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41.
The influence of semantic context on word identification was examined using masked target displays. Related prime words enhanced a signal detection measure of sensitivity in making lexical decisions and in determining whether a probe word matched the target word. When line drawings were used as primes, a similar benefit was obtained with the probe task. Although these results suggest that contextual information affects perceptual encoding, this conclusion is questioned on the grounds that sensitivity in these tasks may be determined by independent contributions of perceptual and contextual information. The plausibility of this view is supported by a simulation of the experiments using a connectionist model in which perceptual and semantic information make independent contributions to word identification. The model also predicts results with two other analytic methods that have been used to argue for priming effects on perceptual encoding. 相似文献
42.
Ron Sun 《New Ideas in Psychology》2012,30(2):227-240
This article addresses the division of memory systems in relation to an overall cognitive architecture. As understanding the architecture is essential to understanding the mind, developing computational cognitive architectures is an important enterprise in computational psychology (computational cognitive modeling). The article proposes a set of hypotheses concerning memory systems from the standpoint of a cognitive architecture, in particular, the four-way division of memory (including explicit and implicit procedural memory and explicit and implicit declarative memory). It then discusses in detail how these hypotheses may be validated through examining qualitatively the literature on memory. A quick review follows of computational simulations of a variety of quantitative data (which are not limited to narrowly conceived “memory tasks”). Results of accounting for both qualitative and quantitative data point to the promise of this approach. 相似文献
43.
Verb production is notoriously difficult for individuals with Broca's aphasia, both at the word and at the sentence level. An intriguing question is at which level in the speech production these problems arise. The aim of the present study is to identify the functional locus of the impairment that results in verb production deficits in Broca's aphasia. Levelt's (1989) model is used as a theoretical framework for this study. Two experiments have been conducted, one on verb movement and one on verbs with alternating transitivity. The results suggest that the functional impairment in Broca's aphasia should be located in Levelt's "grammatical encoder." 相似文献
44.
Manuel Oliveira Teresa Garcia-Marques Ron Dotsch Leonel Garcia-Marques 《European journal of social psychology》2019,49(5):888-902
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 (N = 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 (N = 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