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151.
为探讨提议者情绪预测偏差对公平决策的影响以及其中介机制,采用了两轮最后通牒博弈提议者实验任务,第一轮测量分配方案被接受和拒绝的情绪预测偏差,第二轮测量提议者的分配方案。研究结果表明:(1)提议者情绪预测偏差影响公平决策;(2)公平感知在提议者情绪预测偏差与公平决策间起部分中介作用。研究认为,提议者对积极结果的情绪预测偏差,会降低其公平感知,进而降低其分配方案公平性; 提议者对消极结果的情绪预测偏差,会提高其公平感知,进而增加其分配方案公平性。  相似文献   
152.
自二十世纪60年代Edwards首次用实验研究人类推理是否遵循贝叶斯规则以来,国内外贝叶斯推理研究取得了长足的发展,但也出现了一些困境:对影响贝叶斯推理的客体因素和主体因素研究未成体系,解释理论莫衷一是。未来的研究应该重新审视客体与主体的关系,系统整合和多角度分析影响贝叶斯推理的因素,尝试以三重加工心智模型解释人类贝叶斯推理行为,并对以往的解释理论进行融合,从而更好地揭示人类不确定性决策的本质。  相似文献   
153.
李秀妍  伍珍 《心理科学》2021,(2):433-439
认知风格是个体获取和加工信息的一贯模式,影响诸多认知活动。本研究测量了98名4-8岁儿童的认知风格和积木拼图中的问题解决行为,主要发现:(1)4-8岁儿童总体上表现为整体型认知风格,但分析型认知风格随着年龄增长在逐渐发展;(2)认知风格影响问题解决策略:越偏整体型认知风格的儿童越多使用主体参照策略(即先拼主体图形再补充其他部分),并且越少使用线索推断策略(按照行/列的线索顺序依次拼图)和局部定位策略(根据某一局部图案的具体位置摆放积木)。本实验首次探索了低龄儿童认知风格的年龄差异,发现认知风格在发展早期就已影响问题解决行为。研究结果有助于理解儿童认知风格的发展及其作用,为儿童问题解决能力的培养实践提供一定的理论依据。  相似文献   
154.
According to moral typecasting theory, good- and evil-doers (agents) interact with the recipients of their actions (patients) in a moral dyad. When this dyad is completed, mind attribution towards intentionally harmed liminal minds is enhanced. However, from a dehumanisation view, malevolent actions may instead result in a denial of humanness. To contrast both accounts, a visual vignette experiment (N = 253) depicted either malevolent or benevolent intentions towards robotic or human avatars. Additionally, we examined the role of harm-salience by showing patients as either harmed, or still unharmed. The results revealed significantly increased mind attribution towards visibly harmed patients, mediated by perceived pain and expressed empathy. Benevolent and malevolent intentions were evaluated respectively as morally right or wrong, but their impact on the patient was diminished for the robotic avatar. Contrary to dehumanisation predictions, our manipulation of intentions failed to affect mind perception. Nonetheless, benevolent intentions reduced dehumanisation of the patients. Moreover, when pain and empathy were statistically controlled, the effect of intentions on mind perception was mediated by dehumanisation. These findings suggest that perceived intentions might only be indirectly tied to mind perception, and that their role may be better understood when additionally accounting for empathy and dehumanisation.  相似文献   
155.
Hollywood movies can be deeply engaging and easy to understand. To succeed in this manner, feature‐length movies employ many editing techniques with strong psychological underpinnings. We explore the origins and development of one of these, the reaction shot. This shot typically shows a single, unspeaking character with modest facial expression in response to an event or to the behavior or speech of another character. In a sample of movies from 1940 to 2010, we show that the prevalence of one type of these shots—which we call the cryptic reaction shot—has grown dramatically. These shots are designed to enhance viewers’ emotional involvement with characters. They depict a facial gesture that reflects a slightly negative and slightly aroused emotional state. Their use at the end of conversations, and typically at the end of scenes, helps to leave viewers in a state of speculation about what the character is thinking and what her thoughts may mean for the ongoing narrative.  相似文献   
156.
博弈中的反社会惩罚是指博弈者对表现出亲社会行为的高贡献或高合作性他人实施有代价经济惩罚、消极评价或排斥打压的现象。已有研究用带惩罚的经典博弈范式证明了反社会惩罚受到多种个体与环境因素的影响, 并分别从侵犯、报复、社会比较、偏离群体规范、进化策略视角提出了解释其产生机制的5种假说。未来研究可在进一步厘清概念与测量指标、创新研究方法、拓展影响因素研究、明确产生机制、开展针对性干预研究方面做深入探索。  相似文献   
157.
李永占 《心理科学》2022,45(4):888-895
以946名大学生为被试进行问卷调查,探讨暴力视频游戏接触对大学生网络攻击行为的影响机制。结果表明:(1) 暴力视频游戏接触正向预测大学生网络攻击行为;(2) 特质愤怒在大学生暴力视频游戏接触与其网络攻击行为及暴力态度的关系中均具有调节作用;(3) 暴力态度不仅部分中介了大学生暴力视频游戏接触对其网络攻击行为的影响,而且部分中介了特质愤怒与暴力视频游戏接触的交互作用对大学生网络攻击行为的影响。  相似文献   
158.
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   
159.
A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly attributed to bounded individual rationality. However, this difficulty has also been attributed to problems in adequately representing the beliefs, actions, and goals of other agents involved in the games. In four experiments, we observed similar difficulties in iterative reasoning in a variety of puzzles and games that did not involve social interactions with other agents, where they can only be caused by individual cognitive boundaries. Our findings are consistent with the hypothesis that an intrinsic difficulty in iterative reasoning originates from a tendency not to revise our initial mental representation of a problem in light of the initial conclusions that it implies.  相似文献   
160.
The present article is a critical analysis of the South African organization Positive Muslims' ‘theology of compassion’, put forward by its proponents as a Muslim religious initiative to combat the spread of HIV/AIDS and the stigmatization of those affected by the disease. The article addresses the hermeneutics applied and the results reached in relation to a wider contemporary Muslim religious discourse on HIV/AIDS. It also connects the ‘theology of compassion’ to a broader transnational movement of progressive Islam, of which the ‘theology of compassion’ is a practical, grass-roots application. The main analytical focus, however, is on the way in which certain features in this theology are shaped by basic assumptions on the part of its producers concerning the beliefs, emotions and background knowledge of its main stated consumers: believing Muslims.  相似文献   
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