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41.
Background: In the DSM-5, the diagnosis of hypochondriasis was replaced by two new diagnositic entities: somatic symptom disorder (SSD) and illness anxiety disorder (IAD). Both diagnoses share high health anxiety as a common criterion, but additonal somatic symptoms are only required for SSD but not IAD. Design: Our aim was to provide empirical evidence for the validity of these new diagnoses using data from a case–control study of highly health-anxious (n = 96), depressed (n = 52), and healthy (n = 52) individuals. Results: The individuals originally diagnosed as DSM-IV hypochondriasis predominantly met criteria for SSD (74%) and rarely for IAD (26%). Individuals with SSD were more impaired, had more often comorbid panic and generalized anxiety disorders, and had more medical consultations as those with IAD. Yet, no significant differences were found between SSD and IAD with regard to levels of health anxiety, other hypochondriacial characteristics, illness behavior, somatic symptom attributions, and physical concerns, whereas both groups differed significantly from clinical and healthy controls in all of these variables. Conclusion: These results do not support the proposed splitting of health anxiety/hypochondriasis into two diagnoses. Further validation studies with larger samples and additional control groups are warranted to prove the validity of the new diagnoses.  相似文献   
42.
To act upon a tactile stimulus its original skin-based, anatomical spatial code has to be transformed into an external, posture-dependent reference frame, a process known as tactile remapping. When the limbs are crossed, anatomical and external location codes are in conflict, leading to a decline in tactile localization accuracy. It is unknown whether this impairment originates from the integration of the resulting external localization response with the original, anatomical one or from a failure of tactile remapping in crossed postures. We fitted probabilistic models based on these diverging accounts to the data from three tactile localization experiments. Hand crossing disturbed tactile left–right location choices in all experiments. Furthermore, the size of these crossing effects was modulated by stimulus configuration and task instructions. The best model accounted for these results by integration of the external response mapping with the original, anatomical one, while applying identical integration weights for uncrossed and crossed postures. Thus, the model explained the data without assuming failures of remapping. Moreover, performance differences across tasks were accounted for by non-individual parameter adjustments, indicating that individual participants’ task adaptation results from one common functional mechanism. These results suggest that remapping is an automatic and accurate process, and that the observed localization impairments in touch result from a cognitively controlled integration process that combines anatomically and externally coded responses.  相似文献   
43.
There is increasing concern about the large civic engagement gap between Whites and Latina/o and African American youth. Some suggest this may be because traditional models and measures of civic engagement may not be as applicable for youth from historically marginalized groups. With an urban sample of middle and high school‐age youth (n = 903, 52% female), we used structural equation modeling to identify differences in civic pathways between youth from different racial/ethnic backgrounds. We found significant differences between groups including much stronger relationships between exposure to democratic practices and civic self‐efficacy and knowledge for African American and Latina/o youth than for White youth and a stronger relationship between civic knowledge and future civic engagement for Whites and Latina/os than for African Americans. These findings suggest that educators and researchers interested need to take into account the diversity of youths' racial experiences when examining youth civic development.  相似文献   
44.
We investigated the retrieval specificity of retrieval-induced forgetting (RIF) of motor sequences. In two experiments, participants learned sequential finger movements, each consisting of the movement of two fingers of either the left or the right hand. In the learning phase, these motor sequences were graphically presented and were to be learned as responses to simultaneously presented letter stimuli. Subsequently, participants selectively practiced half the items of one hand. A final recall test then assessed memory for all initially learned items. We contrasted different kinds of selective practice with each other. Whereas retrieval practice required retrieving motor sequences in response to letter stimuli from the learning phase, extra study was an extension of the learning phase, that is, participants performed motor sequences in response to the same animation graphic display as in the learning phase again accompanied by the letter stimulus. All practice conditions strengthened the practiced items, but only retrieval practice resulted in RIF. Thus, the strengthening of items through practice did not suffice to induce forgetting of related motor sequences. Retrieval was a necessary component for practice to shape memory for body movements by impairing the subsequent recall of motor sequences that were related to the practiced motor sequences.  相似文献   
45.
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.  相似文献   
46.
Infants' perception of faces becomes attuned to the environment during the first year of life. However, the mechanisms that underpin perceptual narrowing for faces are only poorly understood. Considering the developmental similarities seen in perceptual narrowing for faces and speech and the role that statistical learning has been shown to play for speech, the current study examined whether and how learning from distributional information impacts face identity discrimination. We familiarized 6.5‐month‐old infants with exemplars of female faces taken from a morphed continuum going from one identity to another. Using event‐related brain potentials (ERPs), we show that only infants who were familiarized with a bimodal frequency distribution, but not infants familiarized with a unimodal frequency distribution, discriminated between identities. These results are the first to demonstrate the influence of probabilistic information on infants' face identity discrimination, suggesting that statistical learning contributes to perceptual attunement for both faces and language.  相似文献   
47.
Building on theorizing about contingency inferences, the present research deals with the impact of product category prevalence on consumer choice. We argue that a category's prevalence in the choice set can signal high quality, but the validity depends on the aggregate quality of the choice set. With ever more low‐quality products in the set, high prevalence should increasingly signal poor rather than high quality. When choosing from a poor‐quality set, choices should thus favor products from the rare category. In four experiments, we show that poor‐quality sets increase the proportion of consumers choosing products from a rare category. Furthermore, we show that these effects increase when base rates of a category and quality become more extreme. Finally, Experiment 4 shows that contingency inferences partly mediate the effect of set quality on choice. The results extend previous research on contingency inferences, indicating the adaptive use of base‐rate information in consumer decision making. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   
48.
49.
Time, number, and space may be represented in the brain by a common set of cognitive/neural mechanisms. In support of this conjecture, Schwarz and Eiselt (Journal of Experimental Psychology: Human Perception and Performance, 35, 989-1004, 2009) found that numerically smaller digits were perceived to occur earlier than larger digits, and they concluded that this difference reflected faster processing of smaller numbers. This difference, however, could have been related to a response bias, whereby participants map responses of "which first" onto the "first" number along the mental number line. In Experiment 1, participants made temporal order judgements between digits presented to the left or to the right. The point of subjective simultaneity was shifted so that the 9 had to be presented before the 2 in order for simultaneity to be perceived. This difference could reflect either faster processing of the 2 or a response bias. Experiments 2a and 2b eliminated response biases by using simultaneity judgements, which have no logical stimulus mapping. Both of the latter experiments established that the 2 was not processed faster than the 9. Although the present results relate specifically to numerical magnitude and temporal order associations, they also have broader implications. Other studies have reported associations between dimensions such as size, duration, and number and have attributed these to parietal mechanisms. Such associations, however, may also be an artefact of response biases.  相似文献   
50.
In this study hemispheric asymmetries for categorizing objects at the basic versus subordinate level of abstraction were investigated. As predictions derived from different theoretical approaches are contradictory and experimental evidence is inconclusive in this regard, we conducted two categorization experiments, where we contrasted two experimental paradigms. In the first experiment, subjects had to verify whether a word and a laterally presented picture matched or not. In the second experiment, subjects had to identify laterally presented pictures of animals either at the basic or subordinate level by pressing a corresponding response key. Whereas the first experiment revealed an advantage of the left hemisphere (LH) for categorizing objects at the basic level and of the right hemisphere (RH) for categorizing at the subordinate level, just the opposite brain asymmetry was found in the second experiment. As the stimuli were identical in both experiments, hemispheric asymmetries seem to be strongly task dependent.  相似文献   
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