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1.
As the virtual gaze of another becomes an increasingly prevalent feature in children's lives, this paper aims to explore some of the emotional complexities of the emerging physical/virtual landscape of children's experience. Based on an analysis of the emotion of shame, the paper explores the new challenges that children face both now and in the future in their virtual encounters and relations with others. It is argued that virtual spaces bring new dimensions to emotional experience, at times making it more difficult to realise the productive potential of shame. This is because the gaze or imagined gaze of another, as invoked through the experience of shame, occurs in conditions of uncertainty, has no boundaries and may arise at any time in the future. These insights are significant if we are to support children in building a capacity to restore the self and be resilient in these new spaces of social encounter.  相似文献   
2.
Pro-Kremlin disinformation campaigns have long targeted Ukraine. We investigate susceptibility to this pro-Kremlin disinformation from a cognitive-science perspective. Is greater analytic thinking associated with less belief in disinformation, as per classical theories of reasoning? Or does analytic thinking amplify motivated system 2 reasoning (or “cultural cognition”), such that analytic thinking is associated with more polarized beliefs (and thus more belief in pro-Kremlin disinformation among pro-Russia Ukrainians)? In online (N = 1,974) and face-to-face representative (N = 9,474) samples of Ukrainians, we find support for the classical reasoning account. Analytic thinking, as measured using the Cognitive Reflection Test, was associated with greater ability to discern truth from disinformation—even for Ukrainians who are strongly oriented towards Russia. We find similar, albeit weaker, results when operationalizing analytic thinking using the self-report Actively Open-Minded Thinking scale. These results demonstrate a similar pattern to prior work using American participants. Thus, the positive association between analytic thinking and the ability to discern truth versus falsehood generalizes to the qualitatively different information environment of postcommunist Ukraine. Despite low trust in government and media, weak journalistic standards, and years of exposure to Russian disinformation, Ukrainians who engage in more analytic thinking are better able to tell truth from falsehood.  相似文献   
3.
Cybervetting, or reviewing applicants' social media profiles, has become a central part of the hiring process for many organizations. Yet, extant cybervetting research is largely limited to Western platforms and samples. The present study examines the three core elements of attitudes toward cybervetting (ATC—perceived justice, privacy invasion, and face validity) using a sample of 200 Chinese job seekers providing their views on three popular platforms in China (WeChat, QQ, and Weibo). Attitudes were negative across all platforms, although slightly more positive for WeChat. ATC were associated with job seekers' social media posting habits (e.g., posting positive content more frequently) and individual differences (i.e., gender and extraversion). Organizations should be mindful that cybervetting might impede the recruitment of talents.  相似文献   
4.
The increasing use of digital technology-based retail services provides new opportunities for digital marketing. In this paper, we investigate how augmented reality (AR) technology can be leveraged as part of the firm's strategy. We explore the online purchase intention through AR smart glasses (ARSG), considering consumers' value assessment through a cost–benefit analysis and the influence of technical, experiential and social AR value drivers. We develop an augmented value-based adoption model addressing four main objectives: (1) Evaluate the effect of the perceived value of ARSG, (2) Evaluate the effect of immersion (experiential dimension), (3) Evaluate the effect of AR devices and technical complexity (technical dimension) and (4) Evaluate the importance of subjective norms (social dimension) on the online purchase intention through AR technology. Based on an ESIC Tech Lab experiment with two types of ARSG from market leaders and AR retail apps, the study uses survey data from 253 participants. The results suggest that the technical dimension has an ambiguous effect, with tech-complexity enhancing directly the perceived value of ARSG for online purchase while reducing the net value of consumers' economic cost–benefit analysis. We find strong evidence that the experiential and social AR dimensions (in the form of immersion and subjective norm) have a significant positive influence on consumers' purchase intention online, which are better predictors than the pure economic cost–benefit assessment (through usefulness and difficulty). Furthermore, the technical innovativeness of consumers is found to increase directly the online purchase intention through ARSG.  相似文献   
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6.
We attempt to replicate Roozenbeek and van der Linden's Western-based study in India by employing the Bad News Game, an online game, in which players take on the role of a misinformation tycoon. They are exposed to weakened doses of the strategies employed in conspiracy and fake news production with the aim to cognitively inoculate them against misinformation. The proliferation of inexpensive mobile connections coupled with a lack of digital literacy has resulted in a conspiratorial pandemic in developing countries like India. We test the game's impact on an Indian sample (n = 1002) using a within-subject design. We provide evidence of significant improvement in the ability of participants to identify the misinformation produced using Conspiracy, Impersonation, and to a lesser extent, the Discrediting technique, while observing greater truth discernment in correctly identifying true news. We also conduct sub-sample analyses. These findings have positive implications for methods that protect users from malignant online content.  相似文献   
7.
In the pandemic era, social media has provided the public with a platform to make their voice heard. One of the most important public opinions online during a pandemic is blame. Blame can lead to stigma towards patients as well as potential patients and decrease social cooperation, which might impede prevention and control measures during epidemics. Thus, studying online blame during the early days of COVID-19 can facilitate the management and control of future pandemics. By analyzing 3791 posts from one of the most popular social media sites in China (Weibo) over the 10 days immediately after COVID-19 was declared to be a communicable disease, we found that there were four main agents blamed online: Individuals, corporations, institutions, and the media. Most of the blame targeted individual agents. We also found that there were regional-cultural differences in the detailed types of blamed individual agents, that is, between rice- and wheat-farming areas in China. After controlling influence of distance from the epicenter of Wuhan, there were still stable differences between regions: people in wheat areas had a higher probability of blaming agentic, harmful individuals, and people in rice areas had a higher probability of blaming individuals with low awareness of social norms for preventive health behavior. Findings have implications for preventing and predicting blame across cultures in future pandemics.  相似文献   
8.
林慧谊  陈京军 《心理科学》2022,45(6):1306-1313
采用心理旋转范式和词汇判断范式,探讨媒体多任务经验不同者在听觉信息干扰和视听信息整合情境下对图形一致性和真假词的判断表现。结果发现:(1)以判断图形一致性为实验任务,在无声和低音干扰条件下,低经验组的正确率均显著高于高经验组,两组的反应时差异均不显著;在高音干扰条件下,高经验组的反应时显著短于低经验组,正确率则没有显著差异。(2)以真假词判断为实验任务,对真词进行判断,在三种听觉条件下,高经验组在语音匹配条件下的反应时最短,与低经验组无显著差异,但正确率显著高于低经验组,与另两种听觉条件没有显著差异;低经验组在语音匹配条件下的反应时显著长于另两种听觉条件,正确率则显著高于无声条件,与不匹配条件差异不显著。对假词的判断,低经验组在三种听觉条件下的反应时均显著短于高经验组,正确率与高经验组均无显著差异。研究表明,媒体多任务经验丰富者相比经验缺乏者受到任务无关的纯短高音干扰的影响要小,在需要视听通道语义整合的加工中具有一定的优势。  相似文献   
9.
We investigated ADHD symptoms and CU traits as predictors of violent media use in adolescence, controlling for delinquency and ODD symptoms. The effects on of disinhibition and arousal to negative stimuli, core characteristics of ADHD symptoms and CU traits, and of gender were investigated. At age 15, 88 adolescents, 50 % boys reported on CU traits, ADHD symptoms and delinquency. Parents rated the adolescents’ CU traits, ADHD‐ and ODD symptoms. At age 16, adolescents reported on their media habits and performed tests of disinhibition and arousal to negative stimuli. Boys had higher levels of CU traits and violent media use and girls had higher levels of arousal to negative pictures. CU traits and inattention symptoms predicted violent media use, the latter association applying only to boys, with CU traits being the strongest predictor. Low arousal to threat pictures explained variance in violent media use, above CU traits. Attraction to violent media seems affected by problem behaviors, with CU traits coming forth as especially important.  相似文献   
10.
We explored the most important sources of meaning among emerging adults and whether time spent on social media had an effect on life meaning dimensions. Results showed that the majority of emerging adults mentioned family and friends when asked in an open‐ended question about things that make their life meaningful.  相似文献   
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