首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   265篇
  免费   32篇
  国内免费   13篇
  310篇
  2023年   2篇
  2022年   4篇
  2021年   6篇
  2020年   10篇
  2019年   13篇
  2018年   8篇
  2017年   7篇
  2016年   18篇
  2015年   19篇
  2014年   13篇
  2013年   34篇
  2012年   6篇
  2011年   17篇
  2010年   8篇
  2009年   20篇
  2008年   19篇
  2007年   16篇
  2006年   17篇
  2005年   6篇
  2004年   4篇
  2003年   6篇
  2002年   7篇
  2001年   4篇
  1999年   3篇
  1998年   2篇
  1997年   2篇
  1996年   1篇
  1995年   3篇
  1994年   2篇
  1993年   3篇
  1991年   1篇
  1990年   1篇
  1988年   1篇
  1985年   5篇
  1984年   6篇
  1983年   4篇
  1982年   1篇
  1978年   4篇
  1977年   7篇
排序方式: 共有310条查询结果,搜索用时 15 毫秒
41.
社会游戏情境在幼儿遮挡绘画中的作用   总被引:2,自引:0,他引:2  
高雪梅  李红  郑持军 《心理科学》2004,27(4):884-886
该研究以90名4—5岁幼儿为被试,考察了遮挡方式、社会性游戏情境以及年龄对幼儿遮挡绘画的影响,结果表明:(1)幼儿遮挡绘画表征策略的发展不是以“全”或“无”的方式进行的,而是多种策略并存;(2)部分遮挡、完全遮挡这两种遮挡方式的难易程度有很大的差异;(3)设置社会性游戏情境提高了幼儿遮挡绘画的表征策略水平;(4)与年龄相关的成熟水平是影响儿童遮挡绘画表征水平的重要因素。  相似文献   
42.
文章在扩展博弈上,给出了多值逻辑的语义赋值博弈的一般框架,避免了博弈者在多值逻辑的语义博弈中声明无穷对象的问题;然后通过Eloise赢的策略定义博弈的语义概念——赋值,证明了多值逻辑的博弈语义与Tarski语义是等价的;最后,根据语义赋值博弈框架对经典逻辑进行了博弈化。  相似文献   
43.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc.  相似文献   
44.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc.  相似文献   
45.
The Motivational Pull of Video Games: A Self-Determination Theory Approach   总被引:1,自引:0,他引:1  
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.  相似文献   
46.
Several physical features influence the perception of how cooperative a potential partner is. While previous work focused on face and voice, it remains unknown whether body odours influence judgements of cooperativeness and if odour-based judgements are accurate. Here, we first collected axillary odours of cooperative and uncooperative male donors through a public good game and used them as olfactory stimuli in a series of tasks examining whether and how they influence cooperative decision-making in an incentivized economic game and ratings of cooperativeness. Our results show that having access to the donor's body odours provided a strategic advantage to women during economic decisions (but not to men): with age, women were more likely to cooperate with cooperative men and to avoid interacting with uncooperative men. Ratings of cooperativeness were nonetheless unrelated to the donors’ actual cooperativeness. Finally, while men with masculine and intense body odours were judged less cooperative, we found no evidence that donors’ actual cooperativeness was associated with less masculine or less intense body odour. Overall, our findings suggest that, as faces and voices, body odours influence perceived cooperativeness and might be used accurately and in a non-aware manner as olfactory cues of cooperativeness, at least by women.  相似文献   
47.
暴力电子游戏的短期脱敏效应:两种接触方式比较   总被引:4,自引:0,他引:4  
郭晓丽  江光荣  朱旭 《心理学报》2009,41(3):259-266
比较主、被动接触暴力电子游戏的脱敏效应,以44名男性大学生为被试,利用生物反馈仪测量被试主动参与游戏或被动观看游戏录像前后,及随后观看暴力视频过程中皮电与心率的变化(脱敏效应的生理指标)。结果表明:(1)暴力电子游戏可以产生脱敏效应。接触游戏15分钟后,暴力游戏组观看暴力视频过程中皮电的增加值明显小于非暴力游戏组;(2)游戏的接触方式对于脱敏效应的程度无显著影响,但主动参与组对于游戏内容知觉到更高的愉快与更低的沮丧  相似文献   
48.
Anxiety disorders are common, costly and debilitating, and yet often unrecognized or inadequately treated in real world, primary care settings. Our group has been researching ways of delivering evidence-based treatment for anxiety in primary care settings, with special interest to preserving the fidelity of the treatment while at the same time promoting its sustainability once the research is over. In this paper, we describe the programs we have developed and our directions for future research. Our first study evaluated the efficacy of CBT and expert pharmacotherapy recommendations for panic disorder in primary care, using a collaborative care model of service delivery (CCAP). Symptom, disability and mental health functioning measures were superior for the intervention group compared to treatment as usual both in the short term and the long term, although also more costly. In our ongoing CALM study, we have extended our population to include panic disorder, social anxiety disorder, generalized anxiety disorder and posttraumatic disorder, while at the same time utilizing clinicians with limited mental health care experience. In addition to pharmacotherapy management, we developed a computer-assisted CBT that guides both novice clinician and patient, thereby contributing to sustainability once the research is over. We have also incorporated a measurement based approach to treatment planning, using a web-based tracking system of patient status. To date, the computer-assisted CBT program has been shown to be acceptable to clinicians and patients. Clinicians rated the program highly, and patients engaged in the program. Future directions for our research include dissemination and implementation of the CALM program, testing potential alternations to the CALM program, and distance delivery of CALM.  相似文献   
49.
Matthew W. Parker 《Synthese》2009,169(3):447-463
We examine a case in which non-computable behavior in a model is revealed by computer simulation. This is possible due to differing notions of computability for sets in a continuous space. The argument originally given for the validity of the simulation involves a simpler simulation of the simulation, still further simulations thereof, and a universality conjecture. There are difficulties with that argument, but there are other, heuristic arguments supporting the qualitative results. It is urged, using this example, that absolute validation, while highly desirable, is overvalued. Simulations also provide valuable insights that we cannot yet (if ever) prove.  相似文献   
50.
Students chose between two allocation options, one that gave the allocator more and another participant still more (the “optimal” choice) and one which gave the allocator less and the other participant still less (the “competitive” choice). In a within‐subjects design, students' behavior patterns were significantly correlated across the two rounds of decision‐making; however, students allocated more optimally when the allocation involved real rather than hypothetical money, suggesting that both motivational context and individuals' personality and/or experience influence preference patterns. The nature of the putative other participant did not affect the allocation: students allocated in a comparable fashion whether the other participant was said to be male, female, or a computer.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号