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891.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   
892.
Schizophrenia-spectrum disorders are characterized by deficits in social domains. Extant research has reported an impaired ability to perceive emotional faces in schizophrenia. Yet, it is unclear if these deficits occur already in the access to visual awareness. To investigate this question, 23 people with schizophrenia or schizoaffective disorder and 22 healthy controls performed a breaking continuous flash suppression task with fearful, happy, and neutral faces. Response times were analysed with generalized linear mixed models. People with schizophrenia-spectrum disorders were slower than controls in detecting faces, but did not show emotion-specific impairments. Moreover, happy faces were detected faster than neutral and fearful faces, across all participants. Although caution is needed when interpreting the main effect of group, our findings may suggest an elevated threshold for visual awareness in schizophrenia-spectrum disorders, but an intact implicit emotion perception. Our study provides a new insight into the mechanisms underlying emotion perception in schizophrenia-spectrum disorders.  相似文献   
893.
The design of a system, especially a system architecture, requires the balancing of multiple performance parameters with the system cost and other implementation issues. Multi-attribute utility theory provides a structured, coherent framework for conducting an analysis in which system designs are evaluated on multiple performance parameters. This paper describes the application of multi-attribute utility analysis to the design of the Worldwide Digital Signal Systems Architecture (WWDSA), a telecommunications system, by the United States' Defense Communications Agency (now called the Defense Information Systems Agency). The advantages of using multi-attribute utility theory during the system design are highlighted. In addition, we discuss several key analytical issues that led to this application being a success in the eyes of the decision makers.  相似文献   
894.
Recently, investigators have challenged long‐standing assumptions that facial expressions of emotion follow specific emotion‐eliciting events and relate to other emotion‐specific responses. We address these challenges by comparing spontaneous facial expressions of anger, sadness, laughter, and smiling with concurrent, “on‐line” appraisal themes from narrative data, and by examining whether coherence between facial and appraisal components were associated with increased experience of emotion. Consistent with claims that emotion systems are loosely coupled, facial expressions of anger and sadness co‐occurred to a moderate degree with the expected appraisal themes, and when this happened, the experience of emotion was stronger. The results for the positive emotions were more complex, but lend credence to the hypothesis that laughter and smiling are distinct. Smiling co‐occurred with appraisals of pride, but never occurred with appraisals of anger. In contrast, laughter occurred more often with appraisals of anger, a finding consistent with recent evidence linking laughter to the dissociation or undoing of negative emotion.  相似文献   
895.
The concept and operationalisation of parental monitoring in adolescent behavioural research is idiosyncratic, and often conflates multiple concepts. This hinders study and understanding of its role in the distinct processes of adolescent development and behaviour. This paper introduces a model of Goal-Directed Parental Action, applied to adolescent crime, in order to situate and thus define the concept of parental monitoring. This model draws on Situational Action Theory to both prioritise motivation and specify a parental action process. This process distinguishes parental goals from the means by which to achieve them and from the knowledge gathering required to evaluate progress towards such goals. Within this framework, parental monitoring is defined as the employment of active information-gathering behaviours by parents to help them to gain knowledge about and evaluate their child's progress towards a range of parentally selected developmental and behavioural goals. In addition to facilitating this definition of parental monitoring, the model of Goal-Directed Parental Action has future potential to clarify other parenting concepts and processes.  相似文献   
896.
Young children anticipate that others act rationally in light of their beliefs and desires, and environmental constraints. However, little is known about whether children anticipate others’ irrational choices. We investigated young children's ability to predict that sunk costs can lead to irrational choices. Across four experiments, 5- to 6-year-olds (total N = 185) and adults (total N = 117) judged which of two identical objects an agent would keep, one obtained at a high cost or one obtained at a low cost. In Experiment 1, adults predicted that the agent would choose the high-cost object over the low-cost one, whereas children responded at chance. Experiment 2 replicated these findings in children, but also included another condition which showed they were sensitive to future costs. They predicted that an agent would be more likely to seek out a low-cost item than a high-cost item. Experiments 3 and 4 then found that children do not anticipate the sunk cost bias in first person scenarios, or in interpersonal sunk cost scenarios, where costs are sunk by others. Taken together, our findings suggest that young children may struggle to understand and predict irrational behavior. The findings also reveal an asymmetry between how they consider sunk costs and future costs in understanding actions. We propose that this asymmetry might arise because children do not consider sunk costs as wasted.  相似文献   
897.
The present study investigated self-face perception in 12-month-old infants using the morphing technique. Twenty-four 12-month-old infants participated in both the main and control experiments. In the main experiment, we used the participant’s own face, an unfamiliar infant’s face (age- and gender-matched), and a morphed face comprising 50 % each of the self and unfamiliar faces as stimuli. The control experiment followed the same procedure, except that the self-face was replaced with another unfamiliar face. In both experiments, two of these stimuli were presented side by side on a monitor in each trial, and infants’ fixation duration was measured. Results showed that shorter fixation durations were found for the morphed face compared with the self-face and the unfamiliar face in the main experiment, but there were no significant preferences for any comparisons in the control experiment. The results suggest that 12-month-old infants could detect subtle differences in facial features between the self-face and the other faces, and infants might show less preference for the self-resembling morphed face due to increased processing costs, which can be interpreted using the uncanny valley hypothesis. Overall, representations of the self-face seem to a certain extent to be formed by the end of the first year of life through daily visual experience.  相似文献   
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