam under stereotype threat conditions. Results revealed that similarity moderated the effect of job candidate math competence: Female participants' math performance improved more after exposure to a more similar compared with a less similar, high math‐competent candidate. No effects of similarity occurred for the low math‐competent candidates. We further found that feelings of intimidation partially mediated the performance effects. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
30.
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