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51.
Several studies have illuminated how processing manual action verbs (MaVs) affects the programming or execution of concurrent hand movements. Here, to circumvent key confounds in extant designs, we conducted the first assessment of motor–language integration during handwriting—a task in which linguistic and motoric processes are co‐substantiated. Participants copied MaVs, non‐manual action verbs, and non‐action verbs as we collected measures of motor programming and motor execution. Programming latencies were similar across conditions, but execution was faster for MaVs than for the other categories, regardless of whether word meanings were accessed implicitly or explicitly. In line with the Hand‐Action‐Network Dynamic Language Embodiment (HANDLE) model, such findings suggest that effector‐congruent verbs can prime manual movements even during highly automatized tasks in which motoric and verbal processes are naturally intertwined. Our paradigm opens new avenues for fine‐grained explorations of embodied language processes.  相似文献   
52.
In spite of its importance as a life-defining rhythmic movement and its constant rhythmic contraction and relaxation of the body, respiration has not received attention in Embodied Cognition (EC) literature. Our paper aims to show that (1) respiration exerts significant and unexpected influence on cognitive processes, and (2) it does so by modulating neural synchronization that underlies specific cognitive processes. Then, (3) we suggest that the particular example of respiration may function as a model for a general mechanism through which the body influences cognitive functioning. Finally, (4) we work out the implications for EC, draw a parallel to the role of gesture, and argue that respiration sometimes plays a double, pragmatic and epistemic, role, which reduces the cognitive load. In such cases, consistent with EC, the overall cognitive activity includes a loop-like interaction between neural and non-neural elements.  相似文献   
53.
认知需求对个体信息加工倾向性的影响   总被引:3,自引:0,他引:3  
徐洁  周宁 《心理科学进展》2010,18(4):685-690
认知需求指"个体参与和享受思考的倾向"。作为一种认知动机,研究者认为其影响了个体信息加工的倾向性。对国外近30年来的相关研究进行回顾,结果显示认知需求主要在努力程度、自主性和结果及其应用范围这三方面影响了个体的信息加工。最后,展望了认知需求的研究趋势,并从认知需求的测量、无关变量的控制、影响的长期性和稳定性,以及情感因素负荷四方面探讨了现有相关研究的不足。  相似文献   
54.
Cognitive research on metaphoric concepts of time has focused on differences between moving Ego and moving time models, but even more basic is the contrast between Ego‐ and temporal‐reference‐point models. Dynamic models appear to be quasi‐universal cross‐culturally, as does the generalization that in Ego‐reference‐point models, FUTURE IS IN FRONT OF EGO and PAST IS IN BACK OF EGO. The Aymara language instead has a major static model of time wherein FUTURE IS BEHIND EGO and PAST IS IN FRONT OF EGO; linguistic and gestural data give strong confirmation of this unusual culture‐specific cognitive pattern. Gestural data provide crucial information unavailable to purely linguistic analysis, suggesting that when investigating conceptual systems both forms of expression should be analyzed complementarily. Important issues in embodied cognition are raised: how fully shared are bodily grounded motivations for universal cognitive patterns, what makes a rare pattern emerge, and what are the cultural entailments of such patterns?  相似文献   
55.
The Elaborated Intrusion (EI) theory of desire posits that visual imagery plays a key role in craving. We report a series of experiments testing this hypothesis in a drug addiction context. Experiment 1 showed that a mental visual imagery task with neutral content reduced cigarette craving in abstaining smokers, but that an equivalent auditory task did not. The effect of visual imagery was replicated in Experiment 2, which also showed comparable effects of non-imagery visual working memory interference. Experiment 3 showed that the benefit of visual over auditory interference was not dependent upon imagery being used to induce craving. Experiment 4 compared a visuomotor task, making shapes from modeling clay, with a verbal task (counting back from 100), and again showed a benefit of the visual over the non-visual task.We conclude that visual imagery supports craving for cigarettes. Competing imagery or visual working memory tasks may help tackle craving in smokers trying to quit.  相似文献   
56.
Most people avoid the “big, drunk guy” in bars because they do not want to get assaulted. Is this stereotype supported by empirical evidence? Unfortunately, no scientific work has investigated this topic. Based on the recalibrational theory of anger and embodied cognition theory, we predicted that heavier men would behave the most aggressively when intoxicated. In two independent experiments (Ns = 553 and 327, respectively), participants consumed either alcohol or placebo beverages and then completed an aggression task in which they could administer painful electric shocks to a fictitious opponent. Both experiments showed that weight interacted with alcohol and gender to predict the highest amount of aggression among intoxicated heavy men. The results suggest that an embodied cognition approach is useful in understanding intoxicated aggression. Apparently there is a kernel of truth in the stereotype of the “big, drunk, aggressive guy.”  相似文献   
57.
Our experiment examined two questions: (1) Does reinstating a studied context affect recognition of an associated word, and (2) Does reinstating a studied word affect recognition of an associated context? After encoding 75 words, each of which was shown superimposed over a different 5-sec video of an environment (e.g., a playground, a traffic scene, or a grocery store), participants were asked to recognize 50 of the words and 50 of the video scenes. On the test, half of the studied words were shown superimposed over the same video contexts that had been present at encoding, and half were shown over new scenes. Similarly, videos were presented with either old or new words. Context reinstatement increased hits and reduced false alarms for words, but word reinstatement did not affect recognition of video contexts. The results suggest that the associations that bind word events with their contexts may not be bidirectional.  相似文献   
58.
Extensive research has linked general personality factors to social attitudes, but there has been comparatively little work on the roles played by specific approach-avoidance personality factors, especially positive-approach ones. Here we relate such factors to the two main clusters of social attitudes (Right-Wing Authoritarianism, RWA; and Social Dominance Orientation, SDO), and related cognitive constructs (Need for Cognition and Need for Closure). Results revealed: (a) positive-approach motivation is consistently related to both RWA and SDO, with little contribution from negative-avoidance motivation; and (b) negative-avoidance motivation played a part in Need for Cognition (negatively related) and Need for Closure (positively related). These data challenge previous theorizing concerning the role of fear/anxiety in social attitude formation and prejudice more generally. We conclude that, to a larger extent than previously thought, approach-related personality factors underpin the positive reinforcement of social attitudes and prejudice. Our results may help to account for the failure of programmes designed to reduce prejudice which have been based on the reduction of negative emotion and motivation.  相似文献   
59.
This brief report presents an experiment testing the effect of immersion on emotional responses and cognitive genre categorisation of film viewers. Immersion of a film presentation was varied by presenting an animated movie either in a 3D-viewing condition (low immersive condition) or in a CAVE condition (high immersive condition, comparable to virtual reality experience). Viewers rated their emotions and categorised the movies into four basic film genres (action, drama, comedy, and non-fiction). Two distinct types of emotion were measured: Fictional World emotions (e.g., sadness) in response to the presented fictional events and Artefact emotions in response to the film as an artefact (e.g., fascination). Results showed that stronger immersion led to more intense emotions but did not influence genre categorisation. In line with expectations, both types of emotional response were intensified by high immersion. The results are explained by suggesting that highly immersive cinema has its impact on a basic dimension of emotion, namely arousal that underlies both types of emotions.  相似文献   
60.
By the age of 4 years, children (N=120) know the meaning of the word disgust as well as they know the meaning of anger and fear; for example, when asked, they are equally able to generate a plausible cause for each of these emotions. Yet, in tasks involving facial expressions (free labelling of faces, deciding whether or not a face expresses disgust, or finding a “disgust face” in an array of faces), a majority of 3- to 7-year-old children (N=144) associated the prototypical “disgust face” with anger and denied its association with disgust (25% of adults on the same tasks did so as well). These results challenge the assumption that all humans easily recognise disgust from its facial expression and that this recognition is a precursor to children's understanding of the emotion of disgust.  相似文献   
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