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321.
Whereas self-expression is valued in the United States, it is not privileged with such a cultural emphasis in East Asia. Four studies demonstrate the psychological implications of this cultural difference. Studies 1 and 2 found that European Americans value self-expression more than East Asians/East Asian Americans. Studies 3 and 4 examined the roles of expression in preference judgments. In Study 3, the expression of choice led European Americans but not East Asian Americans to be more invested in what they chose. Study 4 examined the connection between the value of expression and the effect of choice expression and showed that European Americans place greater emphasis on self-expression than East Asian Americans, and this difference explained the cultural difference in Study 3. This research highlights the importance of the cultural meanings of self-expression and the moderating role of cultural beliefs on the psychological effect of self-expression. 相似文献
322.
C. Gabbard and C. Helbig (2004) found, when examining seated participants' limb selection for reaching and grasping in hemispace, that right-handers preferred to switch to the nondominant left arm for objects located approximately 20 degrees horizontally from body midline (90 degrees) in left hemispace. In the present study, the authors examined 13 strongly lateralized seated right-handers' kinematics of reaching to object positions ranging from body midline to 40 degrees horizontally in left hemispace. Participants executed faster reaches with the left arm than with the right arm to objects placed 20 degrees-40 degrees from midline, whereas they did not change the proportion of time they spent accelerating the hands when the position of the object changed. A 2nd main finding was an increase in the left hand's trajectory curvature as object position moved farther from midline, with a corresponding decrease in the contribution of upper-arm motion to the reach. Those observations suggest that the switch from dominant right-arm reaching to nondominant left-arm reaching in left hemispace reported in the aforementioned study may have emerged from a shift from a shoulder-driven reach to an elbow-driven action. 相似文献
323.
Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained. 相似文献
324.
Jeonghun Ku Kiwan Han Hyung Rae Lee Hee Jeong Jang Kwang Uk Kim Sung Hyouk Park Jae Jin Kim Chan Hyung Kim In Young Kim Sun I Kim 《Cyberpsychology & behavior》2007,10(4):567-574
Schizophrenia is a devastating mental illness and is characterized by hallucinations and delusions as well as social skills deficits. Generally, social skills training designed to help patients develop social skills includes role-playing, but this form of training has typical shortcomings, which are largely due to a trainer's difficulties to project emotion. Virtual reality (VR)-based techniques have the potential to solve these difficulties, because they provide a computer-generated but realistic three-dimensional world and humanlike avatars that can provide emotional stimuli. In this paper, we report on a method of implementing virtual environments (VEs) in order to train people with schizophrenia to develop conversational skills in specific situations, which could overcome the shortcomings of or complement conventional role-playing techniques. The paper reports the efficacy of the proposed approach in a preliminary clinical trial with 10 patients with schizophrenia. 相似文献
325.
Kwanguk Kim Jae-Jin Kim Jaehun Kim Da-Eun Park Hee Jeong Jang Jeonghun Ku Chan-Hyung Kim In Young Kim Sun I Kim 《Cyberpsychology & behavior》2007,10(2):215-219
Impairment in social skills is one of the few criteria that all individuals diagnosed with schizophrenia must meet. Successful social skills require the coordination of many abilities, including social perception, which involves the decoding and interpretation of social cues from others. In this study, we examined the potential for virtual reality (VR) in social skill training. We attempted to determine if VR can be used to measure social skills and social perception, and to determine which VR parameters are related to schizophrenic symptoms. Some of these results have clear clinical relevance, while other observations need further study. The VR system appears to be useful in assessing the social perception of schizophrenics and normal people, and could be more widely used in the future for social training and in the assessment of social problem-solving abilities, assertiveness skills, and general social skills. 相似文献
326.
327.
Ownership is not a “natural” property of objects, but is determined by human intentions. Facts about who owns what may be altered by appropriate decisions. However, young children often deny the efficacy of transfer decisions, asserting that original owners retain rights to their property. In Experiment 1, 4–5-year-old and 7–8-year-old children and adults were asked to resolve disputes between initial owners and various types of receivers (finders, borrowers, buyers). Experiment 2 involved disputes both before and after transfers of ownership. At all ages participants privileged owners over non-owners and accepted the effectiveness of property transfers. Overall, children's intuitions about property rights were similar to those of adults. Observed differences may reflect older participants’ willingness to segregate property rights from other considerations in assessing the acceptability of actions. 相似文献
328.
Marcel A. van den Hout Iris M. Engelhard Monique Smeets Eliane C.P. Dek Kim Turksma Renate Saric 《Behaviour research and therapy》2009,47(6):535-539
Repeated and compulsive-like checking reduces confidence in memory for the last check. Obsessive-compulsive (OC) patients are not only uncertain about memory, but may also be uncertain about perception, while this perceptual uncertainty may be associated with prolonged visual fixation on the object of uncertainty. It was reported earlier that, among healthy participants, prolonged staring at light bulbs or gas rings induces OC-like uncertainty about perception and feelings of dissociation [van den Hout, M. A., Engelhard, I. M., de Boer, C., du Bois, A., & Dek, E. (2008). Perseverative and compulsive-like staring causes uncertainty about perception. Behaviour Research and Therapy, 46, 1300–1304]. In that study, staring continued for 10 min. For patients, however, staring intervals seem to be considerably shorter. To test the clinical credibility of the paradigm as a model of the maintenance of OC perceptual uncertainty, we investigated whether the effects of staring materialize long before 10 min. Five groups of 16 undergraduates participated: one group did not stare at a gas stove while the others stared for 7.5, 15, 30 or 300 s. In the absence of staring, no pre-to-post increase in dissociation/uncertainty was reported, but after staring it was. The larger part of the observed dissociation/uncertainty after 5 min had occurred within 30 s, and around 50% of this maximal increase was reported between 7.5 and 15 s. Thus, even relatively short intervals of staring induce uncertainty about perception and dissociative experiences. Perseverative looking at objects may be a counter-productive OC strategy, which increases uncertainty about perception and may serve to maintain the disorder. 相似文献
329.
Hilde Eileen Nafstad Rolv Mikkel Blakar Erik Carlquist Joshua Marvle Phelps Kim Rand-Hendriksen 《American journal of community psychology》2009,43(1-2):162-175
A longitudinal analysis (1984–2005) of media language in Norway is presented, demonstrating how the current globalized capitalist market ideology is now permeating this long-established Scandinavian welfare state. This ideological shift carries powerful implications for community psychology, as traditional welfare state values of equal services based on a universalistic principle are set aside, and social and material inequalities are increasingly accepted. The methodology developed in the present study may serve as a “barometer of community changes”, to borrow a metaphor used by Sarason (2000). 相似文献
330.