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161.
In this paper, we extended the linear dynamical model of [Brown, V., Paulus, P. B. (1996). A simple dynamic model of social factors in group brainstorming. Small Group Research, 27, 91-114] on two accounts. First, we modelled the sequential type brainstorming using impulsive differential equations by treating each category as an impulse and tested its validity in the two experiments that investigated and demonstrated the beneficial effects of sequential priming and memory in individual brainstorming. Finally, we considered the nonlinear case of brainstorming in writing or brainwriting where dyads exchanged their ideas in a written format and that eliminated negative factors occurring in oral brainstorming (e.g., evaluation apprehension, free-riding, production blocking) and enhanced the upward performance matching, and conducted the second experiment in order to test its validity in this paradigm with the effects of sequential priming and memory. Comparisons showed good agreement between results of experiments and those of the mathematical model.  相似文献   
162.
熟练维-汉双语者第二语言的概念表征的特征   总被引:1,自引:1,他引:0  
以母语为维吾尔语,第二语言为汉语的的维吾尔族大学生为被试,使用语言内和语言间启动条件下的真假字判断任务,通过3个实验探讨了熟练的维汉双语者的第二语言的语义表征的特点,即他们的第二语言的语义表征是共同存储的还是独立存储的。结果发现,实验1语言内启动条件下,即启动刺激(维语)和目标刺激(维语)之间具有语义联想关系时,产生了显著的启动效应。实验2(启动刺激为维语,目标刺激为汉语)和实验3(启动刺激为汉语,目标刺激为维语)的跨语言启动条件下,都产生了显著的启动效应,说明被试的第二语言的语义表征是共同存储的。这些结果表明:被试的第二语言的概念表征是同第一语言的概念表征共同存储的,支持了共同存储理论。  相似文献   
163.
Numerous recent studies suggest that human learners, including both infants and adults, readily track sequential statistics computed between adjacent elements. One such statistic, transitional probability, is typically calculated as the likelihood that one element predicts another. However, little is known about whether listeners are sensitive to the directionality of this computation. To address this issue, we tested 8-month-old infants in a word segmentation task, using fluent speech drawn from an unfamiliar natural language. Critically, test items were distinguished solely by their backward transitional probabilities. The results provide the first evidence that infants track backward statistics in fluent speech.  相似文献   
164.
In modern liberal societies people are generally reluctant to morally condemn acts that they find personally distasteful so long as those acts are not harmful or unfair to others. However, in providing character education for their children, parents often have to censure harmless but offensive acts. Thus, we hypothesize that the parental role broadens the scope of morality beyond narrow considerations of harm and fairness. To test this idea we asked parents and nonparents to morally evaluate harmless/offensive acts and a control harmful act. We manipulated whether the parental role was primed before they evaluated these acts. Parents and nonparents did not differ in their moral objections to the control act regardless of parental role priming. However, when the parental role was primed parents were more morally opposed to harmless but offensive acts than were nonparents. We discuss the implications of these results for understanding the dynamics of moral judgment and the recruitment of parents into moral reform movements.  相似文献   
165.
Bicultural individuals vary in the degree to which their two cultural identities are integrated versus conflicting—Bicultural Identity Integration (BII). Past research on attribution biases finds that BII influences the way that biculturals shift in response to cultural primes: integrated biculturals shift assimilatively, whereas conflicted biculturals shift contrastively. Proposing that this reflects assimilation versus reactance responses, we tested whether it extends to shifts in self-perceived personality. In two experiments with Asian-American participants, we found that BII influences the direction of cultural priming effects (assimilation versus contrast) on the personality dimensions of need for uniqueness (Experiment 1) and extraversion (Experiment 2). As hypothesized, high BIIs shifted in a culturally assimilative direction, perceiving the self as more uniqueness-seeking and extraverted following American versus Asian priming, whereas low BIIs shifted in the reverse direction. Implications for research on bicultural identity, priming, personality, organizational and consumer behavior are discussed.  相似文献   
166.
An increasing number of results in sentence and discourse processing demonstrate that comprehension relies on rich pragmatic knowledge about real-world events, and that incoming words incrementally activate such knowledge. If so, then even outside of any larger context, nouns should activate knowledge of the generalized events that they denote or typically play a role in. We used short stimulus onset asynchrony priming to demonstrate that (1) event nouns prime people (sale-shopper) and objects (trip-luggage) commonly found at those events; (2) location nouns prime people/animals (hospital-doctor) and objects (barn-hay) commonly found at those locations; and (3) instrument nouns prime things on which those instruments are commonly used (key-door), but not the types of people who tend to use them (hose-gardener). The priming effects are not due to normative word association. On our account, facilitation results from event knowledge relating primes and targets. This has much in common with computational models like LSA or BEAGLE in which one word primes another if they frequently occur in similar contexts. LSA predicts priming for all six experiments, whereas BEAGLE correctly predicted that priming should not occur for the instrument-people relation but should occur for the other five. We conclude that event-based relations are encoded in semantic memory and computed as part of word meaning, and have a strong influence on language comprehension.  相似文献   
167.
Repeating an item in a brief or rapid display usually produces faster or more accurate identification of the item (repetition priming), but sometimes produces the opposite effect (repetition blindness). We present a theory of short-term repetition effects, the competition hypothesis, which explains these paradoxical outcomes. The central tenet of the theory is that repetition produces a representation with a higher signal-to-noise ratio but also produces a disadvantage in the representation’s ability to compete with other items for access to awareness. A computational implementation of the competition hypothesis was developed to simulate standard findings in the RB literature and to generate novel predictions which were then tested in three experiments. Results from these experiments suggest that repetition effects emerge from competitive interactions between items and that these influences extend to adjacent, nonrepeated items in the display. The results also present challenges to existing theories of short-term repetition effects.  相似文献   
168.
There is a long-lasting debate on whether subliminal advertising actually works. In this context there are some studies suggesting that subjects’ motivation is a crucial point. Karremans et al. [Karremans, J. C., Stroebe, W., & Claus, J. (2006). Beyond Vicary’s fantasies: The impact of subliminal priming and brand choice. Journal of Experimental Social Psychology, 42, 792-798] showed that subjects were influenced in their intention to drink a specific brand of soft drink by a subliminally presented brand prime, but only if they were thirsty. In the present study, we adapted their paradigm to the concept of ‘concentration’ and embedded the subliminal presentation of a brand logo into a computer game. Actual subsequent consumption of dextrose pills (of the presented or a not presented brand) was measured dependent on the level of participants’ tiredness and the subliminally presented logo. We found the same pattern as Karremans et al. (2006): only tired participants consumed more of the subliminally presented than the not presented brand. Therefore, the findings confirm that subjects are influenced by subliminally presented stimuli if these stimuli are need-related and if subjects are in the matching motivational state.  相似文献   
169.
Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213–224, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   
170.
语法启动与言语产生中的语法表征   总被引:2,自引:0,他引:2  
通过对语法启动研究的总结,对言语产生过程中语法编码过程进行了研究,说明了Pickering和Branigan提出的网络模型可以很好地描述言语产生中语法加工的过程。尤其是在产生大于一个词汇的短语或句子时,存在词条层关联节点的激活。关联节点可以编码语法规则,与言语产生过程中的语法加工直接相关  相似文献   
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