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651.
Many psychological constructs are conceived to be hierarchically structured and thus to operate at various levels of generality. Alternative confirmatory factor analytic (CFA) models can be used to study various aspects of this proposition: (a) The one-factor model focuses on the top of the hierarchy and contains only a general construct, (b) the first-order factor model focuses on the intermediate level of the hierarchy and contains only specific constructs, and both (c) the higher order factor model and (d) the nested-factor model consider the hierarchy in its entirety and contain both general and specific constructs (e.g., bifactor model). This tutorial considers these CFA models in depth, addressing their psychometric properties, interpretation of general and specific constructs, and implications for model-based score reliabilities. The authors illustrate their arguments with normative data obtained for the Wechsler Adult Intelligence Scale and conclude with recommendations on which CFA model is most appropriate for which research and diagnostic purposes.  相似文献   
652.
Data from a cross‐sectional sample (N = 601 men and women) and a longitudinal sample (N = 125 women) were used to test hypotheses about the development of Big Five domains and facets from early adulthood through middle age. Analyses of mean‐level age trends indicated that overall Agreeableness and Conscientiousness increased with age and that several facets showed distinctive trends that replicated across the samples. Cross‐sectional analyses of trait intercorrelations and covariances indicated that interrelations between the Big Five domains, and between their more specific facets, were quite similar at older versus younger ages. Finally, longitudinal analyses of individual‐level changes indicated that (a) different people's personalities changed in markedly different ways; (b) these changes were predominantly independent, rather than correlated, across Big Five domains; and (c) the pattern of change correlations between Big Five facets could be explained by the facets’ interrelations at the first assessment time. Taken together, these results suggest that a complete understanding of personality development requires consideration of facet‐level traits and that adult personality development is predominantly influenced by narrowly acting mechanisms that each affect a single Big Five domain, or a small cluster of related facets, rather than by broadly acting mechanisms that simultaneously affect previously independent traits.  相似文献   
653.
Public opposition to antiracism laws—an expression of prejudice toward immigrants—is widespread in Switzerland as well as in other European countries. Using data from the European Social Survey 2002 (N = 1,711), the present study examined across Swiss municipalities individual and contextual predictors of opposition to such laws and of two well‐established antecedents of prejudice: perceived threat and intergroup contact. The study extends multilevel research on immigration attitudes by investigating the role of the ideological climate prevailing in municipalities (conservative vs. progressive), in addition to structural features of municipalities. Controlling for individual‐level determinants, stronger opposition to antiracism laws was found in more conservative municipalities, while the proportion of immigrants was positively related to intergroup contact. Furthermore, in conservative municipalities with a low proportion of immigrants, fewer intergroup contacts were reported. In line with prior research, intergroup contact decreased prejudiced policy stances through a reduction of perceived threat. Overall, this study highlights the need to include normative and ideological features of local contexts in the analysis of public reactions toward immigrants.  相似文献   
654.
Motor experts can accurately predict the future actions of others by observing their movements. This report describes three experiments that investigate such predictions in everyday object manipulations and test whether these predictions facilitate responses to the actions of others. Observing video excerpts showing an actor reaching for a vertically mounted dial, participants in Experiment 1 needed to predict how the actor would rotate it. Their predictions were specific to the direction and extent of the dial rotation and improved proportionate to the length of the video clip shown. Testing whether such predictions facilitate responses, in the subsequent experiments responders had to undo an actor's actions, back-rotating a dial (Exp 2) and a bar (Exp 3). The responders' actions were initiated faster when the actors' movements obeyed the so-called end-state comfort principle than when they did not. Our experiments show that humans exploit the end-state comfort effect to tweak their predictions of the future actions of others. The results moreover suggest that the precision of these predictions is mediated by perceptual learning rather than by motor simulation.  相似文献   
655.
The grasp orientation when grasping an object is frequently aligned in anticipation of the intended rotation of the object (end-state comfort effect). We analyzed grasp orientation selection in a continuous task to determine the mechanisms underlying the end-state comfort effect. Participants had to grasp a box by a circular handle—which allowed for arbitrary grasp orientations—and then had to rotate the box by various angles. Experiments 1 and 2 revealed both that the rotation’s direction considerably determined grasp orientations and that end-postures varied considerably. Experiments 3 and 4 further showed that visual stimuli and initial arm postures biased grasp orientations if the intended rotation could be easily achieved. The data show that end-state comfort but also other factors determine grasp orientation selection. A simple mechanism that integrates multiple weighted biases can account for the data.  相似文献   
656.
Obsessive-compulsive disorders are associated with different neuropsychological impairments concerning executive functions, error monitoring, decision making and other basic functionalities. Contemporary neurocircuitry models emphasize the dysfunction of the fronto-striato-thalamo-cortical network related to parietal regions, the orbitofrontal cortex, the anterior cingulate cortex and other limbic structures. In brief, studies on the functional neuroanatomy of psychotherapy effects realized by positron emission tomography (PET) and functional magnetic resonance imaging (fMRI) are reported. Perspectives concern combined process-outcome research with repeated neuroimaging and highly resolved (daily) self-ratings focussing the nonlinear dynamics of psychotherapeutic change processes. New therapeutic approaches could explore the combination of psychotherapy with fMRI-based real-time neurofeedback and noninvasive neuromodulation with coordinated reset stimulation focusing on the desynchronization of pathologically oversynchronized neural populations and networks.  相似文献   
657.
658.
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
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660.
This article elaborates upon the notion of media enjoyment in the context of film viewing by proposing a complementary type of gratification that we conceptualize as appreciation. Three studies were conducted to tap into the multidimensionality of viewers' entertainment gratifications with a special focus on the domain of more serious, poignant, and pensive media experiences typically associated with genres such as drama, history, documentary, or art films. These studies provide evidence of and measurement for gratifications related to fun and suspense, but also gratifications related to moving and thought‐provoking entertainment experiences, with all three gratifications leading to perceptions of entertainment having a more long‐lasting or enduring effect. The results are discussed with regard to the theoretical conceptualization of entertainment gratification.  相似文献   
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