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131.
Theories of boredom assert that boredom is a product of situational meaninglessness. We conducted two studies to test if the perceived meaningfulness of a situation is associated with state boredom, above and beyond sadness, personality traits, and boredom proneness. In Study 1, 105 participants (72.4% female: mean age?=?33.9 years, SD?=?17.5) described situations in which they experienced boredom, no boredom, engagement, or sadness. They then rated the level of state boredom, sadness, and meaninglessness that they experienced in that situation. As hypothesized, state boredom was associated with situational meaninglessness, before and after controlling for sadness. In Study 2, 148 participants (73.0% female; mean age?=?19.2 years, SD?=?1.8) first provided baseline data on personality traits and boredom proneness. Through a smartphone app-based experience-sampling method, they then responded to a brief questionnaire multiple times a day, across 7 days. The questionnaire asked about the nature of their current activity, whether the activity was done alone or with other people, and their affective state. Results from multilevel modelling of 3022 entries suggest that perceived meaningfulness of the activity was negatively associated with state boredom, above and beyond sadness, personality, and boredom proneness. We also found that being with others during the activity acted as a moderator; activities lower in perceived meaningfulness were associated with higher ratings of state boredom when done with others than when done alone. These results demonstrate that perceptions of meaninglessness characterize state boredom.  相似文献   
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Research on innovation often highlights analogies from sources outside the current problem domain as a major source of novel concepts; however, the mechanisms underlying this relationship are not well understood. We analyzed the temporal interplay between far analogy use and creative concept generation in a professional design team's brainstorming conversations, investigating the hypothesis that far analogies lead directly to very novel concepts via large steps in conceptual spaces (jumps). Surprisingly, we found that concepts were more similar to their preceding concepts after far analogy use compared to baseline situations (i.e., without far analogy use). Yet far analogies increased the team's concept generation rate compared to baseline conditions. Overall, these results challenge the view that far analogies primarily lead to novel concepts via jumps in conceptual spaces and suggest alternative pathways from far analogies to novel concepts (e.g., iterative, deep exploration within a functional space).  相似文献   
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以自我参照加工任务为范式,实验采用事件相关电位(ERP)技术,探讨了自我参照加工中符合判断和不符合判断加工的时间进程和大脑神经机制。结果发现,自我参照加工在时间上可以概括分为三个阶段:注意分配阶段N1(80~150 ms)波幅出现自我参照结果的差异;语义整合阶段N2(250~450 ms)波幅和潜伏期出现自我参照结果的差异;评价判断阶段P3(450~700 ms)波幅和潜伏期出现自我参照结果的差异。从我们选择的大脑兴趣区激活水平上分析发现,自我信息在大脑中的激活似乎是一个由右及左,由后及前再及后的动态变化过程。研究结果丰富了自我参照加工的已有结果,并且对未来研究具有一定的启示意义。  相似文献   
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Many competitions, such as political campaigns, innovative endeavors, sports, or courting rituals, require investment of nonrefundable resources: One contestant wins the prize for the invested amount, whereas all others lose their investments without receiving compensation. Frequently, contests are asymmetric, because of differing resources or prize valuations. Does asymmetry discourage the weaker contestants from investing? Do stronger contestants take this into account and also invest less? Or does the desire to win abolish these differences? Two experiments explored the effects of asymmetry between the contestants—arising from their resources or prizes—on nonrefundable investments. Subjects repeatedly competed in both symmetric and asymmetric contests, enabling within‐subject comparisons. We observed an effect of asymmetry only when it concerned resources: Subjects overall invested less when their resources were unequal, whereas inequality in the prizes did not influence investments. This pattern suggests that winning itself is motivating. The changes between consecutive investments can be explained by reactions to the previous outcome (win or loss): Across all contests, investment decreased following a win and increased following a loss. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
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We examine relations between perceived organisational autonomy support and different types of work motivation and well‐being outcomes in 266 teachers from two government schools in China. We hypothesised that greater autonomy support would be associated with more autonomous forms of employee motivation, and that teacher motivation would in turn mediate the effects of autonomy support on indicators of work well‐being (i.e., job satisfaction, work stress and physical ill symptoms). Results generally supported the hypothesised relations between perceived autonomy support and SDT's five types of motivations. Findings also showed that perceived autonomy support predicted job satisfaction directly and indirectly through the mediating roles of intrinsic motivation, identified regulation, introjected regulation and external regulation. Perceived autonomy support predicted work stress directly and indirectly through the mediating roles of external regulation and amotivation. Autonomy support also predicted illness symptoms via the mediating roles of intrinsic motivation, introjected regulation and amotivation. The current findings highlight how perceived organisational support for autonomy relates to motivational differences in a Chinese work context, and the potential relevance of autonomy support for employee well‐being.  相似文献   
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Treatment and rehabilitation of the cognitive, psychological, and motor sequelae of central nervous system dysfunction often relies on assessment instruments to inform diagnosis and to track changes in clinical status. Typically, these assessments employ paper-and-pencil psychometrics, hands-on analog/computer tests, and rating of behavior within the context of real-world functional environments. Virtual reality offers the option to produce and distribute identical "standard" simulation environments in which performance can be measured and rehabilitated. Within such digital scenarios, normative data can be accumulated for performance comparisons needed for assessment/diagnosis and for treatment/rehabilitation purposes. In this manner, reusable archetypic virtual environments constructed for one purpose can also be applied for applications addressing other clinical targets. This article will provide a review of such a retooling approach using a virtual classroom simulation that was originally developed as a controlled stimulus environment in which attention processes could be systematically assessed in children with attention-deficit/hyperactivity disorder. This system is now being applied to other clinical targets including the development of tests that address other cognitive functions, eye movement under distraction conditions, social anxiety disorder, and the creation of an earthquake safety training application for children with developmental and learning disabilities.  相似文献   
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