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21.
Reduced autobiographical memory specificity (AMS) is an important cognitive marker in depression that is typically measured with the Autobiographical Memory Test (AMT; Williams & Broadbent, 1986). The AMT is widely used, but the over-reliance on a single methodology for assessing AMS is a limitation in the field. The current study investigated memory narratives as an alternative measure of AMS in an undergraduate student sample selected for being high or low on a measure of depressive symptoms (N=55). We employed a multi-method design to compare narrative- and AMT-based measures of AMS. Participants generated personally significant self-defining memory narratives, and also completed two versions of the AMT (with and without instructions to retrieve specific memories). Greater AMS in self-defining memory narratives correlated with greater AMS in performance on both versions of the AMT in the full sample, and the patterns of relationships between the different AMS measures were generally similar in low and high dysphoric participants. Furthermore, AMS in self-defining memory narratives was prospectively associated with depressive symptom levels. Specifically, greater AMS in self-defining memory narratives predicted fewer depressive symptoms at a 10-week follow-up over and above baseline symptom levels. Implications for future research and clinical applications are discussed.  相似文献   
22.
任娜  佐斌 《心理科学》2012,35(2):457-461
情感错误归因程序(AMP)是一种新近发展出来的以投射为基本原理的内隐社会认知研究方法。AMP的内部处理机制可分为情绪的激发、归因以及猜测三个过程,每种过程都有其发生概率。AMP具有良好的信度和效度,最突出的特点是其对警告的抗拒性。此外虽作为一种相对性的内隐测量工具,但AMP也能很好地研究单一的态度对象。还介绍了几种新近出现的AMP改进范式。  相似文献   
23.
The eyes are extremely important for communication. The muscles around the eyes express emotional states and the size of the pupil signals whether a person is aroused and alert or bored and fatigued. Pupil size is an overlooked social signal, yet is readily picked up by observers. Observers mirror their own pupil sizes in response, which can influence social impressions. In a landmark study by Hess [1975. The role of pupil size in communication. Scientific American, 233(5), 110–119] it was shown that individuals with large pupils are perceived more positively than individuals with small pupils. In that behavioral study, participants were asked to draw pupils in line drawings of faces with empty irises and they drew large pupils in the happy face, and small ones in the angry face. The current study tested 579 participants (aged 4–80 years old) and extended this work by showing that this association between large (small) pupils and a positive (negative) impression develops over age and is absent in children. Several explanations for how individuals through interactions with close others learn that large pupils mean care, interest and attention and small pupils the opposite, are discussed. To conclude, this study shows that pupil size and emotion perception are intertwined but that their relationship develops over age.  相似文献   
24.
A growing body of research evidence suggests that creativity is very domain‐specific and that domain‐general skills or traits contribute little to creative performance. The term “creativity” is a convenient term for collecting many interesting artifacts, processes, and people into a single category, and the term “creative thinking skills” may be a useful way to connect a diverse set of unrelated cognitive processes that operate on different content and in different domains. These concepts are misleading, however, because although they connect things that may seem similar to observers, they lack any underlying cognitive psychological validity. This has implications for the ways we understand and assess creativity, and also for how we should direct our efforts to develop creative‐thinking skills in diverse domains. Creativity training needs either to target the domains in which creativity enhancement is desired or to use a wide range of activities in diverse domains if the goal is more general improvement in many domains. Creativity assessment needs to focus on domain‐by‐domain assessment and to review findings based on allegedly domain‐general tests of creativity that may have misled researchers to unsupportable interpretations. Creativity theory needs to set more modest goals of domain‐by‐domain theory development and to recognize that theories that may seem domain‐general might better be understood as meta‐theoretical heuristics that do not actually describe domain‐general processes. These meta‐theories might in some cases help guide the search for domain‐based theories.  相似文献   
25.
Affective changes in response to motive-relevant stimuli are a defining feature of implicit motives. We therefore expected to find an effect of individual differences in the implicit need for affiliation (nAff) on corrugator supercilii activity, an indicator of affect, when participants were confronted with nonverbal indicators of a conversational partner’s withdrawal. Participants’ nAff was assessed with a Picture Story Exercise (PSE). They were then involved in an interaction with a smiling or a neutral experimenter while their corrugator activity was measured with electromyography (EMG). As expected, we found higher corrugator activity for people high in nAff compared to people low in nAff when the experimenter kept a neutral facial expression throughout the interaction but not when he/she was smiling.  相似文献   
26.
We assessed the combined effects of cognitive ability, opportunity to fake, and trait job-relevance on faking self-report emotional intelligence and personality tests by having 150 undergraduates complete such tests honestly and then so as to appear ideal for one of three jobs: nurse practitioner, marketing manager, and computer programmer. Faking, as expected, was greater (a) in higher-g participants, (b) in those scoring lower under honest conditions (with greater opportunity to fake), and (c) on job-relevant traits. Predicted interactions accounted for additional unique variance in faking. Combining all three factors yielded a “perfect storm” standardized difference of around 2, more than double the overall .83 estimate. Implications for the study of faking are discussed.  相似文献   
27.
The primary aim of this research was to investigate associations that depression severity and trait anxiety have with reactions to specific, identifiable thoughts experienced by persons with varying levels of personality disorder (PD) pathology as they went about their day-to-day lives. Ninety-eight psychotropic medication-free persons participated in an experience sampling assessment procedure over four consecutive days, during which participants recorded specific thoughts experienced moments before a page signal was received and corresponding ratings of thought discomfort. Thought discomfort, regarded as an emotional reaction to thoughts or their evaluation, was moderately associated with several forms of PD pathology, particularly Cluster C pathology. Once depression severity and trait anxiety were controlled, however, associations between PD pathology and thought discomfort were eliminated. Findings from this research generally support the mood-congruence of negatively valenced thoughts in relation to PD pathology.  相似文献   
28.
This investigation analyzed the methods used over the past 35 years to study emotion regulation (ER) in children. Articles published from 1975 through 2010 were identified in 42 child clinical, developmental, and emotion psychology journals. Overall, 61.1% of published ER articles relied on one method and 23.6% used two methods. Analyses revealed (a) 82.8% of published ER research occurring within the past decade; (b) higher rates of observational methods with infant and toddler/preschool samples, but more use of self-report methodology with middle childhood and adolescent samples; (c) a longer history of published ER research with samples of infants to 5-year-olds, including the use of more longitudinal design, compared with older samples; and (d) a positive association between journal impact ratings and the use of physiological and observational measurement. Review of the measurement tools used to capture ER revealed great diversity in how emotion processes are understood and evaluated.  相似文献   
29.
It seems obvious that what you see influences what you feel, but what if the opposite were also true? What if how you feel can shape your visual experience? In this experiment, we demonstrate that the affective state of a perceiver influences the contents of visual awareness. Participants received positive, negative, and neutral affect inductions and then completed a series of binocular rivalry trials in which a face (smiling, scowling, or neutral) was presented to one eye and a house to the other. The percepts “competed” for dominance in visual consciousness. We found, as predicted, that all faces (smiling, scowling, and neutral) were dominant for longer when perceivers experienced unpleasant affect compared to when they were in a neutral state (a social vigilance effect), although scowling faces increased their dominance when perceivers felt unpleasant (a relative negative congruence effect). Relatively speaking, smiling faces increased their dominance more when perceivers were experiencing pleasant affect (a positive congruence effect). These findings illustrate that the affective state of a perceiver serves as a context that influences the contents of consciousness.  相似文献   
30.
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   
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