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51.
This study provides new evidence of motives of secondary social sharing of emotions. In a retrospective study, 140 female (Mage = 29.4 yr., SD=12.8) and 116 male (M = 29.5 yr., SD = 13.1) participants were asked to recall a recent situation in which they had talked to a third person about a positive or negative, low or high intensity emotional narrative they had heard. 70% of the respondents reported having secondarily shared the reported event rapidly after the narration with several persons and at several times. Moreover, they not only described the event, the speaker's reaction and their own reactions, but also revealed the identity of their first confidant. Participants reported having spread the emotional narrative more widely in the high negative condition in order to seek emotional support and social comparison.  相似文献   
52.
ABSTRACT Consistent with social comparison theory (SCT), Blanton, Buunk, Gibbons, and Kuyper (1999) and Huguet, Dumas, Monteil, and Genestoux (2001) found that students tended to choose comparison targets who slightly outperformed them (i.e., upward comparison choices), and this had a beneficial effect on subsequent performance—a behavioral assimilation effect (BAE). We show (Studies 1 and 2) that this apparent BAE is due, in part, to uncontrolled measurement error in pretest achievement. However, using simulated data (Study 3), these phantom BAEs were eliminated with latent‐variable models with multiple indicators. In Studies 4 and 5, latent‐variable models were applied to the Blanton et al. and Huguet et al. data, resulting in substantially smaller but still significantly positive BAEs. More generally in personality research based on correlational data, failure to control measurement error in pretest/background variables will positively bias the apparent effects of personality variables of interest, but widely applicable approaches demonstrated here can correct for these biases.  相似文献   
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Perceptual fluency is the subjective experience of ease with which an incoming stimulus is processed. Although perceptual fluency is assessed by speed of processing, it remains unclear how objective speed is related to subjective experiences of fluency. We present evidence that speed at different stages of the perceptual process contributes to perceptual fluency. In an experiment, figure-ground contrast influenced detection of briefly presented words, but not their identification at longer exposure durations. Conversely, font in which the word was written influenced identification, but not detection. Both contrast and font influenced subjective fluency. These findings suggest that speed of processing at different stages condensed into a unified subjective experience of perceptual fluency.  相似文献   
55.
Boyer P  Liénard P 《The Behavioral and brain sciences》2006,29(6):595-613; discussion 613-50
Ritualized behavior, intuitively recognizable by its stereotypy, rigidity, repetition, and apparent lack of rational motivation, is found in a variety of life conditions, customs, and everyday practices: in cultural rituals, whether religious or non-religious; in many children's complicated routines; in the pathology of obsessive-compulsive disorders (OCD); in normal adults around certain stages of the life-cycle, birthing in particular. Combining evidence from evolutionary anthropology, neuropsychology and neuroimaging, we propose an explanation of ritualized behavior in terms of an evolved Precaution System geared to the detection of and reaction to inferred threats to fitness. This system, distinct from fear-systems geared to respond to manifest danger, includes a repertoire of clues for potential danger as well as a repertoire of species-typical precautions. In OCD pathology, this system does not supply a negative feedback to the appraisal of potential threats, resulting in doubts about the proper performance of precautions, and repetition of action. Also, anxiety levels focus the attention on low-level gestural units of behavior rather than on the goal-related higher-level units normally used in parsing the action-flow. Normally automatized actions are submitted to cognitive control. This "swamps" working memory, an effect of which is a temporary relief from intrusions but also their long-term strengthening. Normal activation of this Precaution System explains intrusions and ritual behaviors in normal adults. Gradual calibration of the system occurs through childhood rituals. Cultural mimicry of this system's normal input makes cultural rituals attention-grabbing and compelling. A number of empirical predictions follow from this synthetic model.  相似文献   
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We investigated the effect of image size on saccade amplitudes. First, in a meta-analysis, relevant results from previous scene perception studies are summarised, suggesting the possibility of a linear relationship between mean saccade amplitude and image size. Forty-eight observers viewed 96 colour scene images scaled to four different sizes, while their eye movements were recorded. Mean and median saccade amplitudes were found to be directly proportional to image size, while the mode of the distribution lay in the range of very short saccades. However, saccade amplitudes expressed as percentages of image size were not constant over the different image sizes; on smaller stimulus images, the relative saccades were found to be larger, and vice versa. In sum, and as far as mean and median saccade amplitudes are concerned, the size of stimulus images is the dominant factor. Other factors, such as image properties, viewing task, or measurement equipment, are only of subordinate importance. Thus, the role of stimulus size has to be reconsidered, in theoretical as well as methodological terms.  相似文献   
58.
This paper addresses methodological considerations relevant to nonverbal communication of emotion research. In order to gather more information about the interpretations given to spontaneous and dynamic facial expressions, two main objectives guide the present exploratory research. The first one is to obtain naturalistic recordings of emotional expressions in realistic settings that are ‘emotional enough’. The second one is to address the issue of dynamic judgments of facial expressions of emotion, that is real-time emotional recognition. An innovative device has been created for this specific purpose. Results show that, although the social nature of the eliciting situation is minimal, the experience of some emotions is reflected on the encoders' faces while being covertly videotaped in natural conditions. Moreover, results show the utility to investigate dynamic emotional judgments of spontaneous and dynamic expressions since observers seem to be sensitive to the slightest facial expression change in making their emotional judgments. A promising paradigm is thus proposed for the study of the dynamics of real-time nonverbal emotional interaction. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   
59.
Advancing age is associated with decrements in selective attention. It was recently hypothesized that age-related differences in selective attention depend on sensory modality. The goal of the present study was to investigate the role of sensory modality in age-related vulnerability to distraction, using a response interference task. To this end, 16 younger (mean age = 23.1 years) and 24 older (mean age = 65.3 years) adults performed four response interference tasks, involving all combinations of visual and auditory targets and distractors. The results showed that response interference effects differ across sensory modalities, but not across age groups. These results indicate that sensory modality plays an important role in vulnerability to distraction, but not in age-related distractibility by irrelevant spatial information.  相似文献   
60.
This article investigates the ways in which players of massively multiplayer online role‐playing games (MMORPGs) internalize being a player into their self‐concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild comparison level or at the more inclusive level of MMORPG players. Study 1 (n = 84) reveals favoritism for the in‐group guild in a within‐game context, and Study 2 (n = 200) shows that valuation of and identification with the in‐group are moderated by the interview context and the level of category inclusion: Inside the game, the guild is more valued and identification is emphasized. In contrast, valuation of and identification with MMORPG players is not influenced by the interview context. Together, by examining both valuation and identification processes, this research reveals that playing online games may be self‐involving because being a player, but also being a member of a guild, directly contribute to the social identity. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
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