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311.
    
BackgroundPrevious research has established that motor imagery (MI) and action observation (AO) independently enhance the performance and learning of motor skills. Recent studies have demonstrated that combining AO and MI (AO + MI) elicits increased activity in motor regions of the brain and enhances performance more than either AO or MI alone. Kinesthetic imagery (KI) ability refers to the ease with which one can sense their own body and imagine how a movement feels during a task (Malouin et al., 2007). KI ability may be of particular importance when engaging with AO + MI as the provision of an external visual stimulus through AO renders the visual component of MI redundant.ObjectiveThe current study aims to add to the emerging body of behavioural evidence demonstrating the performance benefits of AO + MI by exploring the effect of an AO + MI intervention on golf putting performance, as well as exploring the role that KI ability represents in AO + MI effectiveness.MethodRight-handed male golfers (N = 44) of varying skill level performed twenty 15-foot putts before and after a 3.5 min AO + MI intervention (AO + MI group; mean handicap = 7.5, SD = 4.3) or a similarly timed passive reading task (Control group; mean handicap = 11.5, SD = 5.4). Using the MIQ-3 questionnaire, participants in both experimental groups were classified according to kinesthetic imagery ability where: a mean score ≥6 were classified as good imagers. Performance accuracy was measured using mean radial error (MRE), precision was quantified via bivariate error (BVE) and putter kinematics were recorded by SAM Puttlab.ResultsResults from a series of ANCOVAs indicate that good kinesthetic imagers who received the AO + MI intervention were significantly more precise (BVRE) on the putting task than good kinesthetic imagers in the Control group (p = 0.041, d = 0.678). Good kinesthetic imagers in the intervention group also significantly outperformed good kinesthetic imagers in the control group on a measure of speed control (SD of error scores along the axis of progression) in golf putting (p = 0.041).ConclusionsOur results suggest that the presence of AO with MI increases the relevance of kinesthetic cues, that good kinesthetic imagers are able to utilise for subsequent performance benefits during the putting task. We discuss the increased importance of kinesthetic awareness/feel following the intervention as an explanation for such improvements in performance.  相似文献   
312.
    
The present research investigates perceived fit effects according to the focus that consumers place when evaluating brand extensions. Process‐focus encourages consumers to focus their thoughts on the process of reaching an outcome, thereby affecting extension evaluations on the basis of the process similarity between the original brand and its extensions. Conversely, outcome‐focus encourages consumers to focus their thoughts on the final outcome, thereby affecting extension evaluations on the basis of the final outcome similarity between the original brand and its extensions. With this conceptual framework, the present research demonstrated that for the process‐focus condition, the extension was evaluated more favorably when the similarity between the process of the original brand and the process of its extension was present (Study 1). By contrast, for the outcome‐focus condition, the extension was evaluated more favorably when the similarity between the final outcome of the original brand and the final outcome of its extension was present (Study 2).  相似文献   
313.
    
This article criticizes what it calls perspectival thought experiments, which require subjects to mentally simulate a perspective before making judgments from within it. Examples include Judith Thomson's violinist analogy, Philippa Foot's trolley problem, and Bernard Williams's Jim case. The article argues that advances in the philosophical and psychological study of empathy suggest that the simulative capacities required by perspectival thought experiments are all but impossible. These thought experiments require agents to consciously simulate necessarily unconscious features of subjectivity. To complete these experiments subjects must deploy theory‐theoretical frameworks to predict what they think they would (or ought to) do. These outputs, however, systematically mislead subjects and are highly prone to error. They are of negligible probative value, and this bodes poorly for their continued use. The article ends with two suggestions. First, many thought experiments are not problematically perspectival. Second, it should be possible to carry out “in‐their‐shoes” perspectival thought experiments by off‐loading simulations onto virtual environments into which philosophers place subjects.  相似文献   
314.
    
Analogy and similarity are central phenomena in human cognition, involved in processes ranging from visual perception to conceptual change. To capture this centrality requires that a model of comparison must be able to integrate with other processes and handle the size and complexity of the representations required by the tasks being modeled. This paper describes extensions to Structure‐Mapping Engine (SME) since its inception in 1986 that have increased its scope of operation. We first review the basic SME algorithm, describe psychological evidence for SME as a process model, and summarize its role in simulating similarity‐based retrieval and generalization. Then we describe five techniques now incorporated into the SME that have enabled it to tackle large‐scale modeling tasks: (a) Greedy merging rapidly constructs one or more best interpretations of a match in polynomial time: O(n2log(n)); (b) Incremental operation enables mappings to be extended as new information is retrieved or derived about the base or target, to model situations where information in a task is updated over time; (c) Ubiquitous predicates model the varying degrees to which items may suggest alignment; (d) Structural evaluation of analogical inferences models aspects of plausibility judgments; (e) Match filters enable large‐scale task models to communicate constraints to SME to influence the mapping process. We illustrate via examples from published studies how these enable it to capture a broader range of psychological phenomena than before.  相似文献   
315.
    
In a task involving continuous action to achieve a goal, the sense of agency increases with an improvement in task performance that is induced by unnoticed computer assistance. This study investigated how explicit instruction about the existence of computer assistance affects the increase of sense of agency that accompanies performance improvement. Participants performed a continuous action task in which they controlled the direction of motion of a dot to a goal by pressing keys. When instructions indicated the absence of assistance, the sense of agency increased with performance improvement induced by computer assistance, replicating previous findings. Interestingly, this increase of sense of agency was also observed even when instructions indicated the presence of assistance. These results suggest that even when a plausible cause of performance improvement other than one’s own action exists, the improvement can be misattributed to one’s own control of action, resulting in an increased sense of agency.  相似文献   
316.
The pattern of dyadic relationships among members of a population has often been used to obtain important information on the way that social structure can further or constrain social action. More recently, it has been proposed that nondyadic relationships can play a similar role. In this paper, a formalism is proposed that allows the dyadic structure and the nondyadic structure to be considered simultaneously. If this formalism is applied to the study of the structure arising from attendance at significant social events, it becomes possible to identify potential loci for social action. Still further, it is shown that information on individuals' structural perspectives with respect to such potential loci can be translated into conclusions about the individuals' positions in the dyadic structure. Such considerations can be used to evaluate the relative potential of these loci for social action.  相似文献   
317.
In recent years, the topic of car-following has become of increased importance in traffic engineering and safety research. Models of this phenomenon, which describe the interaction between (typically) adjacent vehicles in the same lane, now form the cornerstone for many important areas of research including (a) simulation modelling, where the car-following model (amongst others) controls the motion of the vehicles in the network, and (b) the functional definition of advanced vehicle control and safety systems (AVCSS), which are being introduced as a driver safety aid in an effort to mimic driver behaviour but remove human error. Despite the importance of this area however, no overview of the models availability and validity exists. It is the intent of this paper therefore to briefly assess the range of options available in the choice of car-following model, and assess just how far work has proceeded in our understanding of what, at times, would appear to be a simple process.  相似文献   
318.
This paper attempts to quantify the notion of an individual's desire for autonomy in an organization. It is shown that the basis for this concept can be formulated axiomatically, and a numerical function constituting the “degree” of autonomy can be derived. The relations between the individual's basic preferences, his/her feelings of autonomy, and the individual's performance as an organization member, are also studied. In this connection the loyalty of the member to the organization becomes important, and this notion is also developed axiomatically.  相似文献   
319.
航空模拟舱飞行行为的EPIC理论仿真   总被引:1,自引:0,他引:1       下载免费PDF全文
利用计算机技术,以执行过程交互控制(EPIC)理论框架为基础,建立了一个虚拟飞行员飞行过程的计算模型,并对人在复杂任务下的作业绩效进行了仿真。结果表明:(1)该研究在原有EPIC理论基础上发展的仿真模型合理可行;(2)仿真结果和实验结果拟合良好,模型具有良好的预测能力。该研究为以仿真方法研究复杂任务的心理过程提供了一次有益的尝试。  相似文献   
320.
We present ACACIA, an agent-based program implemented in Java StarLogo 2.0 that simulates a two-dimensional microworld populated by agents, obstacles and goals. Our program simulates how agents can reach long-term goals by following sensorial-motor couplings (SMCs) that control how the agents interact with their environment and other agents through a process of local categorization. Thus, while acting in accordance with this set of SMCs, the agents reach their goals through the emergence of global behaviors. This agent-based simulation program would allow us to understand some psychological processes such as planning behavior from the point of view that the complexity of these processes is the result of agent–environment interaction.  相似文献   
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