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101.
    
The bystander effect refers to the phenomenon that individuals are less likely to help if there are potential other helpers present. For instance, past research revealed that participants were less likely to help computer-controlled characters if there were other computer-controlled characters present. Research has also shown that the bystander effect occurs if the presence of others is merely imagined. The present research examined the idea that the presence of multiple characters within a video game reduces the player's helping behavior even after the video game is over. In fact, participants who played a video game with multiple characters present were less likely to devote time to assisting in a future study than participants who had played the same video game with only a single character present.  相似文献   
102.
    
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103.
    
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   
104.
    
The use of social networking sites, such as Facebook, provides ample opportunities for the pursuit of interpersonal connection but may also bring to mind one's social isolation. The present research examined the effects of interpersonal neglect (i.e., low number of responding Facebook friends) on the satisfaction of fundamental human needs. Two studies revealed that receiving few responses from one's Facebook friends threatens the needs for belonging, self-esteem, control, and meaningful existence. These effects were observable over and above the impact of general social connection to others (i.e., total number of Facebook friends) and tone of responses.  相似文献   
105.
    
The present research tests the idea that playing a team‐player video game in which players work together as teammates and assist each other in achieving a common goal increases cooperative behavior toward a new partner. In fact, relative to a single‐player mode, cooperatively playing a video game increased cooperation in a mixed‐motive decision dilemma task. Because the players were exposed to the same video game content in both experimental conditions, the effect on cooperative behavior can only be accounted for by the different way the game was played. Mediation analyses revealed that cooperative team play promoted feelings of cohesion, which activated trust (i.e., the expectation of reciprocal cooperation), which in turn increased cooperative behavior. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
106.
    
Developmental, epidemiological, and neurobiological studies indicate that the adaptive and maladaptive functions, as well as immediate and long-term consequences of drug use, may vary by age. Early initiation seems to be associated with a reduced ability to use drugs purposely in a temporally stable, non-addictive manner. Prevention strategies should consider social environmental factors and aim to delay age at initiation.  相似文献   
107.
In the debate about the nature of social cognition we see a shift towards theories that explain social understanding through interaction. This paper discusses autopoietic enactivism and the we-mode approach in the light of such developments. We argue that a problem seems to arise for these theories: an interactionist account of social cognition makes the capacity of shared intentionality a presupposition of social understanding, while the capacity of engaging in scenes of shared intentionality in turn presupposes exactly the kind of social understanding that it is intended to explain. The social capacity in question that is presupposed by these accounts is then analyzed in the second section via a discussion and further development of Searle’s ‘sense of us’ and ‘sense of the other’ as a precondition for social cognition and joint action. After a critical discussion of Schmid’s recent proposal to analyze this in terms of plural pre-reflective selfawareness, we develop an alternative account. Starting from the idea that infants distinguish in perception between physical objects and other agents we distinguish between affordances and social affordances and cash out the notion of a social affordance in terms of “interaction-oriented representations”, parallel to the analysis of object affordances in terms of “action-oriented representations”. By characterizing their respective features we demonstrate how this approach can solve the problem formulated in the first part.  相似文献   
108.
Sympathetic nervous system (SNS) activity at the time of acquisition is associated with human memory. However, rather than SNS activity per se, it may be afferent baroreflex feedback that is responsible for this effect. A pharmacological design was employed to unload (SNP, sodium nitro-prusside) and load (norepinephrine) baroreceptors. In addition to two placebo periods, epinephrine and esmolol (a peripherally acting beta1-blocker) served as control conditions for altered cardiac perception. During drug infusion blood pressure, heart rate, and perception of heartbeat were tested. Twenty-four healthy men were participated. The participants viewed emotional slides while their electromyographic eye blink responses to random noise bursts were measured (affective startle modulation paradigm) to determine potential drug impact on emotional processing. Subjects were not informed that memory testing would take place after 4 weeks. Drugs did not impact startle, thus indicating unbiased emotional processing at the time of acquisition. Norepinephrine had no effect on heartbeat perception, but improved (p = .002) recognition memory. SNP (p = .0001) increased heartbeat perception but impaired (p = .038) recognition memory. Epinephrine, on the other hand, increased heartbeat perception (p = .0001) yet did not impair but partially improve memory (effect on high arousing pictures only: p = .05). Heartbeat perception in the placebo condition did not correlate with recognition memory (p's > .5). We suggest that baroreflex unloading, with subsequent feedback activation of the SNS, impairs long-term incidental visual recognition memory in humans while baroreflex loading enhances it. Further, we propose that these memory effects are neither secondary to cardiac sensations that accompany SNS activation nor to altered emotional picture processing at the time of acquisition.  相似文献   
109.
When 2 persons--an acquaintance who could not have avoided a problem and a close relative who is responsible for her own plight--ask for help, attribution theory and sociobiology conflict about who will receive help. Attribution theorists assume that the nonresponsible acquaintance will be supported, but sociobiologists argue that the responsible sibling will receive help. The authors tested the hypothesis that characteristics of the situation affect which theory better predicts help giving. The results confirmed that in situations that do not affect life and death, a nonresponsible acquaintance would receive more help than a responsible sibling. But in life-or-death situations, inasmuch as the reproductive fitness of the person in need is in danger, a responsible sibling would be supported more than a nonresponsible acquaintance.  相似文献   
110.
Self-Efficacy and Causal Attributions: Direct and Reciprocal Links   总被引:2,自引:0,他引:2  
This study examines Bandura's (1986, 1997a) propositions that self-efficacy provides information from which causal attributions are made and that causal attributions, in turn, influence formation of subsequent self-efficacy expectations. We developed a conceptual rationale for and empirically tested 2 sets of hypotheses pertaining to direct and reciprocal links between self-efficacy and causal attributions. Effects of causal attributions and subsequently formed self-efficacy on subsequent task performance were also investigated. Results support the existence of direct and reciprocal links between self-efficacy and causal attributions. We found interactive effects between self-efficacy and performance feedback on causal attributions, and a mediating effect of causal attributions on the formation of subsequent self-efficacy beliefs. Causal attributions and subsequent self-efficacy also significantly predicted subsequent performance.  相似文献   
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