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51.
Anne Richards 《The Quarterly Journal of Experimental Psychology Section A: Human Experimental Psychology》1999,52(2):449-463
Two experiments are reported that examine the effects of cueing the location of a target in the prime display on interference and subsequent negative priming. The prime and probe displays comprised two words, a target and a distractor. In the prime display, the two words were either the same (response compatible) or different (response incompatible). The target in the probe display was unrelated to the prime distractor (control), the same word as the distractor (ignored repetition), or semantically related to the distractor (ignored semantic repetition). In Experiment 1, cueing the location of the prime target significantly reduced the interference effect but not the subsequent identity negative priming (NP) effect. In contrast, not cueing the prime target resulted in the elimination of the identity NP. There was no evidence of semantic NP in this experiment. In Experiment 2, where a categorization response was required, significant interference was obtained in the prime display that was not influenced by cueing the location of the target. Although there was significant semantic NP, identity NP failed to reach significance. The two experiments were analysed together, and findings are discussed in relation to current models of negative priming. 相似文献
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Anne Richards 《Applied cognitive psychology》1993,7(1):87-88
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This paper reports three studies in which stronger orienting to perceived eye gaze direction was revealed when observers viewed faces showing fearful or angry, compared with happy or neutral, emotional expressions. Gaze-related spatial cueing effects to laterally presented fearful faces and centrally presented angry faces were also modulated by the anxiety level of participants, with high- but not low-state anxious individuals revealing enhanced shifts of attention. In contrast, both high- and low-state anxious individuals demonstrated enhanced orienting to averted gaze when viewing laterally presented angry faces. These results provide novel evidence for the rapid integration of facial expression and gaze direction information, and for the regulation of gaze-cued attention by both the emotion conveyed in the perceived face and the degree of anxiety experienced by the observer. 相似文献
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AbstractI describe three constellations of group life and group process: resistance, rebellion, and refusal. In resistance, an individual or group remains antagonistic to conscious but not unconscious thinking, the latter manifested in derivatives, including symbol and symptom formation, transference–countertransference, and enactment. Rebellion functions on the level of conscious thinking, manifested in challenge, defiance, and the possibility of sociopolitical action. The basic premises and values of the group and/or leader are at the center of the controversy, to be addressed on that level. Refusal establishes a mental boundary between what is considered appropriate and inappropriate. Unconsciousaswellasconscious processes of feeling, thinking, and meaning making are refused entry, left undeveloped, rejected, or obstructed. Working with refusal requires appreciating how and why the mind and its thinking operations are being suspended. The theoretical framework is applied to a case example. 相似文献
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Yaakov Stern Helena M. Blumen Leigh W. Rich Alexis Richards Gray Herzberg Daniel Gopher 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2013,20(6):653-677
ABSTRACT We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures. 相似文献
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