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   370篇
  免费   29篇
  2024年   2篇
  2023年   4篇
  2022年   7篇
  2021年   13篇
  2020年   18篇
  2019年   20篇
  2018年   26篇
  2017年   16篇
  2016年   22篇
  2015年   17篇
  2014年   21篇
  2013年   50篇
  2012年   32篇
  2011年   33篇
  2010年   13篇
  2009年   18篇
  2008年   28篇
  2007年   15篇
  2006年   11篇
  2005年   8篇
  2004年   3篇
  2003年   7篇
  2002年   2篇
  1998年   1篇
  1995年   1篇
  1993年   2篇
  1991年   1篇
  1979年   1篇
  1976年   1篇
  1974年   1篇
  1973年   1篇
  1971年   2篇
  1969年   1篇
  1967年   1篇
排序方式: 共有399条查询结果,搜索用时 15 毫秒
101.
102.
While research bore out a reliable relationship between moral identity and moral behavior, it has not addressed potential undermining effects of moral identity on moral behavior. This paper offers an integrative framework for conceptualizing such effects. Within this framework, moral identity is defined as a goal that allows for different forms of goal pursuit. The moral identity goal can vary along three axes: prevention versus promotion orientation, external versus internal motivation, and low versus high level of abstraction. It is argued that (a) prevention orientation fosters moral disengagement, (b) external motivation promotes moral hypocrisy, and (c) a less abstract representation of the moral identity goal allows for moral licensing. These undermining effects can be overcome by promotion-oriented, internally motivated and more abstract moral identity goals.  相似文献   
103.
104.
Past research has provided abundant evidence that exposure to violent video games increases aggression and aggression‐related variables. In contrast, little is known whether and why video game exposure may also decrease aggressive behavior. In fact, two experiments revealed that playing a prosocial (relative to a neutral) video game reduces aggressive behavior. Mediational analyses showed that differences in both aggressive cognition and aggressive affect underlie the effect of type of video game on aggressive behavior. These findings are in line with assumptions of the General Learning Model and point to the importance of the cognitive and affective routes in predicting how aggressive behavior is affected by exposure to video games. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
105.
We examined how a highly familiar environmental space--one's city of residence--is represented in memory. Twenty-six participants faced a photo-realistic virtual model of their hometown and completed a task in which they pointed to familiar target locations from various orientations. Each participant's performance was most accurate when he or she was facing north, and errors increased as participants' deviation from a north-facing orientation increased. Pointing errors and latencies were not related to the distance between participants' initial locations and the target locations. Our results are inconsistent with accounts of orientation-free memory and with theories assuming that the storage of spatial knowledge depends on local reference frames. Although participants recognized familiar local views in their initial locations, their strategy for pointing relied on a single, north-oriented reference frame that was likely acquired from maps rather than experience from daily exploration. Even though participants had spent significantly more time navigating the city than looking at maps, their pointing behavior seemed to rely on a north-oriented mental map.  相似文献   
106.
Self-harm is one of the best predictors of death by suicide, but few studies directly compare adolescents with suicidal versus nonsuicidal self-harm. Seventy adolescents presenting with self-harm (71% young women, ages 12-18 years) who participated in a randomized controlled trial were divided into suicidal and nonsuicidal self-harm categories using the Columbia Classification Algorithm of Suicide Assessment. Adolescents with suicidal self-harm were more likely than those with nonsuicidal self-harm to be young women, 22/23 (96%) versus 34/47 (72%), odds ratio (OR) = 8.33, 95% confidence interval (CI) [1.03, 50.0]; had a later age of onset of self-harm, 15.4 years vs. 13.8 years, mean difference = 1.6, 95% CI [.8, 2.43]; and used self-poisoning more often, 18/23 (78%) versus 11/47 (23%), OR = 3.43, 95% CI [2.00, 5.89]. Only those with nonsuicidal self-harm had an improvement on Children's Global Assessment Scale score following a brief therapeutic intervention, mean difference = 8.20, 95% CI [.97, 15.42]. However, there was no interaction between treatment and suicidality. There are important differences between adolescents presenting with suicidal and nonsuicidal self-harm. Suicidal self-harm in adolescence may be associated with a less favorable response to therapeutic assessment.  相似文献   
107.
Across many studies, researchers have found that representations in working memory (WM) can guide visual attention toward items that match the features of the WM contents. While some researchers have contended that this occurs involuntarily, others have suggested that the impact of WM contents on attention can be strategically controlled. Here, we varied the probability that WM items would coincide with either targets or distractors in a visual search task to examine (1) whether participants could intentionally enhance or inhibit the influence of WM items on attention and (2) whether cognitive control over WM biases would also affect access to the memory contents in a surprise recognition test. We found visual search to be faster when the WM item coincided with the search target, and this effect was enhanced when the memory item reliably predicted the location of the target. Conversely, visual search was slowed when the memory item coincided with a search distractor, and this effect was diminished, but not abolished, when the memory item was reliably associated with distractors. This strategic dampening of the influence of WM items on attention came at a price to memory, however, as participants were slowest to perform WM recognition tests on blocks in which the WM contents were consistently invalid. These results document that attentional capture by WM contents is partly, but not fully, malleable by top-down control, which appears to adjust the state of the WM contents to optimize search behavior. These data illustrate the role of cognitive control in modulating the strength of WM biases of selection, and they support a tight coupling between WM and attention.  相似文献   
108.
Background sounds, such as narration, music with prominent staccato passages, and office noise impair verbal short-term memory even when these sounds are irrelevant. This irrelevant sound effect (ISE) is evoked by so-called changing-state sounds that are characterized by a distinct temporal structure with varying successive auditory-perceptive tokens. However, because of the absence of an appropriate psychoacoustically based instrumental measure, the disturbing impact of a given speech or nonspeech sound could not be predicted until now, but necessitated behavioral testing. Our database for parametric modeling of the ISE included approximately 40 background sounds (e.g., speech, music, tone sequences, office noise, traffic noise) and corresponding performance data that was collected from 70 behavioral measurements of verbal short-term memory. The hearing sensation fluctuation strength was chosen to model the ISE and describes the percept of fluctuations when listening to slowly modulated sounds (f(mod) < 20?Hz). On the basis of the fluctuation strength of background sounds, the algorithm estimated behavioral performance data in 63 of 70 cases within the interquartile ranges. In particular, all real-world sounds were modeled adequately, whereas the algorithm overestimated the (non-)disturbance impact of synthetic steady-state sounds that were constituted by a repeated vowel or tone. Implications of the algorithm's strengths and prediction errors are discussed.  相似文献   
109.
110.
Previous research has revealed a strong relationship between mere visual facial cues and body weight. They can be exploited to validly judge the weight of the human body. We tested to what extent observers are able to judge body weight and height on the basis of same-ethnicity and different-ethnicity faces. Caucasian and Asian observers saw Caucasian and Asian faces and estimated the person’s weight and height – merely on the basis of greyscale photographs of the face. These height and weight estimates were influenced by ethnocentric specifics of familiar face proportion and face–body relationship. Own-ethnicity weight estimations showed higher accuracy than foreign-ethnicity estimations. Observers ignored the changed base-rate for weight of other-culture faces in a culture-egocentric fashion. Height judgments, in contrast, reflect a higher degree of sophistication. A bias toward the own, familiar body proportion was visible here, especially for Japanese observers—however, the height judgments showed that observers were able to incorporate the other-ethnicity height proportion to some extent.  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