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71.
The Swedish Hayling task,and its relation to working memory,verbal ability,and speech‐recognition‐in‐noise
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Victoria Stenbäck Mathias Hällgren Björn Lyxell Birgitta Larsby 《Scandinavian journal of psychology》2015,56(3):264-272
Cognitive functions and speech‐recognition‐in‐noise were evaluated with a cognitive test battery, assessing response inhibition using the Hayling task, working memory capacity (WMC) and verbal information processing, and an auditory test of speech recognition. The cognitive tests were performed in silence whereas the speech recognition task was presented in noise. Thirty young normally‐hearing individuals participated in the study. The aim of the study was to investigate one executive function, response inhibition, and whether it is related to individual working memory capacity (WMC), and how speech‐recognition‐in‐noise relates to WMC and inhibitory control. The results showed a significant difference between initiation and response inhibition, suggesting that the Hayling task taps cognitive activity responsible for executive control. Our findings also suggest that high verbal ability was associated with better performance in the Hayling task. We also present findings suggesting that individuals who perform well on tasks involving response inhibition, and WMC, also perform well on a speech‐in‐noise task. Our findings indicate that capacity to resist semantic interference can be used to predict performance on speech‐in‐noise tasks. 相似文献
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Klatzky RL Marston JR Giudice NA Golledge RG Loomis JM 《Journal of experimental psychology. Applied》2006,12(4):223-232
A vibrotactile N-back task was used to generate cognitive load while participants were guided along virtual paths without vision. As participants stepped in place, they moved along a virtual path of linear segments. Information was provided en route about the direction of the next turning point, by spatial language ("left," "right," or "straight") or virtual sound (i.e., the perceived azimuth of the sound indicated the target direction). The authors hypothesized that virtual sound, being processed at direct perceptual levels, would have lower load than even simple language commands, which require cognitive mediation. As predicted, whereas the guidance modes did not differ significantly in the no-load condition, participants showed shorter distance traveled and less time to complete a path when performing the N-back task while navigating with virtual sound as guidance. Virtual sound also produced better N-back performance than spatial language. By indicating the superiority of virtual sound for guidance when cognitive load is present, as is characteristic of everyday navigation, these results have implications for guidance systems for the visually impaired and others. 相似文献
74.
Searching for icons, symbols, or signs is an integral part of tasks involving computer or radar displays, head-up displays in aircraft, or attending to road traffic signs. Icons therefore need to be designed to optimize search times, taking into account the factors likely to slow down visual search. Three factors likely to adversely affect visual search were examined: the time of day at which search was carried out, the visual complexity of the icons, and the extent to which information features in the icon were grouped together. The speed with which participants searched icon arrays for a target was slower early in the afternoon, when icons were visually complex and when information features in icons were not grouped together to form a single object. Theories of attention that account for both feature-based and object-based search best explain these findings and are used to form the basis for ways of improving icon design. 相似文献
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In everyday life, the optic flow associated with the performance of complex actions, like walking through a field of obstacles and catching a ball, entails retinal flow with motion energy (first-order motion). We report the results of four complex action tasks performed in virtual environments without any retinal motion energy. Specifically, we used dynamic random-dot stereograms with single-frame lifetimes (cyclopean stimuli) such that in neither eye was there retinal motion energy or other monocular information about the actions being performed. Performance on the four tasks with the cyclopean stimuli was comparable to performance with luminance stimuli, which do provide retinal optic flow. The near equivalence of the two types of stimuli indicates that if optic flow is involved in the control of action, it is not tied to first-order retinal motion. 相似文献
77.
How do we determine where we are heading during visually controlled locomotion? Psychophysical research has shown that humans are quite good at judging their travel direction, or heading, from retinal optic flow. Here we show that retinal optic flow is sufficient, but not necessary, for determining heading. By using a purely cyclopean stimulus (random dot cinematogram), we demonstrate heading perception without retinal optic flow. We also show that heading judgments are equally accurate for the cyclopean stimulus and a conventional optic flow stimulus, when the two are matched for motion visibility. The human visual system thus demonstrates flexible, robust use of available visual cues for perceiving heading direction. 相似文献
78.
Fogel VA Miltenberger RG Graves R Koehler S 《Journal of applied behavior analysis》2010,43(4):591-600
Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called exergaming, has been designed to capitalize on the reinforcing effects of video games to increase physical activity in children. This study evaluated the effects of exergaming on physical activity among 4 inactive children in a physical education (PE) classroom. Results showed that exergaming produced substantially more minutes of physical activity and more minutes of opportunity to engage in physical activity than did the standard PE program. In addition, exergaming was socially acceptable to both the students and the PE teacher. Exergaming appears to hold promise as a method for increasing physical activity among inactive children and might be a possible intervention for childhood obesity. 相似文献
79.
Michael W. Kraus Serena Chen Victoria A. Lee Laura D. Straus 《Journal of experimental social psychology》2010,46(6):1067-1073
Transference occurs when a perceiver's representation of a significant other is activated and applied to a new target person (Andersen & Chen, 2002). Extending past research, it was hypothesized that transference occurs even when a target person possesses a core feature—namely, group membership status—that is inapplicable to the relevant significant-other representation. Supporting this, transference led perceivers to make representation-consistent memory and evaluation judgments about a target—regardless of whether the target's political (experiment 1) or ethnic (experiment 2) group membership was the same or different from that of the relevant significant other. Moreover, in experiment 2, perceivers undergoing transference involving a positively evaluated significant other behaved more positively toward the target even when the target was from an ethnic out-group. The results represent initial evidence of transference processes occurring across group boundaries. Implications for transference and the reduction of out-group bias are discussed. 相似文献
80.
Previous accounts of the memory distortion known as the change-of-standard effect hypothesize that participants form a relative impression of a target at encoding and later use that impression with the average
of all items to recall the target (Higgins & Lurie, 1983). In three experiments, we investigated the standard and the integration
of the standard with the relative impression. Experiments 1 and 2 show that participants’ subjective average at recall is
distorted toward recent stimuli: It is computed when required and is therefore affected by the items’ accessibility at that
time. Furthermore, the impression’s influence on recall is relatively small when the context changes between encoding and
decoding. Experiment 3 shows that this change in the impression’s influence occurs only when the participant integrates information
across sessions, suggesting that such tasks make participants aware of the changed context and cause them to adjust the use
of their impression in recalling the target. 相似文献