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   363篇
  免费   10篇
  2021年   2篇
  2020年   3篇
  2019年   6篇
  2018年   10篇
  2017年   8篇
  2016年   13篇
  2015年   4篇
  2014年   8篇
  2013年   45篇
  2012年   9篇
  2011年   21篇
  2010年   6篇
  2009年   8篇
  2008年   18篇
  2007年   16篇
  2006年   16篇
  2005年   10篇
  2004年   19篇
  2003年   14篇
  2002年   14篇
  2001年   4篇
  2000年   7篇
  1999年   4篇
  1998年   5篇
  1997年   4篇
  1996年   3篇
  1995年   3篇
  1994年   4篇
  1993年   6篇
  1992年   8篇
  1991年   6篇
  1990年   8篇
  1989年   4篇
  1988年   6篇
  1987年   9篇
  1986年   3篇
  1985年   4篇
  1984年   3篇
  1982年   2篇
  1981年   4篇
  1980年   8篇
  1978年   1篇
  1977年   4篇
  1976年   3篇
  1975年   2篇
  1974年   3篇
  1973年   1篇
  1972年   1篇
  1971年   1篇
  1966年   1篇
排序方式: 共有373条查询结果,搜索用时 31 毫秒
41.
The aim of this article is to propose some benchmarks for a Doctor of Psychology (DPsych) in advanced training in Child Psychology in South Africa, and to highlight key elements in offering such a programme. In doing so, we use as case illustration an existing DPsych programme currently being offered at the University of the Free State, South Africa. We consider advanced child psychology training to registered psychologists in the clinical, counselling and educational categories. The DPsych option encompasses clinical practice, research, training, selection, and student outcomes in the context of theory as well as evidence-based practices. A wider adoption of a DPsych, focusing on child psychology, would add value to the integration of the best available research and clinical expertise in child mental health care in South Africa.  相似文献   
42.
Spatial learning and memory in rodents is most often assessed in the Morris water maze. Neurobiologists have to distinguish behavioral patterns to unravel underlying neuronal systems. We analyzed swim patterns of mice videotaped before and after training with a multitrial procedure in the water maze. In addition to traditional parameters, the animals’ position in relation to trained and other possible platform locations was estimated five times per second by an image analysis system. This parameter,cumulative distance to platform, was correlated with time spent in the platform quadrant but not with latency to and crossings of the platform location. We detected a subgroup of animals with concentric patterns within the group of spatial/persistent patterns. Random patterns were classified as well. Swim patterns before training were not predictive for the one after training. In summary, image analysis systems have made it very convenient to quantify behavior. Using their capacity, we have further improved the analysis of swim patterns, revealing animals’ different approaches to solve a problem.  相似文献   
43.
44.
The article explores whether the traits representing the dimensions underlying the structure of facial and non-facial impressions are similarly mapped in the face space. Two studies examine whether the trustworthiness-by-dominance and the warmth-by-competence two-dimensional models overlap in face perception. In Study 1 (= 200), we used a reverse-correlation task to obtain classification images (CIs) reflecting how each dimension is mapped onto a face. Results show that the similarity between CIs was higher between warmth and trustworthiness than between competence and dominance. In Study 2 (= 31) the evaluations of each CI on each social dimension show a higher dissociation between dominance and competence than between trustworthiness and warmth. These results, obtained at both perceptual and judgment levels, suggest that there is only a partial correspondence between the two models that seems to be driven by the relationship that the competence and dominance dimensions establish with valence.  相似文献   
45.
Statements supported mostly by correlational and cross-sectional studies suggest that playing violent video games can cause emotional desensitization. A longitudinal experiment examined a) whether repeated violent game play leads to emotional desensitization and b) whether desensitization generalizes to other play and real-life experiences. Participants played alternative versions of the same violent game for the first four days; on these days, the character role was varied between-subjects to be moral (United Nations soldier) or immoral (terrorist soldier). On Day 5, all participants played a novel game as a terrorist. Results indicate two things. First, habituation occurs over repeated game play: Repeated exposure decreased the ability of the original game to elicit guilt. Second, the decreased ability to elicit guilt can generalize to other game-play experiences: Guilt elicited by the novel game on Day 5 was reduced for the immoral character condition compared to the moral character condition. The current study provides causal, longitudinal evidence regarding the potential for video game play to lead to emotional desensitization with regard to future video game-play experiences.  相似文献   
46.
Individuals perceive their own group to be more typical of a shared superordinate identity than other groups are. This in-group projection process has been demonstrated with both self-report and indirect measures. The two studies reported here extend this research to the visual level, specifically, within the domain of faces. Using an innovative reverse-correlation approach, we found that German and Portuguese participants' visual representations of European faces resembled the appearance typical for their own national identity. This effect was found even among participants who explicitly denied that one nation was more typical of Europe than the other (Study 1). Moreover, Study 2 provides experimental evidence that in-group projection is restricted to inclusive superordinate groups, as the effect was not observed for visual representations of a category ("Australian") that did not include participants' in-group. Implications for the in-group projection model, as well as for the applicability of reverse-correlation paradigms, are discussed.  相似文献   
47.
48.
This study evaluated a device that applied a sustained increase in accelerator pedal back force whenever drivers exceeded a preset speed criterion without buckling their seat belts. This force was removed once the belt was fastened. Participants were 6 commercial drivers who operated carpet-cleaning vans. During baseline, no contingency was in place for unbuckled trips. The pedal resistance was introduced via a multiple baseline design across groups. On the first day of treatment, the device was explained and demonstrated for all drivers of the vehicle. The treatment was associated with an immediate sustained increase in seat belt compliance to 100%. Occasionally, drivers initially did not buckle during a trip and encountered the force. In all instances, they buckled within less than 25 s. These results suggest that the increased force was sufficient to set up an establishing operation to reinforce seat belt buckling negatively. Drivers indicated that they were impressed with the device and would not drive very long unbelted with the pedal force in place.  相似文献   
49.
In 2008, nearly 31% of vehicle fatalities were related to failure to adhere to safe vehicle speeds (National Highway Traffic Safety Administration [NHTSA], 2009). The current study evaluated the effect of a rectangular rapid-flashing beacon (RRFB) triggered by excessive speed on vehicle speed using a combined alternating treatments and reversal design. The percentage of vehicles traveling above 41 mph (66 km per hour) decreased by 20%, and speed distributions showed a shift toward lower speeds during the RRFB condition.  相似文献   
50.
Two experiments investigated the hypothesis that arm crossing serves as a proprioceptive cue for perseverance within achievement settings. Experiment 1 found that inducing participants to cross their arms led to greater persistence on an unsolvable anagram. Experiment 2 revealed that arm crossing led to better performance on solvable anagrams, and that this effect was mediated by greater persistence. No differences in comfort, instruction adherence, or mood were observed between the arms crossed and control conditions, and participants appeared to be unaware of the effect of arm crossing on their behavior. Implications of the findings are discussed in terms of the interplay between proprioceptive cues and contextual meaning. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   
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