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11.
Excessive concern for simplicity has often led us to underestimate the complexity of aggression. Over the years, several scales related to aggression have been identified and validated both on adults and on children. Ultimately, two main higher order dimensions, emotional responsivity and proneness to aggression, repeatedly emerged in a series of second-order factor analysis. These dimensions are rather similar to two of the big five factors of personality: neuroticism/emotinal stability and hostility/agreeableness, respectively. Several studies corroborate the plausibility of a higher level bidimensional conceptualization of aggression that, while preserving the heuristic validity of looking for more specific constructs of aggression, can link the field of aggression to the field of personality. © 1994 Wiley-Liss, Inc.  相似文献   
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The current study aims to further our understanding of the integrated role of emotions on consumer decision‐making involving ethical issues, by considering the influence of both positive and negative emotions on ethical decision‐making process. It considers not only the emotions experienced prior to ethical decision‐making (pre‐decision emotions) but also those resulting from the course of action chosen (post‐decision emotions). Scenarios are used, and the results of the structural modelling analyses support the proposed relationships between current emotions, consumers' ethical decision‐making, post‐decision emotions and future ethical behavioural intentions. The data suggest the possible existence of a “virtuous ethical cycle”, whereby positive emotions lead to more ethical consumer decisions and behaviours; and these in turn lead to more positive (post‐decision) emotions, which have a positive and significant effect on future ethical behavioural intentions. In addition, happiness emerges as exerting a pivotal role in predicting consumer ethical decisions.  相似文献   
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This study used a cognitive-emotional model to examine the relations between multiple dimensions of interparental conflict and health risk behaviors among young adolescents. Participants were 151 Mexican American adolescents and their parents. At initial individual interviews, parents reported on conflict with their spouses, and adolescents reported on their parents' conflict, their appraisals of the conflict, their emotional distress, and their acculturation level. At 6-month follow-ups, adolescents reported on their risk behaviors, including substance use and sexual activity. In general, adolescents' acculturation level was not related to their risk behaviors. More frequent conflict, more conflict about the adolescent, more adolescent involvement in the conflict, and poor conflict resolution were related to greater emotional distress. More conflict about the adolescent, mothers being more demanding/dominating during conflict, and more adolescent involvement in the conflict were related to greater risk behaviors. Adolescents' cognitions mediated the link between two dimensions of parental conflict, frequency and resolution, and emotional distress. Adolescents' emotional distress mediated the association between adolescent involvement in parental conflict and adolescents' risk behaviors.  相似文献   
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Cross-modal illusory conjunctions (ICs) happen when, under conditions of divided attention, felt textures are reported as being seen or vice versa. Experiments provided evidence for these errors, demonstrated that ICs are more frequent if tactile and visual stimuli are in the same hemispace, and showed that ICs still occur under forced-choice conditions but do not occur when attention to the felt texture is increased. Cross-modal ICs were also found in a patient with parietal damage even with relatively long presentations of visual stimuli. The data are consistent with there being cross-modal integration of sensory information, with the modality of origin sometimes being misattributed when attention is constrained. The empirical conclusions from the experiments are supported by formal models.  相似文献   
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Tagliabue, Zorzi, Umiltà, and Bassignani (2000) showed that one's practicing of a spatially incompatible task influences performance in a Simon task even when the interval between the two tasks is as long as 1 week. In the present study, three experiments were conducted to investigate whether such an effect could be found in a cross-modal paradigm, whereby stimuli in the two tasks were presented in different modalities. Subjects performed either compatible or incompatible mappings in an acoustic spatial compatibility task and, after an interval of 5 min, 24 h, or 7 days, performed a visual Simon task. Results show that the spatially incompatible mapping task affected performance in the Simon task: The Simon effect was absent for all three intervals. This pattern is similar to the results of the Tagliabue et al. study, in which both tasks were performed in the same (visual) modality. Our findings disprove possible explanations based on episodic/contextual effects and support the hypothesis of a long-lasting spatial remapping that is not modality specific.  相似文献   
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The study investigated whether the Simon effect, and its facilitation and interference components, shows up in reaction time (RT) or in movement time (MT), depending on the response strategy. Experiment 1 replicated a study by Hietanen and Rämä. Subjects had to press one of two lateralised keys in response to one of two stimuli. The stimuli were presented in the center (neutral condition) or to the left or right side (corresponding or non-corresponding conditions). To press the response key, a reaching movement was necessary, and both RT and MT were recorded. One group of subjects showed an RT facilitation effect and an MT interference effect. Another group of subjects showed both MT facilitation and MT interference effects. It was hypothesized that the two groups used different response strategies. In Exps. 2 and 3, the subjects were explicitly instructed to use the two strategies that were hypothesized for Exp. 1. The results showed that whether facilitation and interference manifest themselves in RT or MT depends on the response strategy adopted by the subjects.  相似文献   
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Boundary extension is a tendency to remember close-up scenes as if they extended beyond the occluding boundaries. The authors explored the contributing factors using brief retention intervals and computer-generated images. Boundary extension turns out to be more complex than previously thought and is not linked to the effects of image magnification and field-of-view changes. Although this is consistent with the idea that boundary extension is the product of the activation of a mental schema that provides information of what is likely to exist outside the picture boundaries, the authors also found that properties of the object at the center of the picture can affect boundary extension independently of the information at the boundaries. In a test of boundary extension using stereograms, the effect does not seem to depend on amount of perceived depth, suggesting a weaker link to perception of space than previously hypothesized.  相似文献   
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The aims of this paper are threefold: To show that game-playing (GP), the discipline of Artificial Intelligence (AI) concerned with the development of automated game players, has a strong epistemological relevance within both AI and the vast area of cognitive sciences. In this context games can be seen as a way of securely reducing (segmenting) real-world complexity, thus creating the laboratory environment necessary for testing the diverse types and facets of intelligence produced by computer models. This paper aims to promote the belief that games represent an excellent tool for the project of computational psychology (CP).  To underline how, despite this, GP has mainly adopted an engineering-inspired methodology and in doing so has distorted the framework of cognitive functionalism. Many successes (i.e. chess, checkers) have been achieved refusing human-like reasoning. The AI has appeared to work well despite ignoring an intrinsic motivation, that of creating an explanatory link between machines and mind.  To assert that substantial improvements in GP may be obtained in the future only by renewed interest in human-inspired models of reasoning and in other cognitive studies. In fact, if we increase the complexity of games (from NP-Completeness to AI-Completeness) in order to reproduce real-life problems, computer science techniques enter an impasse. Many of AI’s recent GP experiences can be shown to validate this.  The lack of consistent philosophical foundations for cognitive AI and the minimal philosophical commitment of AI investigation are two of the major reasons that play an important role in explaining why CP has been overlooked.  相似文献   
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