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961.
ABSTRACT

The psychological contract refers to the implicit and subjective beliefs regarding a reciprocal exchange agreement, predominantly examined between employees and employers. While contemporary contract research is investigating a wider range of exchanges employees may hold, such as with team members and clients, it remains silent on a rapidly emerging form of workplace relationship: employees’ increasing engagement with technically, socially, and emotionally sophisticated forms of artificially intelligent (AI) technologies. In this paper we examine social robots (also termed humanoid robots) as likely future psychological contract partners for human employees, given these entities transform notions of workplace technology from being a tool to being an active partner. We first overview the increasing role of robots in the workplace, particularly through the advent of sociable AI, and synthesize the literature on human–robot interaction. We then develop an account of a human-social robot psychological contract and zoom in on the implications of this exchange for the enactment of reciprocity. Given the future-focused nature of our work we utilize a thought experiment, a commonly used form of conceptual and mental model reasoning, to expand on our theorizing. We then outline potential implications of human-social robot psychological contracts and offer a range of pathways for future research.  相似文献   
962.
ABSTRACT

The Flourishing Scale (FS) and the Scale of Positive and Negative Experience (SPANE) are scales that are newly introduced to evaluate well–being. The present study aims to assess the psychometric distinctive features of two scales by utilising two different Turkish samples: university students (n?=?320), and employees (n?=?180). Confirmatory factor analysis results demonstrate that a one-factor model of the FS and a two–factor model of the SPANE yield significant findings in those samples. Scales’ factorial structures are valid for gender groups also they have good internal consistency. Concurrent validity, and discriminant validity with the use of several conceptually related and unrelated measures in two samples reveal satisfactory validity results for both the FS and the SPANE. The results of the present study show the utility of these scales in Turkish culture.  相似文献   
963.
964.
How do people use information from others to solve complex problems? Prior work has addressed this question by placing people in social learning situations where the problems they were asked to solve required varying degrees of exploration. This past work uncovered important interactions between groups' connectivity and the problem's complexity: the advantage of less connected networks over more connected networks increased as exploration was increasingly required for optimally solving the problem at hand. We propose the Social Interpolation Model (SIM), an agent-based model to explore the cognitive mechanisms that can underlie exploratory behavior in groups. Through results from simulation experiments, we conclude that “exploration” may not be a single cognitive property, but rather the emergent result of three distinct behavioral and cognitive mechanisms, namely, (a) breadth of generalization, (b) quality of prior expectation, and (c) relative valuation of self-obtained information. We formalize these mechanisms in the SIM, and explore their effects on group dynamics and success at solving different kinds of problems. Our main finding is that broad generalization and high quality of prior expectation facilitate successful search in environments where exploration is important, and hinder successful search in environments where exploitation alone is sufficient.  相似文献   
965.
Responses to a structured interview by 19 patients with spinal cord injuries (SCI) (7 women and 12 men) concerning their past (pre‐injury) and present emotions were analysed and compared with responses by 19 SCI‐free controls matched for sex, age, and education. In addition, subjects assessed the valence and arousal of 10 pleasant, 10 neutral, and 10 unpleasant pictures selected from the International Affective Picture System. The results indicate that there is no decrease in emotional experience among individuals with SCI compared with those without. For all the emotional scales (joy, love, sentimentalism, positive emotions as a whole, fear, anger, sadness, and negative emotions as a whole) the SCI group always showed either no change or an increase; this increase was significantly higher in SCI than in control subjects for sadness. No differences were observed between the two groups in the subjective assessment of the pictures. The implications of the results for the James versus Cannon controversy on the theory of emotions are discussed.  相似文献   
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969.
We examined the relations between the referent of parents and preschoolers’ mental state talk during a collaborative puzzle-solving task (N = 146 dyads; n = 81 3-year-olds, n = 65 4-year-olds). The results showed that parents’ references to their own knowledge and beliefs (self-referent cognitive talk), and references to their child’s knowledge and beliefs (child-referent cognitive talk) were both related to children’s (primarily self-referent) cognitive talk. We then tested whether any of the observed relations could be explained by the presence of conflicting perspectives within the collaborative interaction. Mediational analyses revealed that conflicting perspectives mediated the positive relation between parents’ production of self-referent cognitive talk and child cognitive talk. By contrast, the positive relation between parents’ production of child-referent cognitive talk and child cognitive talk did not depend on the presence of this type of conflict. These findings highlight an important mechanism through which parents’ references to their own mind might promote children’s developing mental state talk in collaborative contexts.  相似文献   
970.
The general aggression model (GAM) has suggested that the interaction between person factors (e.g., personality variables) and situation factors (e.g., playing violent video games [VVGs]) can increase individuals’ aggressive behaviors through their cognition (e.g., hostile attributions), affect (e.g., negative affect), and/or arousal. The present study employed a modified competitive reaction time task to test the effects of shyness, violent (vs. nonviolent) gameplay, and shyness on individuals’ positive–negative affect, hostile attributions, and aggressive behaviors. In addition, the present study also employed structural equation modeling (SEM) to test the mediation (by cognition and affect) and moderation (by shyness). Results showed that playing a VVG increased aggressive behaviors, negative affect, and hostile attributions primarily among shy participants. In addition, the results of SEM also revealed that this moderating role was mediated by negative affect and hostile attributions. The present study supported GAM and showed that individuals’ aggressive behaviors are differentially susceptible to VVGs, depending on their level of shyness in a “for bad and for worse” manner.  相似文献   
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