首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1385篇
  免费   215篇
  国内免费   305篇
  2024年   5篇
  2023年   30篇
  2022年   42篇
  2021年   57篇
  2020年   64篇
  2019年   49篇
  2018年   71篇
  2017年   89篇
  2016年   54篇
  2015年   60篇
  2014年   85篇
  2013年   138篇
  2012年   93篇
  2011年   138篇
  2010年   109篇
  2009年   105篇
  2008年   95篇
  2007年   126篇
  2006年   100篇
  2005年   86篇
  2004年   53篇
  2003年   37篇
  2002年   35篇
  2001年   20篇
  2000年   24篇
  1999年   21篇
  1998年   8篇
  1997年   17篇
  1996年   8篇
  1995年   6篇
  1994年   8篇
  1993年   7篇
  1992年   4篇
  1991年   4篇
  1990年   7篇
  1989年   9篇
  1988年   3篇
  1987年   5篇
  1986年   4篇
  1985年   8篇
  1984年   2篇
  1982年   3篇
  1980年   2篇
  1976年   1篇
  1973年   4篇
  1972年   1篇
  1971年   2篇
  1969年   1篇
  1968年   1篇
  1964年   1篇
排序方式: 共有1905条查询结果,搜索用时 15 毫秒
131.
Event-related potentials (ERPs) were obtained from 15 electrode sites in six average and six impaired reading children, 12 years of age, during visual letter discrimination tasks. Subjects responded to target letters with an enclosed area in the form task and to letters that rhymed with “e” in the rhyme task. Response accuracy was similar between the groups. Reaction time was relatively longer for the impaired group during the rhyme task. At lateral sites, condition differences were evident as greater negative shifts in the rhyme task than the form at 170 and 470 ms as well as a delayed late positivity for the rhyme. In terms of reading ability, the average readers’ ERPs were more negative than those of the impaired group at 270 and 450 ms. Interhemispheric variations were also seen between the groups, with the average readers more negative than the impaired readers at right hemisphere sites. Contrary to expectations, group differences in the ERP did not vary substantially as a function of condition, and task demands were evaluated in view of these findings.  相似文献   
132.
Animals may memorise spatial and social information for many months and even years. Here, we investigated long-term memory of hierarchically ordered relationships, where the position of a reward depended on the relationship of a stimulus relative to other stimuli in the hierarchy. Seventeen greylag geese (Anser anser) had been trained on discriminations between successive pairs of five or seven implicitly ordered colours, where the higher ranking colour in each pair was rewarded. Geese were re-tested on the task 2, 6 and 12 months after learning the dyadic colour relationships. They chose the correct colour above chance at all three points in time, whereby performance was better in colour pairs at the beginning or end of the colour series. Nonetheless, they also performed above chance on internal colour pairs, which is indicative of long-term memory for quantitative differences in associative strength and/or for relational information. There were no indications for a decline in performance over time, indicating that geese may remember dyadic relationships for at least 6 months and probably well over 1 year. Furthermore, performance in the memory task was unrelated to the individuals’ sex and their performance while initially learning the dyadic colour relationships. We discuss possible functions of this long-term memory in the social domain.  相似文献   
133.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.  相似文献   
134.
This study examines the indirect effects of extensive negative political attack ads in the 2004 presidential election from a third-person effects perspective. Results of a survey using a probability sample of 496 college students indicate that these students believe attack ads harm others more than themselves. Moreover, the respondents tended to perceive attack ads in traditional media to have a greater harmful effect on self and others than attack ads on the Internet. Contingent factors that account for the magnitude of third-person effects include social distance and knowledge. Further, exposure to attack ads was found to be the strongest predictor of perceived harms of such ads on self and others, but only perceived harm on others is a significant predictor of support for restrictions on attack ads. The study contributes to research on the third-person effect by testing perceived harms of attack ads on self and others separately on likelihood to support restrictions.  相似文献   
135.
空巢老人心理健康的现状及研究述评   总被引:1,自引:0,他引:1  
空巢老人的心理健康引起了国内外研究者们的高度关注,逐渐成为一个热点课题.在综合国内外有关空巢老人心理健康的研究文献后发现,目前,学界对空巢老人的界定并不统一;从其心理健康现状来看,空巢综合症是空巢老人各种身心症状的主要体现,主要受社会支持、性别、婚姻状况、经济收入以及其他一些社会人口学因素的影响.虽然对空巢老人心理健康的研究已取得一些成就,但仍存在一些尚待解决的问题,未来研究应从统一空巢老人的涵义,完善研究方法,深入对其自身内部心理因素的探讨及加强跨文化的比较与借鉴等方面来开展.  相似文献   
136.
The purpose of this article is to review and evaluate the range of theories proposed to explain findings on the use of geometry in reorientation. We consider five key approaches and models associated with them and, in the course of reviewing each approach, five key issues. First, we take up modularity theory itself, as recently revised by Lee and Spelke (Cognitive Psychology, 61, 152–176, 2010a; Experimental Brain Research, 206, 179–188, 2010b). In this context, we discuss issues concerning the basic distinction between geometry and features. Second, we review the view-matching approach (Stürzl, Cheung, Cheng, & Zeil, Journal of Experimental Psychology: Animal Behavior Processes, 34, 1–14, 2008). In this context, we highlight the possibility of cross-species differences, as well as commonalities. Third, we review an associative theory (Miller & Shettleworth, Journal of Experimental Psychology: Animal Behavior Processes, 33, 191–212, 2007; Journal of Experimental Psychology: Animal Behavior Processes, 34, 419–422, 2008). In this context, we focus on phenomena of cue competition. Fourth, we take up adaptive combination theory (Newcombe & Huttenlocher, 2006). In this context, we focus on discussing development and the effects of experience. Fifth, we examine various neurally based approaches, including frameworks proposed by Doeller and Burgess (Proceedings of the National Academy of Sciences of the United States of America, 105, 5909–5914, 2008; Doeller, King, & Burgess, Proceedings of the National Academy of Sciences of the United States of America, 105, 5915–5920, 2008) and by Sheynikhovich, Chavarriaga, Strösslin, Arleo, and Gerstner (Psychological Review, 116, 540–566, 2009). In this context, we examine the issue of the neural substrates of spatial navigation. We conclude that none of these approaches can account for all of the known phenomena concerning the use of geometry in reorientation and clarify what the challenges are for each approach.  相似文献   
137.
Mental rotation, as a covert simulation of motor rotation, could benefit from spatial updating of object representations. We are interested in what kind of visual cue could trigger spatial updating. Three experiments were conducted to examine the effect of dynamic and static orientation cues on mental rotation, using a sequential matching task with three-dimensional novel objects presented in different views. Experiment 1 showed that a rotating orientation cue with constant speed reduced viewpoint costs in mental rotation. Experiment 2 extended this effect with a varied-speed rotating orientation cue. However, no such benefit was observed with a static orientation cue in Experiment 3. These findings indicated that a visually continuous orientation cue is sufficient to elicit spatial updating in mental rotation. Furthermore, there may be differences in the underlying mechanisms of spatial updating on the basis of constant-speed rotating cues and varied-speed rotating cues.  相似文献   
138.
139.
以肖邦音乐为刺激材料,采用数字n-back实验范式来研究肖邦音乐对工作记忆的影响方式,并通过运用事件相关电位技术(ERP技术),研究不同音乐条件下,正常人大脑皮层的脑电活动情况,进而探讨音乐对工作记忆影响的神经机制。30名被试参加了3种音乐条件(无音乐、先导音乐、背景音乐)下的n-back(n=1、2)工作记忆任务的行为实验,收集行为数据;14名被试参加了同样实验过程的ERP实验,记录脑电数据。行为结果发现音乐条件对工作记忆效果有显著影响,且先导音乐条件下记忆效果最好;脑电结果显示P3波幅随记忆负荷的增加呈下降趋势,高记忆负荷水平下,P3波幅随先导音乐、背景音乐、无音乐的顺序逐渐呈现下降趋势;源定位分析发现音乐对工作记忆的促进作用可能跟大脑顶叶被激活有关。  相似文献   
140.
This article introduces a new affordance framework for humans and human design. Based on previous important concepts in product design–affordance, signifier, and product semantics, the authors propose three new concepts to illustrate how people perceive affordance. According to the model, perceptual probability of affordance is the probability that the public can perceive a certain affordance; perceptual threshold of affordance is the threshold at which affordance can be perceived by a person and changed by perceptual information; and situations, in which interactions between affordances and people exist, are crucial influences on human–affordance interactions. An illustration of the model and suggestions for further research are provided.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号