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231.
Although generation typically enhances item memory, the effect is subject to a number of theoretically important limitations. One potential limitation concerns context memory but there has been debate about whether generation actually enhances or disrupts memory for contextual details. Five experiments assessed the effect of generation on context memory for perceptual attributes of the study stimulus (intrinsic context). The results indicate that despite enhancing item memory, generation disrupts memory for intrinsic context. This result generalized over different intrinsic details (print colour and font), different generation manipulations, and several methodological factors identified in earlier research as potential moderators of this negative generation effect. Despite the negative generation effect on intrinsic context, contextual details external to the target item (extrinsic context) are not disrupted. In a sixth experiment, a visually based generation task (letter transposition) enhanced context memory for the extrinsic detail of location. Coupled with earlier research, the results indicate that generation disrupts context memory for intrinsic details but either does not harm or enhances memory for extrinsic context.  相似文献   
232.
Personality is strongly influenced by motivation systems that organise responses to rewards and punishments and that drive approach and avoidance behavior. Neuropsychological research has identified: (a) two avoidance systems, one related to pure active avoidance and escape, and one to passive avoidance and behavioral inhibition produced by goal‐conflict; and (b) two approach systems, one related to the actions of reward seeking and one to experience and behavior related to pleasure on receiving reward. These systems mediate fluid moment‐by‐moment reactions to changing stimuli, with relatively stable person‐specific sensitivities to these stimuli manifested in personality traits. We review what is known about these motivational traits, integrating the theory‐driven approach based on animal learning paradigms with the empirical tradition of the Big Five personality model.  相似文献   
233.
Interfering with perception during encoding can enhance later memory, a phenomenon known as the perceptual interference effect. This effect is investigated in the context of the item-specific-relational framework (e.g., Hunt & McDaniel, 1993), which suggests that the perceptual interference enhances item-specific encoding and impedes relational encoding. Two experiments performed with multiple recall tests support this view. Prior research indicates that item-specific processing increases item gains across tests, whereas relational processing protects against item losses (e.g., Burns, 1993; Klein, Loftus, Kihlstrom, & Aseron, 1989). Consistent with the item-specific-relational framework, perceptual interference produced significant increases in both item gains and losses relative to a control condition.  相似文献   
234.
Hindsight bias is the phenomenon that after people are presented with the correct answer to a question, their judgment regarding their own past answer to this question is biased toward the correct answer. In three experiments, younger and older adults gave numerical responses to general-knowledge questions and later attempted to recall their responses. For some questions, the correct answer was provided during recall (Experiment 1) or before recall (Experiments 2 and 3). Multinomial model-based analyses show age differences in both recollection bias and reconstruction bias when the correct judgment was in working memory during the recall phase. The authors discuss implications for theories of cognitive aging and theories of hindsight bias.  相似文献   
235.
Novice, intermediate, and expert chess players of various ages, playing with two chess pieces on a quarter-section of a chessboard, performed a simple task to detect that the king is in check or is threatened with being in check. Age slowed response for both tasks. An interaction of task and skill revealed differences in diminishing response time between check and threat tasks as skill increased; experts were equally fast on both tasks. Measures of speed and working memory were negatively related to age but unrelated to skill. Skill did not mitigate age-related effects on speed of detection. These results suggest that knowledge-activation processes necessary to assess basic chess relationships slow with age, even in experts.  相似文献   
236.
The successful adoption of technology is becoming increasingly important to functional independence. The present article reports findings from the Center for Research and Education on Aging and Technology Enhancement (CREATE) on the use of technology among community-dwelling adults. The sample included 1,204 individuals ranging in age from 18-91 years. All participants completed a battery that included measures of demographic characteristics, self-rated health, experience with technology, attitudes toward computers, and component cognitive abilities. Findings indicate that the older adults were less likely than younger adults to use technology in general, computers, and the World Wide Web. The results also indicate that computer anxiety, fluid intelligence, and crystallized intelligence were important predictors of the use of technology. The relationship between age and adoption of technology was mediated by cognitive abilities, computer self-efficacy, and computer anxiety. These findings are discussed in terms of training strategies to promote technology adoption.  相似文献   
237.
A network of brain areas collectively represent location, but the underlying nature of this "cognitive map" has remained elusive. A recent study reports that the activity patterns of some entorhinal cortical neurons form a remarkably regular array of evenly spaced peaks across the surface of the environment. These "grid cells" might be the basis of a metric used for calculating position, and their discovery could greatly advance our understanding of how navigational computations are performed.  相似文献   
238.
For psychologists, it is sometimes necessary to measure peoples reaction times to the nearest millisecond. This article describes how to use the PC parallel port to receive signals from a button box to achieve millisecond response time accuracy. The workings of the parallel port, the corresponding port addresses, and a simple Linux program for controlling the port are described. A test of the speed and reliability of button box signal detection is reported. If the reader is moderately familiar with Linux, this article should provide sufficient instruction for him or her to build and test his or her own parallel port button box. This article also describes how the parallel port could be used to control an external apparatus  相似文献   
239.
Geometric alterations to the boundaries of a virtual environment were used to investigate the representations underlying human spatial memory. Subjects encountered a cue object in a simple rectangular enclosure, with distant landmarks for orientation. After a brief delay, during which they were removed from the arena, subjects were returned to it at a new location and orientation and asked to mark the place where the cue had been. On some trials the geometry (size, aspect ratio) of the arena was varied between presentation and testing. Responses tended to lie somewhere between a location that maintained fixed distances from nearby walls and a location that maintained fixed ratios of the distances between opposing walls. The former were more common after expansions and for cued locations nearer to the edge while the latter were more common after contractions and for locations nearer to the center. The spatial distributions of responses predicted by various simple geometric models were compared to the data. The best fitting model was one derived from the response properties of 'place cells' in the rat hippocampus, which matches the 'proximities' 1/(d+c) of the cue to the four walls of the arena, where d is the distance to a wall and c is a global constant. Subjects also tended to adopt the same orientation at presentation and testing, although this was not due to using a view matching strategy, which could be ruled out in 50% of responses. Disoriented responses were most often seen where the cued location was near the center of the arena or where the long axis of a rectangular arena was changed between presentation and testing, suggesting that the geometry of the arena acts as a weak cue to orientation. Overall, the results suggest a process of visual landmark matching to determine orientation, combined with an abstract representation of the proximity of the cued location to the walls of the arena consistent with the neural representation of location in the hippocampus.  相似文献   
240.
Two experiments investigated new dimensions of the effect of confirming feedback on eyewitness identification confidence using target-absent and target-present lineups and (previously unused) unbiased witness instructions (i.e., "offender not present" option highlighted). In Experiment 1, participants viewed a crime video and were later asked to try to identify the thief from an 8-person target-absent photo array. Feedback inflated witness confidence for both mistaken identifications and correct lineup rejections. With target-present lineups in Experiment 2, feedback inflated confidence for correct and mistaken identifications and lineup rejections. Although feedback had no influence on the confidence-accuracy correlation, it produced clear overconfidence. Confidence inflation varied with the confidence measure reference point (i.e., retrospective vs. current confidence) and identification response latency.  相似文献   
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