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122.
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior. 相似文献
123.
Aging and Visual Attention 总被引:1,自引:0,他引:1
Madden DJ 《Current directions in psychological science》2007,16(2):70-74
ABSTRACT— Older adults are often slower and less accurate than are younger adults in performing visual-search tasks, suggesting an age-related decline in attentional functioning. Age-related decline in attention, however, is not entirely pervasive. Visual search that is based on the observer's expectations (i.e., top-down attention) is relatively preserved as a function of adult age. Neuroimaging research suggests that age-related decline occurs in the structure and function of brain regions mediating the visual sensory input, whereas activation of regions in the frontal and parietal lobes is often greater for older adults than for younger adults. This increased activation may represent an age-related increase in the role of top-down attention during visual tasks. To obtain a more complete account of age-related decline and preservation of visual attention, current research is beginning to explore the relation of neuroimaging measures of brain structure and function to behavioral measures of visual attention. 相似文献
124.
Increasing student participation in college classrooms is an overlooked yet socially valid endeavor. The present study attempted
to increase student participation, accuracy of responding, and weekly quiz scores, by incorporating student response-cards.
Measures of social validity were also addressed. One hundred twenty university students in two sections of an introductory
course served as participants. An augmented incomplete ABA reversal design was used to compare the effects of review questions
with and without response-cards. Results suggest that response cards can increase participation as well as measures of learning,
in this case quiz scores. Also, students rated the intervention positively on a consumer satisfaction rating scale. In addition
to improving rates of student participation and quiz scores, response-cards positively impacted both students and the instructor's
subjective experience in the classroom. 相似文献
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127.
The goal of this study was to examine incidental and intentional spatial sequence learning during middle childhood and adolescence. We tested four age groups (8-10 years, 11-13 years, 14-17 years, and young adults [18+ years]) on a serial reaction time task and used manual and oculomotor measures to examine incidental sequence learning. Participants were also administered a trial block in which they were explicitly instructed to learn a sequence. Replicating our previous study with adults, oculomotor anticipations and response times showed learning effects similar to those in the manual modality. There were few age-related differences in the sequence learning indexes during incidental learning, but intentional learning yielded differences on all indexes. Results indicate that the search for regularities and the ability to learn a sequence rapidly under incidental conditions are mature by 8 to 10 years of age. In contrast, the ability to learn a sequence intentionally, which requires cognitive resources and strategies, continues to develop through adolescence. 相似文献
128.
本研究对失眠症患者的压力应对特征进行调查与分析。按照CCMD-3诊断标准,试验组失眠患者52例,在社区分层抽样52人作为对照组,用匹茨堡睡眠指数量表、防御方式问卷、应对方式问卷、社会支持评定量表进行测量。试验组不成熟型防御方式明显高于对照组,成熟型防御方式低于对照组;应对方式试验组以消极应对为主;试验组社会支持总体高于对照组,其中客观支持较高而主观支持和社会支持利用度较低。这些因素共同作用形成了失眠症迁延不愈的主要病理心理机制。心理治疗中要运用恰当的心理治疗方法,引导患者用成熟的、积极的应对方式应对各种压力源。 相似文献
129.
The rubber hand illusion shows that people can perceive artificial effectors as part of their own body under suitable conditions, and the virtual hand illusion shows the same for virtual effectors. In this study, we compared a virtual version of the rubber-hand setup with a virtual-hand setup, and manipulated the synchrony between stimulation or movement of a virtual “effector” and stimulation or movement of people’s own hand, the similarity between virtual effector and people’s own hand, and the degree of agency (the degree to which the virtual effector could be controlled by people’s own movements). Synchrony-induced ownership illusion was strongly affected by agency but not similarity, which is inconsistent with top-down modulation approaches but consistent with bottom-up approaches to ownership. However, both agency and similarity induce a general bias towards perceiving an object as part of one’s body, suggesting that ownership judgments integrate various sources of information. 相似文献
130.
The aim of this study is to quantify drivers’ comfort- and dread-zone boundaries in left-turn-across-path/opposite-direction (LTAP/OD) scenarios. These scenarios account for a large fraction of traffic fatalities world-wide. The comfort zone is a dynamic spatiotemporal envelope surrounding the vehicle, within which drivers feel comfortable and safe. The dread zone, a novel concept, describes a zone with a smaller safety margin that drivers will not voluntarily enter, but can push themselves into when conditions provide additional motivation (e.g., when hurried). Quantifying comfort- and dread-zone boundaries in the context of turning left before or after an oncoming vehicle has the potential to inform and improve both the design and driver acceptance of advanced driver assistance systems (ADAS) and autonomous vehicles.Using a within-subject design, a test-track experiment was conducted with drivers turning an instrumented vehicle left across the path of an oncoming vehicle. The oncoming vehicle was a self-propelled full-sized computer-controlled balloon vehicle going straight at a constant speed (50 km/h). The driver assumed full control of the instrumented vehicle approximately 20 m before the intersection and had to make the decision to turn left before or after the oncoming balloon vehicle. There were two experimental conditions, comfortable driving and hurried driving. Measures for each turn included post-encroachment time (PET), lateral acceleration, and self-reports of comfort and risk. Drivers consistently accepted shorter time gaps and higher lateral accelerations when hurried. We interpret these findings to suggest that drivers invoke two dynamic, contextually-defined safety margins. The first is the comfort-zone boundary, a limit which drivers do not voluntarily cross without extra motives. The second is the dread-zone boundary, a more distant limit which drivers do not voluntarily cross even with extra motives. Grouping the responses (high/low) to the driver behavior questionnaire (DBQ) improved the ability to predict the dread-zone boundary PET given the comfort-zone boundary PET. 相似文献