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421.
Human-animal work represents a collaboration between humans and animals to achieve work goals, and is common in the domains of healthcare, therapy, entertainment, and education. Although the scope and types of human-animal work is diversifying and increasing, organizational scholars have yet to explore its impacts on employees. Drawing from the models of compassion and mind perception theories, we first develop a theoretical model pertaining to the development of compassion as a result of human-animal work. In a study with zookeepers (Study 1), we find that human-animal work evokes the emotion of compassion, which in turn is positively associated with employee prosocial behavior and task performance. These mediated effects are moderated by how employees perceive animals—employees are more likely to experience compassion, and in turn, become more prosocial and work better when they generally perceive animals to be able to experience emotions and bodily sensations. Furthermore, two follow-up studies (i.e., Studies 2 and 3) with employees who engage in human-animal work in Hong Kong and the United States reveal that working with animals evokes awe in addition to compassion, and provides insight into their resultant impact on prosocial behavior and task performance. We end by discussing the theoretical and practical implications of this work.  相似文献   
422.
    
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.  相似文献   
423.
    
Human vision supports social perception by efficiently detecting agents and extracting rich information about their actions, goals, and intentions. Here, we explore the cognitive architecture of perceived animacy by constructing Bayesian models that integrate domain‐specific hypotheses of social agency with domain‐general cognitive constraints on sensory, memory, and attentional processing. Our model posits that perceived animacy combines a bottom–up, feature‐based, parallel search for goal‐directed movements with a top–down selection process for intent inference. The interaction of these architecturally distinct processes makes perceived animacy fast, flexible, and yet cognitively efficient. In the context of chasing, in which a predator (the “wolf”) pursues a prey (the “sheep”), our model addresses the computational challenge of identifying target agents among varying numbers of distractor objects, despite a quadratic increase in the number of possible interactions as more objects appear in a scene. By comparing modeling results with human psychophysics in several studies, we show that the effectiveness and efficiency of human perceived animacy can be explained by a Bayesian ideal observer model with realistic cognitive constraints. These results provide an understanding of perceived animacy at the algorithmic level—how it is achieved by cognitive mechanisms such as attention and working memory, and how it can be integrated with higher‐level reasoning about social agency.  相似文献   
424.
脑损害时的视知觉和视觉记忆障碍   总被引:1,自引:0,他引:1       下载免费PDF全文
用复杂图形对82例脑瘤或脑血管畸形患者进行了测查,发现脑损害患者临摹复杂图形时易于发生一些在正常人中没有或极少见的错误,如片断性感知、空间相对位置错误和空间位置估计错误等。片断性感知以左脑中后部病变时较多见,空间相对位置错误以右脑中后部病变时较多见。空间位置估计错误与定侧关系不大,但以大脑中后部病变时较多见。 在回忆复杂图形时脑损害患者在细节遗漏和移位等方面在程度上比正常人更严重,有部分患者还表现为只回忆出部分细节而无图形轮廓的现象。这种现象在正常人中未曾出现。  相似文献   
425.
如何协调人与自然的关系,走出生存环境危机已成为关系人类前途的重大课题.这一课题不仅直接影响着全球经济的可持续发展,而且严重地威胁着人类的生存.在马克思、恩格斯所处的工业文明时代.全球生态环境并没有像今天这样空前恶化和引人注目,但是他们在论述人与自然的关系时,从理论上探讨了人与自然的辩证关系,创立了生态平衡发展的完整观念,形成了独特的马克思主义生态文明观.这一思想为当今保持人与自然的和谐发展奠定了伦理基础.  相似文献   
426.
唐洪  方富熹 《心理学报》1996,29(4):359-366
以幼儿易于理解的有关享用财物的小故事,对4、5、6岁儿童作个别随访,综合考察其已获得的道德知识和道德认知的特点,以及相关情绪预期的情况。结果表明:1.幼儿已经获得了有关社会道德的最初步的知识,并能运用这些日常概念水平的知识对行为作道德判断,其道德认知已出现关心他人利益的成分,自我中心主义不突出;2.幼儿假设自己作为损人者的情绪预期与对故事中损人者的情绪预期之间存在明显差异,道德认知与道德情感脱节的现象在前者未有明显表现,却在后者中显现出来。  相似文献   
427.
胡锦涛在党的十七大报告中提出了\"加强社会公德、职业道德、家庭美德、个人品德建设\"的任务,同时又指出了\"弘扬中华文化\"的途径和方向.从传统美德中的\"礼\"、\"忠\"、\"孝\"、\"仁\"的蕴义里,挖掘其底蕴,利用其精髓,并以其作为现代\"四德\"的承接点,是加强社会公德、职业道德、家庭美德和个人品德建设的重要途径.  相似文献   
428.
基本心理能力老化的中介变量   总被引:10,自引:4,他引:10       下载免费PDF全文
从整合思路,针对认知老化的四个中介变量建立基本心理能力老化的结构方程模型。样本来自北京三个社区的217位60-85岁的老人。采用计算机化的任务测查五项基本心理能力和加工资源的各项指标。结果表明:(1)感觉功能、加工速度和加工容量是基本心理能力老化的重要中介变量;(2)基本心理能力老化的中介作用表现出层次性。感觉功能是最基础的一层中介作用,它通过加工速度和加工容量间接调节基本心理能力的老化;加工速度对基本心理能力老化的作用受感觉功能的影响,同时也通过加工容量对基本心理能力的老化起作用;加工容量在基本心理能力老化的中介模型中直接与基本心理能力产生联系,但是其61%的变异来自感觉功能和加工速度;(3)负启动测验与颜色词启动测验不能共同表达加工抑制,以颜色词启动值作为观测指标的加工抑制不能进入基本心理能力老化的中介模型。  相似文献   
429.
    
This prospective study of suicidal emergency department (ED) patients (ages 10–18) examined the timing, cumulative probability, and predictors of suicide attempts through 18 months of follow‐up. The cumulative probability of attempts was as follows: .15 at 6 months, .22 at 1 year, and .24 by 18 months. One attempt was fatal, yielding a death rate of .006. Significant predictors of suicide attempt risk included a suicide attempt at ED presentation (vs. suicidal ideation only), nonsuicidal self‐injurious behavior, and low levels of delinquent symptoms. Results underscore the importance of both prior suicide attempts and nonsuicidal self‐harm as risk indicators for future and potentially lethal suicide attempts.  相似文献   
430.
    
Acquisition of visual attention-following skills, notably gaze- and point-following, contributes to infants' ability to share attention with caregivers, which in turn contributes to social learning and communication. However, the development of gaze- and point-following in the first 18 months remains controversial, in part because of different testing protocols and standards. To address this, we longitudinally tested N = 43 low-risk, North American middle-class infants' tendency to follow gaze direction, pointing gestures, and gaze-and-point combinations. Infants were tested monthly from 4 to 12 months of age. To control motivational differences, infants were taught to expect contingent reward videos in the target locations. No-cue trials were included to estimate spontaneous target fixation rates. A comparison sample (N = 23) was tested at 9 and 12 months to estimate practice effects. Results showed gradual increases in both gaze- and point-following starting around 7 months, and modest month-to-month individual stability from 8 to 12 months. However, attention-following did not exceed chance levels until after 6 months. Infants rarely followed cues to locations behind them, even at 12 months. Infants followed combined gaze-and-point cues more than gaze alone, and followed points at intermediate levels (not reliably different from the other cues). The comparison group's results showed that practice effects did not explain the age-related increase in attention-following. The results corroborate and extend previous findings that North American middle-class infants' attention-following in controlled laboratory settings increases slowly and incrementally between 6 and 12 months of age.  相似文献   
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