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61.
This study investigated the relevance of emotion expectancies for children's moral decision‐making. The sample included 131 participants from three different grade levels (= 8.39 years, SD = 2.45, range 4.58–12.42). Participants were presented a set of scenarios that described various emotional outcomes of (im)moral actions and asked to decide what they would do if they were in the protagonists' shoes. Overall, it was found that the anticipation of moral emotions predicted an increased likelihood of moral choices in antisocial and prosocial contexts. In younger children, anticipated moral emotions predicted moral choice for prosocial actions, but not for antisocial actions. Older children showed evidence for the utilization of anticipated emotions in both prosocial and antisocial behaviours. Moreover, for older children, the decision to act prosocially was less likely in the presence of non‐moral emotions. Findings suggest that the impact of emotion expectancies on children's moral decision‐making increases with age. Contrary to happy victimizer research, the study does not support the notion that young children use moral emotion expectancies for moral decision‐making in the context of antisocial actions.  相似文献   
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C language routines are presented for the generation of randomized stimulus sequences constructed from multiple presentations of m stimuli satisfying sequential constraints with respect to the frequencies of the occurrence of n-gram subsequences. Applications are suggested for sequential experiments in which main effects for the present stimulus and the stimuli in the preceding (n?1)-length substring can be tested, as well as the interactions among stimuli at the various positions in the substrings.  相似文献   
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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   
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The important ability to discriminate facial expressions of emotion develops early in human ontogeny. In the present study, 7-month-old infants’ event-related potentials (ERPs) in response to angry and fearful emotional expressions were measured. The angry face evoked a larger negative component (Nc) at fronto-central leads between 300 and 600 ms after stimulus onset when compared to the amplitude of the Nc to the fearful face. Furthermore, over posterior channels, the angry expression elicited a N290 that was larger in amplitude and a P400 that was smaller in amplitude than for the fearful expression. This is the first study that shows that the ability of infants to discriminate angry and fearful facial expressions can be measured at the electrophysiological level. These data suggest that 7-month-olds allocated more attentional resources to the angry face as indexed by the Nc. Implications of this result may be that the social signal values were perceived differentially, not merely as “negative”. Furthermore, it is possible that the angry expression might have been more arousing and discomforting for the infant compared with the fearful expression.  相似文献   
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Emotional situations are typically better remembered than neutral situations, but the psychological conditions and brain mechanisms underlying this effect remain debated. Stimulus valence and affective arousal have been suggested to explain the major role of emotional stimuli in memory facilitation. However, neither valence nor arousal are sufficient affective dimensions to explain the effect of memory facilitation. Several studies showed that negative and positive details are better remembered than neutral details. However, other studies showed that neutral information encoded and coupled with arousal did not result in a memory advantage compared with neutral information not coupled with arousal. Therefore, we suggest that the fundamental affective dimension responsible for memory facilitation is goal relevance. To test this hypothesis at behavioral and neural levels, we conducted a functional magnetic resonance imaging study and used neutral faces embedded in goal-relevant or goal-irrelevant daily life situations. At the behavioral level, we found that neutral faces encountered in goal-relevant situations were better remembered than those encountered in goal-irrelevant situations. To explain this effect, we studied neural activations involved in goal-relevant processing at encoding and in subsequent neutral face recognition. At encoding, activation of emotional brain regions (anterior cingulate, ventral striatum, ventral tegmental area, and substantia nigra) was greater for processing of goal-relevant situations than for processing of goal-irrelevant situations. At the recognition phase, despite the presentation of neutral faces, brain activation involved in social processing (superior temporal sulcus) to successfully remember identities was greater for previously encountered faces in goal-relevant than in goal-irrelevant situations.  相似文献   
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