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251.
This paper presents the results of a longitudinal prospective study which followed 113 people interested in the purchase of an electric vehicle for a period of two months. Based on an adapted stage model of self-regulated behavioral change (Bamberg, 2013b), a short online questionnaire with a stage diagnostic and the measurement of central model constructs was administered to the participants every second day. The analysis shows that 85% of transitions between the stages occur along the paths of the stage model. Stage transitions are preceded by increases in goal intentions and implementation intentions during the week before the transition. Intentions are predicted by most of the expected model constructs, but the effects were different on the between-person and the within-person level. The average stage durations are between two and three weeks. Implications of the study for research on stage models and practice are discussed.  相似文献   
252.
特里尔社会应激测试技术的介绍以及相关研究   总被引:2,自引:0,他引:2  
由于能有效地诱发个体的应激反应,特里尔社会应激测试(Trier Social Stress Test,TSST)在实验室研究中受到普遍的应用。为了探测应激情境下的中央控制系统,蒙特利尔脑成像应激任务(Montreal Imaging Stress Test,MIST)对特里尔社会应激测试进行了发展和改进,为研究者提供了脑成像的研究手段。研究者基于此两种方法而进行了一系列有关应激的研究成果,在此基础上,作者提出了在中国开展实验室应激研究的可行性和初期研究方向。  相似文献   
253.
网络成瘾者的行为冲动性——来自爱荷华赌博任务的证据   总被引:1,自引:0,他引:1  
徐四华 《心理学报》2012,44(11):1523-1534
以84名大学生为被试(网络成瘾和对照组被试各42名),采用感觉寻求量表和爱荷华赌博任务(Iowa Gambling Task)范式比较两组被试在感觉寻求水平和决策行为反应模式方面的差异.结果发现,与对照组被试相比,网络成瘾者的感觉寻求总分和去抑制、厌恶单调及寻求激动和惊险三个分量表得分显著增加,在IGT任务中优先选择收益和惩罚频率高的不利扑克牌,其冒险的决策策略并没有随着决策次数的增加而改变.这表明网络成瘾者的决策功能受损并表现出“即时收益优先”的决策模式和对强化物潜在风险的高耐受性.  相似文献   
254.
One key component of optimal military decision making is that the decision maker demonstrates reinforcement learning. The modification of psychological tasks gives insight into understanding how to effectively train military decision makers and how experienced decision makers arrive at optimal or near optimal decisions. We developed a task modeled after the Iowa Gambling Task (IGT) to measure military decision making performance. This new task focuses on high stakes and uncertain environments particular to military decision making conditions. Thirty-four U.S. military officers from all branches of service completed the tasks yielding decision data for validation. The new task retains essential characteristics of the foundational task and gives insight into reinforcement learning of military decision makers. Results indicate that the additional metric of regret defines higher performance at a trial-by-trial level, and clustering by multiple metrics defines high performance groups.  相似文献   
255.
Positive affect (PA) can either improve or impair self-control performance, depending on whether two tasks are dissimilar, and thus require flexible releasing and switching, or similar, which requires stable maintenance. The present study suggests that this effect is mediated by attentional shifts. The authors found that participants under PA, who performed on two dissimilar tasks and had to switch to a new response dimension, were less attentive to distracting information compared to neutral affect (NE), leading to better performance. In contrast, participants under PA who did not have to switch, were more attentive to distracting information compared to participants under NE. These findings highlight the opposite effects of PA on consecutive self-control.  相似文献   
256.
The purpose of this study was to develop an individual-difference measure of the ability to apply internal controlled attention to emotional mental representations and investigate this measure's relationship to emotion regulation. Attentional control capacity for emotion (ACCE) was measured by adapting a task-switching paradigm where participants had to shift between emotional and neutral task sets. Undergraduate students (N = 91) were randomly assigned to perform either a task measuring ACCE or an emotionally neutral switching task to determine the discriminant validity of ACCE. ACCE predicted behaviour during a stressful anagram task. Individuals who were more efficient at an emotional to neutral task switch persisted longer on the stressful task. In contrast, individuals who more efficient at a neutral to emotional task switch persisted for a shorter time on the stressful task. These results provide insight into the role of attentional deployment in emotion regulation and clinical theories of rumination and anxiety.  相似文献   
257.
The Iowa Gambling Task (IGT) is commonly used to assess risky decision making in clinical and non-clinical populations, and negative mood and various personality characteristics have been shown to affect the number of advantageous and disadvantageous selections on this task. Recent research has suggested that IGT data should be analyzed at the individual deck level due to differences in frequency and magnitude of losses, and the present study examined how personality characteristics and state mood may affect deck level selections on this task. Participants were 91 undergraduate students (38 male) who completed measures of impulsivity and sensation seeking, behavioral activation and inhibition, state mood, and the computerized IGT. Results indicated that negative mood, drive, impulsivity, and sensation seeking were all positively correlated with Deck B selections, but negatively correlated with Deck D selections. No differences emerged in correlations between Decks A and B or Decks A and D. Results indicate that mood and personality characteristics differentially relate to selections from the individual decks on the IGT. Results have implications for the assessment of decision making, as personality and fluctuations in state-dependent mood could mimic pathological risk-taking if analysis is conducted on the combined decks.  相似文献   
258.
The current study addressed the role of switch detection in cognitive flexibility by testing the effect of transition cues (i.e., cues that directly signal the need to switch or maintain a given task goal) in a cued set-shifting paradigm at 5 years of age. Children performed better, especially on switch trials, when transition cues were combined with traditional task cues (i.e., cues that directly signal the relevant task on a given trial) relative to conditions without transition cues. This effect was not influenced by explicit knowledge of transition cues or transition cue transparency, suggesting that transition cues did not need to be semantically processed to be beneficial. These findings reveal that young children’s difficulties in set-shifting situations stem partially from failures to monitor for the need to switch.  相似文献   
259.
Construal level theory (Trope & Liberman, 2010) contends that distance to events leads to higher level processing. In a series of studies, we examined the role of construal level in prediction of the time needed to perform a task. Estimates increased when the tasks were distant rather than close in time (Study 1), were hypothetical rather than real (Study 2), and when participants were primed to adopt an abstract rather than a concrete mindset (Study 3). As a possible explanation, it is suggested that time units are perceived as smaller as people move up in abstraction, so that more time units are needed to cover the same amount of work. In line with this, we found that people who were primed to adopt a higher level processing mode visualized an hour as shorter than those in a lower level mode, as indicated by their distance marks on a time-line (Study 4). Finally, the contraction of time units was shown to mediate the relationship between temporal distance and task duration estimates (Study 5).  相似文献   
260.
Frey MC 《Intelligence》2011,39(5):273-280
Match-to-sample is a timed task in which a subject is presented with a visual stimulus (the probe) and must select a match to that stimulus (the target) from among an array of distractors. These tasks are frequently employed as tests of basic cognitive abilities and demonstrate consistent correlations with measures of intelligence. In the current study, a match-to-sample task was modified to produce near-match conditions (trials for which no exact match existed). Two factors were manipulated: type of discrepancy between the target and probe (additive or subtractive) and degree of discrepancy between target and probe (1 element or 2 elements). It was hypothesized that introducing near-match conditions would change the processing demands of the task, resulting in increased correlations between decision time and fluid intelligence. Degree and type of discrepancy affected decision times: participants required more time for 2 element discrepancies and additive type discrepancies. Contrary to expectations, increased decision time on a task did not correspond to higher correlations with fluid intelligence. For type, correlations were larger when participants needed to mentally subtract elements from the target in order to make it match the probe (mean radditive = .399; mean rsubtractive = .451). For degree, correlations were larger for trials where the probe and target differed by one element (mean r = .470) than for trials where the probe and target differed by two elements (mean r = .380). These results seem to indicate that the relationship between the complexity of a task and general intelligence is not as straightforward as has been commonly believed.  相似文献   
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