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121.
This study presents original evidence that abstract and concrete concepts are organized and represented differently in the mind, based on analyses of thousands of concepts in publicly available data sets and computational resources. First, we show that abstract and concrete concepts have differing patterns of association with other concepts. Second, we test recent hypotheses that abstract concepts are organized according to association, whereas concrete concepts are organized according to (semantic) similarity. Third, we present evidence suggesting that concrete representations are more strongly feature‐based than abstract concepts. We argue that degree of feature‐based structure may fundamentally determine concreteness, and we discuss implications for cognitive and computational models of meaning.  相似文献   
122.
Humans and many other species selectively attend to stimuli or stimulus dimensions—but why should an animal constrain information input in this way? To investigate the adaptive functions of attention, we used a genetic algorithm to evolve simple connectionist networks that had to make categorization decisions in a variety of environmental structures. The results of these simulations show that while learned attention is not universally adaptive, its benefit is not restricted to the reduction of input complexity in order to keep it within an organism's processing capacity limitations. Instead, being able to shift attention provides adaptive benefit by allowing faster learning with fewer errors in a range of ecologically plausible environments.  相似文献   
123.
This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self‐healing. However, after leaving the game, conflicts and traumata re‐enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re‐experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes.  相似文献   
124.
The identifiable victim effect refers to people's greater willingness to share resources with identified targets (about whom they have some identifying information) than to share with unidentified or statistical targets. Previous research examining adults' behavior suggests that identifiable targets arouse in the perceiver an intense emotional reaction that, in turn, increases sharing especially when the target is perceived as needy. In the current research, we examine whether the spontaneous reaction toward an identifiable, needy target and the increase in sharing with such a target appears in young children's sharing behavior and when in early childhood it develops. The results suggest that adding identifying information about a needy recipient increases sharing only in older children (above the age of 5.5) and in children who have acquired higher levels of theory of mind (independent of age). Mediation–moderation analysis suggests that theory of mind mediates the relation between age and sharing mainly when a specific, needy recipient is presented. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
125.
The present study examined differences in moral behavior and judgment in sport and student life. Participants (N = 372) were students at a British university who responded to moral dilemmas pertaining to sport and student life. They indicated the likelihood that they would act antisocially or prosocially and provided judgment ratings of the behaviors described in the dilemmas. Likelihood to act antisocially was higher toward opponents in sport than other students at university, whereas likelihood to behave prosocially was lower toward opponents in sport than other students at university. Finally, antisocial behavior was less likely toward teammates than other students. The sport–university difference in antisocial opponent/student behavior was fully mediated by moral judgment, whereas the difference in prosocial behavior was partially mediated by moral judgment. These findings reveal a more nuanced aspect to bracketed morality that considers in-group loyalty when understanding moral judgment and behavior in and outside of the sport context.  相似文献   
126.
信任是指个体在缺乏足够信息来判断他人动机、意图和行为的情况下,将社会资源交给对方处置并承担相应风险的意愿。作为一种基本的社会信号机制,信任对于发展和维持良好社会关系具有重要作用。借助信任博弈范式,研究者揭示了人际信任的认知神经机制并建构了多种理论,包括背叛厌恶理论、社会规范理论、道德规范理论和默认行为模型。脑成像研究发现信任行为主要涉及内侧前额叶、尾状核、杏仁核和脑岛等脑区,其中内侧前额叶主要参与心理推理、情绪认知与调控等过程,尾状核参与同伴值得信赖性的习得与编码,杏仁核和脑岛则主要参与风险、不确定性和背叛恐惧加工。今后研究应侧重不同理论之间的补充与整合,强化不同脑区之间的功能连接与整体性,并注重信任行为中的个体差异。  相似文献   
127.
In this Commentary I will first of all summarise my understanding of the proposal set out by Béatrice Ithier concerning her concept of the ‘chimera’. The main part of my essay will focus on Ithier's claim that her concept of the chimera could be described as a ‘mental squiggle’ because it corresponds to Winnicott's work illustrated in his book ‘Therapeutic Consultations’ (1971). At the core of Ithier's chimera is the notion of a traumatic link between analyst and patient, which is the reason she enlists the work of Winnicott. I will argue, however, that Ithier's claim is based on a misperception of the theory that underpins Winnicott's therapeutic consultations because, different from Ithier's clinical examples of work with traumatised patients, Winnicott is careful to select cases who are from an ‘average expectable environment’ i.e. a good enough family. Moreover, Winnicott does not refer to any traumatic affinity with his patients, or to experiencing a quasi‐hallucinatory state of mind during the course of the consultations. These aspects are not incorporated into his theory. In contrast (to the concept Ithier attempts to advance), Winnicott's squiggle game constitutes an application of psychoanalysis intended as a diagnostic consultation. In that sense Winnicott's therapeutic consultations are comparable with the ordinary everyday work between analyst and analysand in a psychoanalytic treatment. My Commentary concludes with a question concerning the distinction between the ordinary countertransference in working with patients who are thinking symbolically in contrast to an extraordinary countertransference that I suggest is more likely to arise with patients who are traumatised and thus functioning at a borderline or psychotic level.  相似文献   
128.
The actions of intelligent agents, such as chatbots, recommender systems, and virtual assistants are typically not fully transparent to the user. Consequently, users take the risk that such agents act in ways opposed to the users’ preferences or goals. It is often argued that people use trust as a cognitive shortcut to reduce the complexity of such interactions. Here we formalise this by using the methods of evolutionary game theory to study the viability of trust-based strategies in repeated games. These are reciprocal strategies that cooperate as long as the other player is observed to be cooperating. Unlike classic reciprocal strategies, once mutual cooperation has been observed for a threshold number of rounds they stop checking their co-player’s behaviour every round, and instead only check it with some probability. By doing so, they reduce the opportunity cost of verifying whether the action of their co-player was actually cooperative. We demonstrate that these trust-based strategies can outcompete strategies that are always conditional, such as Tit-for-Tat, when the opportunity cost is non-negligible. We argue that this cost is likely to be greater when the interaction is between people and intelligent agents, because of the reduced transparency of the agent. Consequently, we expect people to use trust-based strategies more frequently in interactions with intelligent agents. Our results provide new, important insights into the design of mechanisms for facilitating interactions between humans and intelligent agents, where trust is an essential factor.  相似文献   
129.
为探讨提议者情绪预测偏差对公平决策的影响以及其中介机制,采用了两轮最后通牒博弈提议者实验任务,第一轮测量分配方案被接受和拒绝的情绪预测偏差,第二轮测量提议者的分配方案。研究结果表明:(1)提议者情绪预测偏差影响公平决策;(2)公平感知在提议者情绪预测偏差与公平决策间起部分中介作用。研究认为,提议者对积极结果的情绪预测偏差,会降低其公平感知,进而降低其分配方案公平性; 提议者对消极结果的情绪预测偏差,会提高其公平感知,进而增加其分配方案公平性。  相似文献   
130.
李秀妍  伍珍 《心理科学》2021,(2):433-439
认知风格是个体获取和加工信息的一贯模式,影响诸多认知活动。本研究测量了98名4-8岁儿童的认知风格和积木拼图中的问题解决行为,主要发现:(1)4-8岁儿童总体上表现为整体型认知风格,但分析型认知风格随着年龄增长在逐渐发展;(2)认知风格影响问题解决策略:越偏整体型认知风格的儿童越多使用主体参照策略(即先拼主体图形再补充其他部分),并且越少使用线索推断策略(按照行/列的线索顺序依次拼图)和局部定位策略(根据某一局部图案的具体位置摆放积木)。本实验首次探索了低龄儿童认知风格的年龄差异,发现认知风格在发展早期就已影响问题解决行为。研究结果有助于理解儿童认知风格的发展及其作用,为儿童问题解决能力的培养实践提供一定的理论依据。  相似文献   
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