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471.
The human ability to flexibly adapt to novel circumstances is extraordinary. Perhaps the most illustrative, yet underappreciated, form of this cognitive flexibility is rapid instructed task learning (RITL)—the ability to rapidly reconfigure our minds to perform new tasks from instructions. This ability is important for everyday life (e.g., learning to use new technologies) and is used to instruct participants in nearly every study of human cognition. We review the development of RITL as a circumscribed domain of cognitive neuroscience investigation, culminating in recent demonstrations that RITL is implemented via brain circuits centered on lateral prefrontal cortex. We then build on this and the recent discovery of compositional representations within lateral prefrontal cortex to develop an integrative theory of cognitive flexibility and cognitive control that identifies mechanisms that may enable RITL within the human brain. The insights gained from this new theoretical account have important implications for further developments and applications of RITL research.  相似文献   
472.
The authors replicated and extended results from the gunfight paradigm (A. Welchman, J. Stanley, M. Schomers, R. Miall, & H. Bulthoff, 2010a) in which participants moved faster when reacting to the perceived initiation of an opponent compared to initiating an action themselves. In addition to replicating these movement time effects, the authors found that time to peak velocity, peak velocity, and movement-endpoint dispersions were similarly impacted. The findings are discussed in terms of a triggering mechanism involved in ballistic and internally generated movements.  相似文献   
473.
Performance in a visual mental rotation (MR) task has been reported to predict the ability to recognize retrograde‐transformed melodies. The current study investigated the effects of melodic structure on the MR of sequentially presented visual patterns. Each trial consisted of a five‐segment sequentially presented visual pattern (standard) followed by a five‐tone melody that was either identical in structure to the standard or its retrograde. A visual target pattern was either the rotated version of the standard or unrelated to it. The task was to indicate whether the target pattern was a rotated version of the standard or not. Periodic patterns were not rotated but melodies facilitated the rotation of non‐periodic patterns. For these, rotation latency was determined by a quantitative index of complexity (number of runs). This study provides the first experimental confirmation for cross‐modal facilitation of MR.  相似文献   
474.
The authors' goal was to identify the control mechanisms used by long jumpers (N = 6) to precisely position their foot at the board. In addition to the intertrial method usually used in previous research, an original method based on a trial-by-trial analysis was also implemented. If the approach to the board in long jumping encompasses two distinct sequences separated by a key step that marks the initiation of visual control, then a trial-by-trial analysis should reveal those sequences, regardless of the amount of adjustment: The step number at which regulation is initiated should be the same irrespective of the amount of adjustment. If, in contrast, a perception-action coupling mechanism operates, then the step number at which regulation is initiated should be a function of the amount of adjustment: A linear relation between those 2 variables should emerge. The results of the present study are compatible with continuous control mechanisms based on a perception-action coupling.  相似文献   
475.
476.
ABSTRACT

The study of memory for famous people and visual imagery retrieval was investigated in patients in the early stages of Alzheimer's disease (AD) and in the prodromal stage of AD, so-called Mild Cognitive Impairment (MCI). Fifteen patients with AD (MMSE ≥23), 15 patients with amnestic MCI (a-MCI) and 15 normal controls (NC) performed a famous names test designed to evaluate the semantic and distinctive physical features knowledge of famous persons. Results indicated that patients with AD and a-MCI generated significantly less physical features and semantic biographical knowledge about famous persons than did normal control participants. Additionally, significant differences were observed between a-MCI and AD patients in all tasks. The present findings confirm recent studies reporting semantic memory impairment in MCI. Moreover, the current findings show that mental imagery is lowered in a-MCI and AD and is likely related to the early semantic impairment.  相似文献   
477.
Alzheimer’s disease (AD) patients and control subjects were tested in an affective priming paradigm associated with an affective discrimination task. Two pictures, one affectively positive or affectively negative and the other neutral, were presented simultaneously in the right and in the left visual fields; the participants had to decide which of the two pictures was the most affectively positive or negative. The target pictures were preceded by a prime picture that was either affectively positive, affectively negative, or neutral. The principal result was the observation, in AD patients as well as in control subjects, of negative affective priming effects for targets presented in the right hemisphere, and of positive affective priming effects for targets presented in the left hemisphere. The presence of affective priming effects suggests that AD patients have no particular deficit in the automatic activation of emotional information; the fact that priming effects were also observed for targets presented in the left hemisphere showed that AD patients probably have no left hemisphere deficit in the automatic activation of emotional information. However, in AD patients, affective priming effects were significant with negative targets but not with positive targets, which could suggest that AD patients processed positive targets in a more semantic way than negative targets.  相似文献   
478.
This study addresses the relation between lexico-semantic body knowledge (i.e., body semantics) and spatial body representation (i.e., structural body representation) by analyzing naming performances as a function of body structural topography. One hundred and forty-one children ranging from 5 years 2 months to 10 years 5 months old were asked to provide a lexical label for isolated body part pictures. We compared the children’s naming performances according to the location of the body parts (body parts vs. head features and also upper vs. lower limbs) or to their involvement in motor skills (distal segments, joints, and broader body parts). The results showed that the children’s naming performance was better for facial body parts than for other body parts. Furthermore, it was found that the naming of body parts was better for body parts related to action. These findings suggest that the development of a spatial body representation shapes the elaboration of semantic body representation processing. Moreover, this influence was not limited to younger children. In our discussion of these results, we focus on the important role of action in the development of body representations and semantic organization.  相似文献   
479.
This research examines the role of alcohol consumption on self‐perceived attractiveness. Study 1, carried out in a barroom (N= 19), showed that the more alcoholic drinks customers consumed, the more attractive they thought they were. In Study 2, 94 non‐student participants in a bogus taste‐test study were given either an alcoholic beverage (target BAL [blood alcohol level]= 0.10 g/100 ml) or a non‐alcoholic beverage, with half of each group believing they had consumed alcohol and half believing they had not (balanced placebo design). After consuming beverages, they delivered a speech and rated how attractive, bright, original, and funny they thought they were. The speeches were videotaped and rated by 22 independent judges. Results showed that participants who thought they had consumed alcohol gave themselves more positive self‐evaluations. However, ratings from independent judges showed that this boost in self‐evaluation was unrelated to actual performance.  相似文献   
480.
It is well established that violent video games increase aggression. There is a stronger evidence of short-term violent video game effects than of long-term effects. The present experiment tests the cumulative long-term effects of violent video games on hostile expectations and aggressive behavior over three consecutive days. Participants (N = 70) played violent or nonviolent video games 20 min a day for three consecutive days. After gameplay, participants could blast a confederate with loud unpleasant noise through headphones (the aggression measure). As a potential causal mechanism, we measured hostile expectations. Participants read ambiguous story stems about potential interpersonal conflicts, and listed what they thought the main characters would do or say, think, and feel as the story continued. As expected, aggressive behavior and hostile expectations increased over days for violent game players, but not for nonviolent video game players, and the increase in aggressive behavior was partially due to hostile expectations.  相似文献   
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