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471.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   
472.
The Action Point theory is one of the paradigms that can be applied to understand and reproduce car-following behaviour. Several different approaches to this theory have been proposed, some more simple and others more complex. In particular, the reference point in this field is still the paradigm from Wiedemann, which requires the identification of four action-point thresholds. In this paper we review Action Point theories in order to highlight similarities and differences and to ascertain whether all the thresholds proposed by Wiedemann actually bind the driving behaviour. Based on a large-scale experiment in which car-following data were collected, we identified all candidate action points assuming that the more complex (four-threshold) theory holds. Then we tested these points with respect to the large data set of available observations, in order to check whether actual actions are performed at the points. The results show that very often simpler approaches better match the observed data and that in order to explain car-following behaviour it is sufficient in most cases to refer to two thresholds. The results obtained by real-world observation were also tested in virtual environments (two different kinds of driving simulators) and were confirmed.  相似文献   
473.
Abstract

The present meta-analysis investigates gender differences in the 24 VIA character strengths. Based on a literature search on quantitative studies that assessed character strengths, 65 samples consisting of both published and unpublished data were included (total N = 1,189,924). A random-effects model yielded significant gender differences for 17 of the 24 character strengths, although only four of these differences showed at least small effects: Females scored higher than males in appreciation of beauty and excellence, kindness, love, and gratitude. Thus, males and females were mostly similar in their character strengths. The size of the gender differences did not vary with nationality (i.e. the US, Switzerland, Germany, and Israel), while age and type of measure were significant moderators for 13-14 character strengths. The most pronounced differences emerged between children/adolescents and the VIA-Youth in comparison to adults and the VIA-IS as well as the short measures.  相似文献   
474.
This study addresses the dynamical nature of a “representation‐hungry” cognitive task involving an imagined action. In our experiment, participants were handed rods that systematically increased or decreased in length on subsequent trials. Participants were asked to judge whether or not they thought they could reach for a distant object with the hand‐held rod. The results are in agreement with a dynamical model, extended from Tuller, Case, Ding, and Kelso (1994). The dynamical effects observed in this study suggest that predictive judgments regarding the possibility or impossibility of a certain action can be understood in terms of dynamically evolving basins of attraction instead of as depending on representational structures.  相似文献   
475.
Common methods for analysing response time (RT) tasks, frequently used across different disciplines of psychology, suffer from a number of limitations such as the failure to directly measure the underlying latent processes of interest and the inability to take into account the uncertainty associated with each individual's point estimate of performance. Here, we discuss a Bayesian hierarchical diffusion model and apply it to RT data. This model allows researchers to decompose performance into meaningful psychological processes and to account optimally for individual differences and commonalities, even with relatively sparse data. We highlight the advantages of the Bayesian hierarchical diffusion model decomposition by applying it to performance on Approach–Avoidance Tasks, widely used in the emotion and psychopathology literature. Model fits for two experimental data-sets demonstrate that the model performs well. The Bayesian hierarchical diffusion model overcomes important limitations of current analysis procedures and provides deeper insight in latent psychological processes of interest.  相似文献   
476.
We investigated metacognition of agency in adults with high functioning autism or Asperger Syndrome (HFA/AS) using a computer task in which participants moved the mouse to get the cursor to touch the downward moving X’s and avoid the O’s. They were then asked to make judgments of performance and judgments of agency. Objective control was either undistorted, or distorted by adding turbulence (i.e., random noise) or a time Lag between the mouse and cursor movements. Participants with HFA/AS used sensorimotor cues available in the turbulence and lag conditions to a lesser extent than control participants in making their judgments of agency. Furthermore, the failure to use these internal diagnostic cues to their own agency was correlated with decrements in a theory of mind task. These findings suggest that a reduced sensitivity to veridical internal cues about the sense of agency is related to mentalizing impairments in autism.  相似文献   
477.
ABSTRACT

Thirty healthy elderly participants (mean age = 77.3) learned the names of manipulable and nonmanipulable objects while adopting a control posture (hands in front of them) or an interfering posture (holding their hands behind their back). Results on a recall task showed a postural interference (PI) effect, with the interfering posture reducing the memory of manipulable objects, but not of nonmanipulable ones. The effect was similar to the Postural Interference effect previously observed in young adults, although with a lower performance. These results call into question the embodied theory hypothesis that the deterioration of memory in aging is related to the decline of the sensorimotor system.  相似文献   
478.
This study examines the relation between the error-related negativity (ERN) and post-error behavior over time in healthy young adults (N=61). Event-related brain potentials were collected during two sessions of an identical flanker task. Results indicated changes in ERN and post-error accuracy were related across task sessions, with more negative ERN associated with greater improvements in post-error accuracy. This relationship was independent of any cross-sectional relationships between overall task performance, individual difference factors, including personality and self-efficacy, and indices of self-regulatory action monitoring. These results indicate that the relation between ERN and post-error accuracy remains intact and consistent regardless of variation in this set of individual difference factors previously associated with both of these indices of self-regulatory action monitoring, providing support for the strength, robustness, and persistence of this relationship in the process of adaptively controlling behavior to enhance task performance.  相似文献   
479.
The concept and operationalisation of parental monitoring in adolescent behavioural research is idiosyncratic, and often conflates multiple concepts. This hinders study and understanding of its role in the distinct processes of adolescent development and behaviour. This paper introduces a model of Goal-Directed Parental Action, applied to adolescent crime, in order to situate and thus define the concept of parental monitoring. This model draws on Situational Action Theory to both prioritise motivation and specify a parental action process. This process distinguishes parental goals from the means by which to achieve them and from the knowledge gathering required to evaluate progress towards such goals. Within this framework, parental monitoring is defined as the employment of active information-gathering behaviours by parents to help them to gain knowledge about and evaluate their child's progress towards a range of parentally selected developmental and behavioural goals. In addition to facilitating this definition of parental monitoring, the model of Goal-Directed Parental Action has future potential to clarify other parenting concepts and processes.  相似文献   
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