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191.
Two experiments were conducted to address methodological issues with past studies investigating the influence of egocentric and object-based transformations on performance and sex differences in mental rotation. In previous work, the egocentric and object-based mental rotation tasks confounded the stimulus type (embodied vs. non-embodied) and transformation task (egocentric vs. object-based). In both experiments presented here, the same stimuli were used regardless of the type of transformation but task instructions were modified to induce either egocentric (left–right judgment) or object-based (same–different judgment) processing. Experiment 1 used pairs of letters whereas Experiment 2 presented pairs of line-drawings of human hands. For both experiments, it was hypothesized that the mental rotation slope for response time would be steeper for object-based than for egocentric transformations. This hypothesis was verified in both experiments. Furthermore, Experiment 2 showed a reduced male advantage for egocentric compared to object-based rotations, whereas this pattern was reversed for Experiment 1. In conclusion, the present study showed that the influence of the type of transformation involved in mental rotation can be examined with the same set of stimuli simply by modifying task instructions.  相似文献   
192.
Against the background of the embodied cognition approach this experiment investigated the influence of motor expertise on object-based vs. egocentric transformations in a chronometric mental rotation (MR) task using images of either the own or another person’s body as stimulus material. The present study aimed to clarify two issues: (1) whether stimulus size (life size vs. small) is able to induce embodiment effects and (2) which role self-awareness processes play when using stimuli of the own body. The same design was conducted twice using both small stimuli (Study 1) and life-size human figures (Study 2). Using life-sized figures in Study 2 resulted in an explicit advantage of self-related stimuli and improved performance for motor experts compared to non-motor experts in both object-based and egocentric transformations. In conclusion, these results suggest that life-sized figures do indeed induce stronger embodiment effects in MR.  相似文献   
193.
Effects on spoken-word recognition of prevoicing differences in Dutch initial voiced plosives were examined. In 2 cross-modal identity-priming experiments, participants heard prime words and nonwords beginning with voiced plosives with 12, 6, or 0 periods of prevoicing or matched items beginning with voiceless plosives and made lexical decisions to visual tokens of those items. Six-period primes had the same effect as 12-period primes. Zero-period primes had a different effect, but only when their voiceless counterparts were real words. Listeners could nevertheless discriminate the 6-period primes from the 12- and 0-period primes. Phonetic detail appears to influence lexical access only to the extent that it is useful: In Dutch, presence versus absence of prevoicing is more informative than amount of prevoicing.  相似文献   
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Experts with video game experience, in contrast to non-experienced persons, are superior in multiple domains of visual attention. However, it is an open question which basic aspects of attention underlie this superiority. We approached this question using the framework of Theory of Visual Attention (TVA) with tools that allowed us to assess various parameters that are related to different visual attention aspects (e.g., perception threshold, processing speed, visual short-term memory storage capacity, top-down control, spatial distribution of attention) and that are measurable on the same experimental basis. In Experiment 1, we found advantages of video game experts in perception threshold and visual processing speed; the latter being restricted to the lower positions of the used computer display. The observed advantages were not significantly moderated by general person-related characteristics such as personality traits, sensation seeking, intelligence, social anxiety, or health status. Experiment 2 tested a potential causal link between the expert advantages and video game practice with an intervention protocol. It found no effects of action video gaming on perception threshold, visual short-term memory storage capacity, iconic memory storage, top-down control, and spatial distribution of attention after 15 days of training. However, observations of a selected improvement of processing speed at the lower positions of the computer screen after video game training and of retest effects are suggestive for limited possibilities to improve basic aspects of visual attention (TVA) with practice.  相似文献   
197.
Prior research has repeatedly documented how people who are implicitly motivated by power motives may hurt other people’s interests. However, people may also enact the implicit power motive (nPower) in a prosocial manner. Using an Operant Motive Test, the authors differentiated five enactment strategies within nPower and investigated personality antecedents and personal benefits of a prosocial enactment strategy. Two studies found that demand-related action orientation (i.e., ability to self-regulate positive affect) was associated with prosocial enactment of nPower. Furthermore, prosocial enactment of nPower was associated with a higher explicit power motive among future teachers (Study 1) and future psychologists (Study 2). Finally, there was an indirect effect of action orientation through the prosocial enactment of nPower on the explicit power motive (Studies 1 and 2) and, in turn, on well-being (Study 2). Our integration of motivation and self-regulation research (the “what” and “how” of goal striving) helps to better understand the dual nature of power motives.  相似文献   
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This study examines inter-individual differences in how presentation modality affects verbal learning performance. Children aged 5 to 16 performed a verbal learning test within one of three presentation modalities: pictorial, auditory, or textual. The results indicated that a beneficial effect of pictures exists over auditory and textual presentation modalities and that this effect increases with age. However, this effect is only found if the information to be learned is presented once (or at most twice) and only in children above the age of 7. The results may be explained in terms of single or dual coding of information in which the phonological loop is involved. Development of the (sub)vocal rehearsal system in the phonological loop is believed to be a gradual process that begins developing around the age of 7. The developmental trajectories are similar for boys and girls. Additionally, auditory information and textual information both seemed to be processed in a similar manner, namely without labeling or recoding, leading to single coding. In contrast, pictures are assumed to be processed by the dual coding of both the visual information and a (verbal) labeling of the pictures.  相似文献   
200.
The interplay of content and context is observable in a moment to moment manner as propositional content unfolds. The current contribution illustrates this through data from real-time language comprehension indicating that propositional content is not computed in isolation but relies in important ways on context during every step of the computation of meaning. The relevant notion of context that we have to adopt includes all aspects of possible worlds and draws on a variety of knowledge representations, which in a first processing phase serve to generate expectations for upcoming words. In a second phase, the discourse representation is assessed and if necessary updated by means of inferential reasoning and enrichment to reflect the speaker’s intended meaning.  相似文献   
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