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91.
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This study tested whether a performance stressor characterized by social-evaluative threat (SET) elicits more rumination than a stressor without this explicit evaluative component and whether this difference persists minutes, hours, and days later. The mediating role of shame-related cognition and emotion (SRCE) was also examined. During a laboratory visit, 144 undergraduates (50% female) were randomly assigned to complete a speech stressor in a social-evaluative threat condition (SET; n = 86), in which an audience was present, or a nonexplicit social-evaluative threat condition (ne-SET; n = 58), in which they were alone in a room. Participants completed measures of stressor-related rumination 10 and 40 min posttask, later that night, and upon returning to the laboratory 3-5 days later. SRCE and other emotions experienced during the stressor (fear, anger, and sadness) were assessed immediately posttask. As hypothesized, the SET speech stressor elicited more rumination than the ne-SET speech stressor, and these differences persisted for 3-5 days. SRCE-but not other specific negative emotions or general emotional arousal-mediated the effect of stressor context on rumination. Stressors characterized by SET may be likely candidates for eliciting and maintaining ruminative thought immediately and also days later, potentially by eliciting shame-related emotions and cognitions.  相似文献   
93.
To provide a more developed research model of innovation in organizations, we reconsidered current thinking about the effects of organizational justice on innovative behavior at work. We investigated the mediating role of perceived organizational support (POS) between the two constructs. As hypothesized, empirical results showed that justice dimensions were related to innovative behavior of employees, whereas all of their relationships became no longer significant when POS intervened (full mediation). This indicates that organizational justice promotes innovative behavior through the psychological mechanism of POS rather than directly. We discussed implications and limitations of this study, and proposed future research avenues.  相似文献   
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Is the same person perceived as more dangerous if the perceiver is induced to think about Arab and Muslim categories versus no category? Using the shooter paradigm, this study investigated the effects of the accessibility of ethnic (Arab) versus religious (Muslim) categories versus no category on spontaneous aggressive responses toward a target with an ambiguous appearance. Results demonstrated that shooting reactions toward armed targets were faster than non‐shooting reactions toward unarmed targets, especially if the target was a man. Despite these main effects, participants made faster decisions to shoot an ambiguous armed target if primed with the category Arab or Muslim (versus no category priming). The findings indicate that the mere priming of these social categories is sufficient to facilitate aggressive responses, even if the targets themselves are ambiguous. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
96.
Continuous causation, in which incremental changes in one variable cause incremental changes in another, has received little attention in the causal judgment literature. A video game was adapted for the study of continuous causality in order to examine the novel cues to causality that are present in these paradigms. The spatial proximity of an object to an "enemy detector" produced auditory responses as a function of the object's proximity. Participants' behavior was a function of the range of the effect's auditory sensitivity and the moment-to-moment likelihood of detection. This new paradigm provides a rich platform for examining the cues to causation encountered in the learning of continuous causal relations.  相似文献   
97.
Both mimicking and being mimicked induces preference for a target. The present experiments investigate the minimal sufficient conditions for this mimicry-preference link to occur. We argue that mere effector matching between one’s own and the other person’s movement is sufficient to induce preference, independent of which movement is actually performed. In Experiments 1 and 2, participants moved either their arms or legs, and watched avatars that moved either their arms or legs, respectively, without any instructions to mimic. The executed movements themselves and their pace were completely different between participants (fast circular movements) and targets (slow linear movements). Participants preferred avatars that moved the same body part as they did over avatars that moved a different body part. In Experiment 3, using human targets and differently paced movements, movement similarity was manipulated in addition to effector overlap (moving forward–backward or sideways with arms or legs, respectively). Only effector matching, but not movement matching, influenced preference ratings. These findings suggest that mere effector overlap is sufficient to trigger preference by mimicry.  相似文献   
98.
We piloted three-dimensional (3D) body scanning in eating disorder (ED) patients. Assessments of 22 ED patients (including nine anorexia nervosa (AN) patients, 12 bulimia nervosa (BN) patients, and one patient with eating disorder not otherwise specified) and 22 matched controls are presented. Volunteers underwent visual screening, two-dimensional (2D) digital photography to assess perception and dissatisfaction (via computerized image distortion), and adjunctive 3D full-body scanning. Patients and controls perceived themselves as bigger than their true shape (except in the chest region for controls and anorexia patients). All participants wished to be smaller across all body regions. Patients had poorer veridical perception and greater dissatisfaction than controls. Perception was generally poorer and dissatisfaction greater in bulimia compared with anorexia patients. 3D-volume:2D-area relationships showed that anorexia cases had least tissue on the torso and most on the arms and legs relative to frontal area. The engagement of patients with the scanning process suggests a validation study is viable. This would enable mental constructs of body image to be aligned with segmental volume of body areas, overcoming limitations, and errors associated with 2D instruments restricted to frontal (coronal) shapes. These novel data could inform the design of clinical trials in adjunctive treatments for eating disorders.  相似文献   
99.
Recent evidence indicates that humans can precisely predict the outcome of occluded actions. It has been suggested that these predictions arise from a mental simulation which might run in real-time. The present experiments aimed to specify the time course of this simulation process. Participants watched transiently occluded point-light actions and the temporal outcome after occlusion was manipulated. Participants were instructed to judge the temporal coherence of the action after a short (Experiment 1) and a long occlusion period (Experiment 2). Both experiments revealed a comparable negative point of subjective equality (PSE), indicating that action simulation took constantly longer than the observed action itself. Such a temporal error was not present when inverted actions were used, (Experiment 3) ruling out a pure visually driven effect. The results suggest that the temporal error is due to costs arising from a switch from action perception to an internal simulation process involving motor representations.  相似文献   
100.
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