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31.
This essay provides an interpretation of Jonathan Edwards's moral thought that calls attention to the motif of perception in his conception of true virtue. The aim is to illumine the extent to which Edwards's virtue ethics can be included in and contribute to prevailing approaches to virtue in contemporary theological ethics. To advance this proposal, this essay attends to the question of moral agency that Edwards's reflections on charity, the new spiritual sense, and religious affections raise. This procedure offers an acute sense of the significance of perception for Edwards's virtue ethics, which in turn allows for a constructive Edwardsean entry into current theological discussions on the narrative character of virtue.  相似文献   
32.
Drawing on uncertainty‐identity theory (Hogg, 2012), we explore the effects of uncertainty concerning a specific social identity on group identification and attitudes toward subgroup integration and separation in South Koreans' nested identity context (N = 148). All variables were measured. Path analysis revealed, as predicted, that superordinate identity uncertainty weakened superordinate identification and subgroup identity uncertainty weakened subgroup identification. We also found that subgroup identity uncertainty strengthened superordinate identification. This effect was stronger for those who perceived their superordinate group prototype and subgroup prototype to be distinct and nonoverlapping. Furthermore, superordinate identity uncertainty decreased reunification intentions by weakening superordinate identification. Subgroup identity uncertainty increased reunification intentions by strengthening superordinate identification only for those who perceived their superordinate group prototype and subgroup prototype to be distinct and nonoverlapping. Implications for uncertainty identity theory and intergroup relations are discussed.  相似文献   
33.
Muscle synergy describes reduced set of functional muscle co-activation patterns. We aimed to identify muscle synergies of turning compared with straight walking. Twelve healthy adults (men: 7, women: 5) performed straight walking (SW), left turning (LT), and right turning (RT) at self-selected speeds. By using non-negative matrix factorization (NMF), we extracted muscle synergies from sixteen electromyography (EMG) signals on the right side and assigned similar muscle synergies among SW, LT, and RT into the same cluster by combining k-means clustering and intraclass correlation coefficient (ICC) analysis. We obtained task-specific clusters of muscle synergies extracted from SW, LT, or RT condition and identified the clusters that share synergies among the conditions. The central nervous system produces specific synergies involving turning behaviors and fundamental synergies for walking.  相似文献   
34.
This study explored the effects of inclusive leadership on employee well-being and innovative behavior. We also investigated the mediating role of person-job fit in these relationships. We tested these effects on a sample of 207 employees in five telecommunication companies in Vietnam, using a questionnaire survey. The results showed that inclusive leadership is positively related to employee well-being and innovative behavior, and that person-job fit mediates these relationships. The study makes theoretical contributions to the literature of leadership and organizational psychology, and suggests useful managerial implications for organizations to boost employee well-being and innovative behavior. Taking a cultural approach, this study provides empirical cross-cultural validity of the effect of inclusive leadership on employee well-being.  相似文献   
35.
Sungho Choi 《Erkenntnis》2005,63(1):101-118
In this paper, I will first clarify Lewis’s influence theory of causation by relying on his theory of events. And then I will consider Michael Strevens’s charge against the sufficiency of Lewis’s theory. My claim is that it is legitimate but does not pose as serious a problem for Lewis’s theory as Strevens thinks because Lewis can surmount it by limiting the scope of his theory to causation between concrete events. Michael Strevens raises an alleged counterexample to the necessity of Lewis’s theory that, if successful, would have a very important advantage over other alleged counterexamples. But I will assert that it is simply mistaken. My defense of Lewis’s theory will shed interesting light on the relationship between Lewis’s theory and Salmon’s mark theory.  相似文献   
36.
Three experiments investigated whether the Stroop color-naming effect is modulated by the likelihood of a color word capturing visual attention. In Experiment 1, a bar or a neutral word was presented at fixation as a color carrier, along with a color word randomly appearing in either an achromatic color (white in the main experiment, gray in a follow-up) or purple. Reduction of the Stroop effect (known as Stroop dilution) occurred when the color word was achromatic but not (or to a lesser extent) when it was in purple. In Experiment 2, the color of the color word remained constant throughout trial blocks, and Stroop dilution was equally evident when the word was always in purple and when it was always in white. In Experiment 3, a color bar was presented as the color carrier with both a color word and a neutral word. In this case, the Stroop effect was larger when the color word appeared in purple, and smaller when the neutral word appeared in purple, than when neither word did. These results imply that the extent to which processing of a color word occurs is determined by the likelihood of the word capturing attention.  相似文献   
37.
Older adults show positive gaze preferences, but to what extent are these preferences malleable? Examining the plasticity of age-related gaze preferences may provide a window into their origins. We therefore designed an attentional training procedure to assess the degree to which we could shift gaze and gaze-related mood in both younger and older adults. Participants completed either a positive or negative dot-probe training. Before and after the attentional training, we obtained measures of fixations to negatively valenced images along with concurrent mood ratings. We found differential malleability of gaze and mood by age: for young adults, negative training resulted in fewer posttraining fixations to the most negative areas of the images, whereas positive training appeared more successful in changing older adults' fixation patterns. Young adults did not differ in their moods as a function of training, whereas older adults in the train negative group had the worst moods after training. Implications for the etiology of age-related positive gaze preferences are considered.  相似文献   
38.
This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.  相似文献   
39.
The currency of our visual experience consists not only of visual features such as color and motion, but also seemingly higher-level features such as causality--as when we see two billiard balls collide, with one causing the other to move. One of the most important and controversial questions about causal perception involves its origin: do we learn to see causality, or does this ability derive in part from innately specified aspects of our cognitive architecture? Such questions are difficult to answer, but can be indirectly addressed via experiments with infants. Here we explore causal perception in 7-month-old infants, using a different approach from previous work. Recent work in adult visual cognition has demonstrated a postdictive aspect to causal perception: in certain situations, we can perceive a collision between two objects in an ambiguous display even after the moment of potential 'impact' has already passed. This illustrates one way in which our conscious perception of the world is not an instantaneous moment-by-moment construction, but rather is formed by integrating information over short temporal windows. Here we demonstrate analogous postdictive processing in infants' causal perception. This result demonstrates that even infants' visual systems process information in temporally extended chunks. Moreover, this work provides a new way of demonstrating causal perception in infants that differs from previous strategies, and is immune to some previous types of critiques.  相似文献   
40.
Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.  相似文献   
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