全文获取类型
收费全文 | 238篇 |
免费 | 18篇 |
出版年
2023年 | 2篇 |
2022年 | 5篇 |
2021年 | 1篇 |
2020年 | 6篇 |
2019年 | 11篇 |
2018年 | 10篇 |
2017年 | 8篇 |
2016年 | 17篇 |
2015年 | 10篇 |
2014年 | 6篇 |
2013年 | 40篇 |
2012年 | 15篇 |
2011年 | 14篇 |
2010年 | 5篇 |
2009年 | 10篇 |
2008年 | 11篇 |
2007年 | 12篇 |
2006年 | 11篇 |
2005年 | 12篇 |
2004年 | 4篇 |
2003年 | 11篇 |
2002年 | 6篇 |
2001年 | 2篇 |
2000年 | 4篇 |
1999年 | 2篇 |
1998年 | 3篇 |
1997年 | 3篇 |
1994年 | 1篇 |
1993年 | 2篇 |
1992年 | 3篇 |
1988年 | 1篇 |
1987年 | 1篇 |
1986年 | 1篇 |
1983年 | 1篇 |
1979年 | 2篇 |
1977年 | 3篇 |
排序方式: 共有256条查询结果,搜索用时 15 毫秒
211.
KE Overvliet RT Krampe J Wagemans 《Journal of experimental psychology. Human perception and performance》2012,38(4):817-821
We conducted a haptic search experiment to investigate the influence of the Gestalt principles of proximity, similarity, and good continuation. We expected faster search when the distractors could be grouped. We chose edges at different orientations as stimuli because they are processed similarly in the haptic and visual modality. We therefore expected the principles of similarity and good continuation to be operational in haptics as they are in vision. In contrast, because of differences in spatial processing between vision and haptics, we expected differences for the principle of proximity. In haptics, the Gestalt principle of proximity could operate at two distinct levels-somatotopic proximity or spatial proximity-and we assessed both possibilities in our experiments. The results show that the principles of similarity and good continuation indeed operate in this haptic search task. Neither of our proximity manipulations yielded effects, which may suggest that grouping by proximity must take place before an invariant representation of the object has formed. (PsycINFO Database Record (c) 2012 APA, all rights reserved). 相似文献
212.
Goujon A Brockmole JR Ehinger KA 《Journal of experimental psychology. Human perception and performance》2012,38(5):1315-1327
Previous research using the contextual cuing paradigm has revealed both quantitative and qualitative differences in learning depending on whether repeated contexts are defined by letter arrays or real-world scenes. To clarify the relative contributions of visual features and semantic information likely to account for such differences, the typical contextual cuing procedure was adapted to use meaningless but nevertheless visually complex images. The data in reaction time and in eye movements show that, like scenes, such repeated contexts can trigger large, stable, and explicit cuing effects, and that those effects result from facilitated attentional guidance. Like simpler stimulus arrays, however, those effects were impaired by a sudden change of a repeating image's color scheme at the end of the learning phase (Experiment 1), or when the repeated images were presented in a different and unique color scheme across each presentation (Experiment 2). In both cases, search was driven by explicit memory. Collectively, these results suggest that semantic information is not required for conscious awareness of context-target covariation, but it plays a primary role in overcoming variability in specific features within familiar displays. (PsycINFO Database Record (c) 2012 APA, all rights reserved). 相似文献
213.
214.
215.
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling. Copyright © 2012 John Wiley & Sons, Ltd. 相似文献
216.
Carol Ryff Elliot Friedman Thomas Fuller‐Rowell Gayle Love Yuri Miyamoto Jennifer Morozink Barry Radler Vera Tsenkova 《Social and Personality Psychology Compass》2012,6(11):792-806
Population‐based studies of health typically focus on psychosocial contributors to illness and disease. We examine findings from a national longitudinal study of American adults, known as MIDUS (Midlife in the U.S.) to examine the role of psychosocial factors in promoting resilience, defined as the maintenance, recovery, or improvement in health following challenge. Classic studies of resilience are briefly noted, followed by a look at three categories of resilience in MIDUS. The first pertains to having good health and well‐being in the face of low socioeconomic standing. The second pertains to maintaining good health and well‐being despite the challenges that accompany aging. The third pertains to resilience in the face of targeted life challenges such as abuse in childhood, loss of spouse in adulthood, or having cancer. Across each area, we summarize evidence of positive health, and where possible, highlight protective influences that account for such salubrious outcomes. We conclude with opportunities for future research in MIDUS such as examining cultural and genetic influences on resilience as well as utilizing laboratory challenge data to illuminate underlying mechanisms. 相似文献
217.
218.
Dr. Mark E. Prange Paul E. Greenbaum Starr E. Silver Robert M. Friedman Krista Kutash Albert J. Duchnowski 《Journal of abnormal child psychology》1992,20(1):83-102
Family psychosocial functioning and its relation to psychopathology among adolescents with severe emotional disturbances (SED) was assessed. Subjects were 353 adolescents with SED, ages 12–18, and their parents. During a semistructured interview, adolescents were administered Family Adaptability and Cohesion Evaluation Scale (FACES-III), Diagnostic Interview Schedule for Children-Child Version (DISC-C), and the Self-Derogation Scale. Parents were administered FACES-IIII and the Child Behavior Checklist (CBCL) in a phone interview. Results indicated that on the FACES-IIII cohesion dimension, both parents and adolescents perceived their family relations as more disengaged and less connected than did normative families (p < .001). In contrast, only parent FACES-IIII adaptability scores were significantly more extreme than a normative sample (p < .01). Additionally, both parent and adolescent cohesion scores were significantly correlated with adolescent psyehopathology measures: DISC-C conduct disorder (p < .01), depression (p < .05), alcohol/marijuana (p < .01), and CBCL externalizing symptoms (p < .01). These relationships did not deviate from linearity.
We gratefully acknowledge Eric C. Brown, Sue Greer, and Sharon P. Lardieri for assistance in data management of this project. Preparation of this article was supported by grant H133B90004-01 from the National Institute on Disability Rehabilitation Research and the National Institute of Mental Health. 相似文献
219.
220.
Oksana Yakushko Krista M. Chronister 《Journal of counseling and development : JCD》2005,83(3):292-298
The number of women immigrating to the United States is growing because of current global changes (A. J. Marsella & E. Ring, 2003). Understanding and serving the mental health needs of this population is a new challenge for American counselors and counseling scholars. In this article, an ecological model (U. Bronfenbrenner, 1979) is used to describe the mental health needs of immigrant women, outline various counseling strategies and interventions, and systematically explore the sociocultural variables influencing immigrant women's experiences in the U.S. 相似文献