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871.
张青  王争艳 《心理学报》2022,54(2):141-153
为同时探究外部因素与内部因素对学步儿执行功能的影响, 对163对母婴进行追踪测量。婴儿6个月时根据母婴自由互动录像编码母亲敏感性; 使用最长注视时长范式测量婴儿注意特征; 使用母亲报告的《婴儿行为问卷—修订短版》测量婴儿气质; 24个月时使用多位置寻找任务、形状Stroop任务、逆转分类任务、延迟满足任务测量学步儿执行功能。结果发现:(1)婴儿6个月最长注视时长能够显著正向预测24个月的多位置寻找与延迟满足任务得分。(2)母亲敏感性能够正向预测气质外向性低的婴儿24个月时的逆转分类任务表现, 对气质外向性高的婴儿24个月时的逆转分类任务表现的预测不显著。(3)母亲敏感性能够正向预测最长注视时长更长的婴儿24个月时的形状Stroop任务得分; 负向预测最长注视时长更短的婴儿24个月时的形状Stroop任务得分。研究发现了针对不同特征的婴儿, 母亲的养育敏感性对学步儿执行功能影响的差异, 这对早期教育应该如何“因材施教”有所启示。  相似文献   
872.
为考察选择性注意如何影响行人整合交通信号中的多感觉加工优势,研究采用线索—靶子范式,操控交通信号类型(视觉/传统视觉信号灯、听觉、视听觉/有声信号灯)和信号呈现位置(线索化位置、非线索化位置)两个变量,分析被试对视觉、听觉、视听觉三类刺激的反应时和正确率,并通过对相对多感觉反应增强值(rMRE)和竞争模型(race model)的计算,对多感觉加工优势效应进行量化。结果发现:有声信号灯能够产生多感觉加工优势,选择性注意会减弱有声信号灯的多感觉加工优势。该研究结果为有声信号灯的设置提供了理论依据,且提示应当避免在环境中设置容易引起行人选择性注意的设施。  相似文献   
873.
面孔作为一种高级的视觉刺激,在人际交往中有着无可替代的作用。其中,面孔吸引力更是影响着日常生活的重要社交决策,如择偶、交友、求职、社会交换等。长久以来,研究者们从面孔特征、社会信息和观察者因素等角度不断探索着人们对静态面孔吸引力的感知,且多从进化角度加以解释。但是,人们如何表征面孔吸引力以及其动态性增强机制仍未可知。本项目通过两个研究,分别从面孔吸引力的整体表征,以及面孔动态性通过影响整体加工、影响对整体信息和特征信息的注意、以及影响社会信息来增强吸引力,从这两个角度尝试回答这一问题。在研究1中,本项目从整体加工的角度探索了面孔吸引力的认知表征。研究1.1通过评分任务和适应范式探索高空间频率(更多局部特征)和低空间频率(更多整体特征)对面孔吸引力的影响,旨在从空间频率探讨面孔吸引力的整体表征。研究1.2通过操纵面孔对称性和面孔常态性探索面孔常态性在面孔对称性和面孔吸引力间的中介作用,探讨面孔吸引力的常态构型表征。研究1.3引入“三庭五眼”这一中国传统面孔审美理论,通过评分任务和适应范式研究“三庭五眼” 构型是否符合中国人对高吸引力中国面孔的表征,以此探讨面孔吸引力的整体表征。研究1.4通过评分任务和适应范式考察局部面孔遮挡是否促进整体面孔吸引力,以及这种促进作用是否由于人们通过局部特征“脑补”出了完整面孔。研究2从整体加工、注意和生命力的角度探讨面孔吸引力的动态性增强机制。研究2.1使用合成效应范式测量动态面孔吸引力的整体加工,探索动静态面孔的吸引力差异是否源于其整体加工程度的不同。研究2.2使用注意分散范式,并结合眼动技术,探讨人们对动静态面孔的注视模式是否存在差异,这种差异是否能解释动态面孔吸引力的增强。研究2.3结合问卷法、实验法和结构方程模型,考察了生命力这一社会因素对动静态面孔吸引力的影响。本项目探讨了面孔吸引力的认知表征以及其动态性增强机制,有助于我们进一步理解人们对面孔吸引力的认知加工以及人类欣赏美这一高级智能。同时,本项目的结果对于日常人际交往和面孔吸引力相关算法的优化等方面也有潜在的应用价值。  相似文献   
874.
ObjectiveExperimental studies show small to moderate effects of both acute and regular physical activity on executive functions, these being strongly associated with academic performance at school. In order to understand the naturally occurring associations between primary school-aged children’s working memory, self-reported sustained attention, and physical activity, 35 children (Mage = 9.8 years, range = 7.6–11.4 years old) in Years 3–6 of primary school took part in a two-week long intraindividual study.MethodsParticipants wore an accelerometer wristband throughout the study, and carried out a working memory task (digit recall) and completed a sustained attention measure each morning and afternoon, giving 517 time-points nested in 4–10 school-days (Mobs = 15.8 situations, nobs = 4–18).ResultsUsing multilevel structural equation models (MSEM), we found that working memory was stable across time (within-person b = 0.29) and trait-like (ICCs = 0.58). Across situations, state-working memory was higher later in the calendar week. Acute moderate to vigorous physical activity (MVPA) was not associated with state-working memory, but exertion of a higher level of MVPA than usual the previous day was associated with lower state-working memory the following day. Trait-sustained attention (across the two weeks) predicted higher trait-working memory and older students outperformed younger students.ConclusionsImplications for timing and intensity of students’ physical activity in educational settings is discussed.  相似文献   
875.
微表情是一种持续时间极短、不易被察觉的面部动作, 揭示了个体的真实情绪, 可以被广泛地应用于谎言识别等领域。而微表情检测的研究受到小样本问题的限制。针对该问题, 本文结合计算机视觉技术与认知心理学实验方法进行探索。首先, 结合眼动技术和呈现-判断范式与阈下情绪启动效应的行为实验范式, 考察微表情识别中选择注意分配的认知机制, 细化人类识别微表情时的特征兴趣区域。其次, 结合人类注意机制, 提出基于自监督学习的多模态微表情检测方法。通过理论和关键技术的突破, 为真实场景下微表情检测的应用奠定基础。  相似文献   
876.
本研究采用经典背景线索范式,在分布式注意(限制眼动)和集中式注意(自由观看)两种模式下考察不同媒体多任务经验者的内隐记忆表现。实验1要求被试在学习阶段自由观看场景并搜索目标,在测试阶段限制眼动并使用外周视野搜索目标。实验2将学习、测试阶段的注意模式反转。结果发现,高媒体多任务经验者在两种注意模式下均表现出背景线索效应;低媒体多任务经验者仅在集中式注意模式下表现出背景线索效应。结果表明,高媒体多任务经验者在分布式注意模式下存在一定的内隐记忆优势。  相似文献   
877.
Attention bias is common in adults with post‐traumatic stress disorder (PTSD) but is less studied in children. Children (n = 22) who experienced a potentially distressing procedure in an outpatient clinic (removal of K‐wires from orthopaedic fractures) and a group of medically unwell children (illness group; n = 27) were compared with healthy controls (n = 32). Children's baseline level of PTS symptoms were indexed prior to the medical procedure, and again at 1‐week follow‐up. Immediately after the K‐wire removal, children completed a dot probe task using two categories of target words (medical threatening and emotionally threatening). While K‐wire children showed an overall bias away from negative words relative to healthy controls, the illness group did not significantly differ from healthy controls. Attention bias in K‐wire and illness groups was unrelated to later PTS symptoms.  相似文献   
878.
879.
Background objectives: Studies suggest that the right hemisphere is dominant for emotional facial recognition. In addition, whereas some studies suggest the right hemisphere mediates the processing of all emotions (dominance hypothesis), other studies suggest that the left hemisphere mediates positive emotions the right mediates negative emotions (valence hypothesis). Since each hemisphere primarily attends to contralateral space, the goals of this study was to learn if emotional faces would induce a leftward deviation of attention and if the valence of facial emotional stimuli can influence the normal viewer’s spatial direction of attention. Methods: Seventeen normal right handed participants were asked to bisect horizontal lines that had all combinations of sad, happy or neutral faces at ends of these lines. During this task the subjects were never requested to look at these faces and there were no task demands that depended on viewing these faces. Results: Presentation of emotional faces induced a greater leftward deviation compared to neutral faces, independent of where (spatial position) these faces were presented. However, faces portraying negative emotions tended to induce a greater leftward bias than positive emotions. Conclusions: Independent of location, the presence of emotional faces influenced the spatial allocation of attention, such that normal subjects shift the direction of their attention toward left hemispace and this attentional shift appears to be greater for negative (sad) than positive faces (happy).  相似文献   
880.
Risk perception and distribution of visual attention while driving are crucial elements for accident prevention and new-driver improvement. This study investigates how racing videogames could shape the visual exploration of virtual and real road in male pre-drivers. The visual performance of players of racing video games with and without driver’s license was tested in virtual vs. real scenarios. Attention to specific elements of different types of road interactions was monitored using an eye-tracking system. Results showed that habitual use of racing video games was not found to foster a positive effect on users’ distribution of visual attention, supporting visual patterns typical of novice drivers. Gamers without driving experience replicated the same patterns in a real road scenario, ignoring road signs and potential areas of interactions with other drivers, while experienced drivers gamers explored video games roads like real roads. The fact that the gamers’ driving performance was not comparable to drivers in the virtual scenario suggests that there are other variables in the gameplay that create a less complex traffic scene, still the visual complexity of different real road interactions is kept in video game interactions, opening new perspectives towards gamers’ visual exploration of the road.  相似文献   
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