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81.
In the negotiation literature, relatively little attention has been paid to the impact of negotiator goals and expectancy disconfirmations on negotiator behaviors and affective outcomes. We found that negotiators with larger negative expectancy disconfirmations were less satisfied; set lower targets for a subsequent negotiation; and were more likely to settle with the other party in the second negotiation, rather than requiring third-party imposition of a settlement. Those negotiators who settled had more positive feelings and perceptions about the negotiation and set higher targets for a third negotiation. Further, negotiators who experienced repeated high levels of negative expectancy disconfirmation also experienced the greatest decrements in their feelings and perceptions across negotiation episodes. Implications of study findings for future research are discussed.  相似文献   
82.
The working memory (WM) construct is conceptualized similarly across domains of psychology, yet the methods used to measure WM function vary widely. The present study examined the relationship between WM measures used in the laboratory and those used in applied settings. A large sample of undergraduates completed three laboratory-based WM measures (operation span, listening span, and n-back), as well as the WM subtests from the Wechsler Adult Intelligence Scale-III and the Wechsler Memory Scale-III. Performance on all of the WM subtests of the clinical batteries shared positive correlations with the lab measures; however, the Arithmetic and Spatial Span subtests shared lower correlations than the other WM tests. Factor analyses revealed that a factor comprising scores from the three lab WM measures and the clinical subtest, Letter-Number Sequencing (LNS), provided the best measurement of WM. Additionally, a latent variable approach was taken using fluid intelligence as a criterion construct to further discriminate between the WM tests. The results revealed that the lab measures, along with the LNS task, were the best predictors of fluid abilities.  相似文献   
83.
Our study examined the role of social identity processes in determining how individuals evaluate, deal with, and are affected by severe events of war. We reasoned that for those who experience such events collectively and who identify strongly with their group, primary appraisal will be filtered through the prism of social identity. In a sample of Kosovo Albanians who had survived the armed conflict in 1999, we found that those who were able to evaluate the war as affirming their group identity presented lower levels of depressive mood and anxiety and higher levels of self-efficacy. Furthermore, this process of war appraisal affected the process of secondary appraisal. Specifically, positive war appraisal increased availability of support from close others and reduced the importance of positive individual coping strategies in dealing with extreme events. Conversely, negative war appraisal reduced availability of support from close others and reduced the importance of negative coping strategies in dealing with extreme events.  相似文献   
84.
Visual inspection of X-ray images of luggage is a time-pressured task that typically shows large initial training effects, but there exists a paucity of models capable of evaluating performance and speed concurrently. In the present study, visual inspection ability during learning was modeled using Drury’s two-component inspection model (TCM; Drury, 1975) in a laboratory experiment involving 12 younger (mean age = 20.8 years) and 12 older (mean age = 60.0 years) naive participants undertaking a simplified luggage search task. Model fits and assumptions were found to be reliable and accurately reflected improvement with training for decision time, although neither search nor decision components of the model individually showed a significant effect of age. The decision component of the model showed larger improvement with training than did the search component, and stopping-time policy accurately reflected the improvements found between ages and within training levels. The TCM is a useful supplement to detection theory when speed of performance is a factor.  相似文献   
85.
86.
Three studies consider a basis for intergroup helping. Specifically, they show that group members may help others to disconfirm a stereotype of their own group as mean. Study 1 shows that Scots believe they are seen as mean by the English, resent this stereotype, are motivated to refute it, and believe out-group helping is a particularly effective way of doing so. Study 2 shows that increasing the salience of the English stereotype of the Scottish as mean leads Scots to accentuate the extent to which Scots are depicted as generous. Study 3 shows that increasing the salience of the stereotype of the Scots as mean results in an increase in the help volunteered to out-group members. These results highlight how strategic concerns may result in out-group helping. In turn, they underscore the point that helping others may be a means to advance a group's interest.  相似文献   
87.
88.
Multiple views of spatial memory   总被引:1,自引:0,他引:1  
Recent evidence indicates that mental representations of large (i.e., navigable) spaces are viewpoint dependent when observers are restricted to a single view. The purpose of the present study was to determine whether two views of a space would produce a single viewpoint-independent representation or two viewpoint-dependent representations. Participants learned the locations of objects in a room from two viewpoints and then made judgments of relative direction from imagined headings either aligned or misaligned with the studied views. The results indicated that mental representations of large spaces were viewpoint dependent, and that two views of a spatial layout appeared to produce two viewpoint-dependent representations in memory. Imagined headings aligned with the study views were more accessible than were novel headings in terms of both speed and accuracy of pointing judgments.  相似文献   
89.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   
90.
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