首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1500篇
  免费   87篇
  国内免费   2篇
  2023年   11篇
  2022年   8篇
  2021年   25篇
  2020年   40篇
  2019年   56篇
  2018年   62篇
  2017年   54篇
  2016年   49篇
  2015年   50篇
  2014年   58篇
  2013年   159篇
  2012年   90篇
  2011年   84篇
  2010年   52篇
  2009年   48篇
  2008年   78篇
  2007年   59篇
  2006年   36篇
  2005年   39篇
  2004年   26篇
  2003年   40篇
  2002年   23篇
  2001年   14篇
  2000年   19篇
  1999年   32篇
  1998年   26篇
  1997年   19篇
  1996年   14篇
  1995年   23篇
  1994年   12篇
  1993年   23篇
  1992年   25篇
  1991年   19篇
  1990年   8篇
  1987年   15篇
  1986年   11篇
  1985年   8篇
  1982年   8篇
  1981年   8篇
  1978年   11篇
  1977年   8篇
  1976年   8篇
  1974年   8篇
  1973年   10篇
  1972年   9篇
  1971年   8篇
  1969年   6篇
  1968年   10篇
  1967年   11篇
  1966年   7篇
排序方式: 共有1589条查询结果,搜索用时 15 毫秒
281.
Do people know what kinds of impressions they convey to other people during particular social interactions? In a study designed to answer this question, subjects interacted individually with three partners on each of four different tasks. After each interaction, participants reported their impressions of the other person's likability and competence. They also postdicted the impressions they believed they conveyed to the other person along the same dimensions. Accuracy was computed as recommended by Cronbach (1955) and by Kenny's (1981) Social Relations Model. Subjects could tell to a significant degree how the impressions they conveyed to their partners changed over time (time accuracy) and how they changed over time in different ways with different partners (differential accuracy). They could also tell how their competence was differentially perceived by different partners (dyadic accuracy). However, they were not very accurate at discerning which partners perceived them as most competent or most likable across all interactions (person accuracy). Subjects believed that they conveyed similar impressions of themselves to all of their partners, although actually partners evidenced little agreement with each other in their impressions of a given subject. The implications of these findings for symbolic-interactionist theories of the development of the self and impression-management perspectives on social behavior are described.  相似文献   
282.
A series of five experiments used the method of magnitude estimation to assess how height and width are integrated in perceptual and in memorial judgments of area. Separate groups of subjects estimated the areas of perceived or remembered rectangles produced by a symmetrical 4 X 4 factorial design of height and width. Additional independent groups of observers made area judgments, based on special mixes of perceptual and memorial information referring to the height and width components of the to-be-judged rectangles. Both perceptual and memory data obeyed the bilinear interaction prediction of the normative multiplicative model. The relation between perceived and actual area as well as the relation between remembered and actual area could both be described by a compressive power function, with the exponent being reliably smaller for remembered than for perceived area. These results seem to imply a principle of integration rule invariance across perceptual and memorial estimates of a given set of stimuli, in conjunction with characteristically different valuation operations.  相似文献   
283.
284.
285.
286.
Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on “meaningful” entertainment and affective responses identified as “elevation” may provide a framework for understanding many examples of sad or dramatic entertainment. The results of this study suggest that many types of meaningful cinematic entertainment feature portrayals of moral virtues (e.g., altruism). These portrayals, in turn, elicit feelings of elevation (e.g., inspiration) that are signified in terms of mixed affect and unique physical responses (e.g., lump in throat). Ultimately, elevation also gives rise to motivations to embody moral virtues, such as being a better person or helping others.  相似文献   
287.
A series of three experiments, based on the method of Functional Measurement, has explored the importance assigned by professional basketball players to relevant dispositions of defense and offense players, as determinants of unsportsmanlike fouls. The 106 participants were leading male players in the premier basketball league in Israel. Experiment 1 was based on a 16 (24)‐cell model. In an individual meeting, each participant estimated the likelihood that a defense player would commit an unsportsmanlike foul on an offense player. In each of the 16 to‐be‐judged incidents, specific information on a specific combination of aggressiveness and susceptibility to victimisation of two imaginary protagonists in an offense–defense on‐the‐court incident was given to the participant. Experiment 2 was a replication of Experiment 1. There, however, names of 16 well‐known players were mentioned, the aggressiveness and susceptibility to victimisation of each fitting the model requirements. In Experiment 3, a partial replication of Experiment 2, likelihood estimations were made from two perspectives—potential perpetrator and potential victim. Overall, meaningful importance was assigned especially to the dispositions of the perpetrator, not the victim. The findings are conceived as reflections of players' cognitive schemata of on‐the‐court violence. Basée sur la méthode de la mesure fonctionnelle, une série de 3 expérimentations a exploré l’importance que des joueurs de basket professionnels attribuent aux dispositions de joueurs attaquant ou défenseur à commettre des fautes anti sportives. Les 106 sujets sont des joueurs de sexe masculin de la ligue 1 de basket israélienne. L'expérience 1 est basée sur un modèle à 16 (24) cases. Lors de passation individuelle, chaque participant estime la probabilité qu'un joueur arrière commette une faute anti sportive sur un joueur avant. Pour chacun des 16 incidents à juger, une information spécifique a été donnée aux participants. Il s'agissait d'une combinaison particulière de l'agressivité et de la propension à la victimisation des deux protagonistes imaginaires dans une situation d'incident soit offensif soit défensif sur le terrain. L'expérimentation 2 est une réplique de la première. Cependant, les noms de 16 joueurs connus sont mentionnés, l'agressivité et la propension à la victimisation étaient appropriées aux exigences du modèle. Dans l'expérience 3, réplique partielle de la deuxième, la probabilité des estimations a été faite selon deux perspectives: auteur potentiel et victime potentielle. Globalement, une importance significative a été assignée aux dispositions de l'auteur et non de la victime. Les résultats sont conçus comme reflétant le schéma cognitif des joueurs lors de violence sur le terrain.  相似文献   
288.
289.
290.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号