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61.
Adaptive behaviors require preparation and when necessary inhibition or alteration of actions. The right hemisphere has been posited to be dominant for preparatory motor activation. This experiment was designed to learn if there are hemispheric asymmetries in the control of altered plans of actions. Cues, both valid and invalid, which indicate the hand most likely to be called onto respond, as well as the imperative stimuli that indicate the actual response hand, were presented to either the right or left visual fields of 14 normal right handed participants. The delay after a miscue is dependent on the time taken to inhibit the premotor and motor systems of the incorrectly activated hemisphere, as well as to activate the motor systems of the opposite hemisphere, which might have been interhemispherically inhibited by this miscue. Analyses of reaction times revealed that miscues presented in left hemispace (right hemisphere) cost more time than those miscues presented in right hemispace (left hemisphere), suggesting that activation of the preparatory systems controlled by the right hemisphere may take longer to reverse than those controlled by the left hemisphere. This asymmetry may be related to asymmetries in the strength of hemispheric activation with contralateral inhibition.  相似文献   
62.
In everyday interactions with others, people have to deal with the sight of a face and sound of a voice at the same time. How the perceptual system brings this information together over hundreds of milliseconds to perceive others remains unclear. In 2 studies, we investigated how facial and vocal cues are integrated during real-time social categorization by recording participants' hand movements (via the streaming x, y coordinates of the computer mouse) en route to “male” and “female” responses on the screen. Participants were presented with male and female faces that were accompanied by a same-sex voice morphed to be either sex-typical (e.g., masculinized male voice) or sex-atypical (i.e., feminized male voice). Before settling into ultimate sex categorizations of the face, the simultaneous processing of a sex-atypical voice led the hand to be continuously attracted to the opposite sex-category response across construal. This is evidence that ongoing results from voice perception continuously influence face perception across processing. Thus, social categorization involves dynamic updates of gradual integration of the face and voice.  相似文献   
63.
Manual responses can be primed by viewing an image of a hand. The left-right identity of the viewed hand reflexively facilitates responses of the hand that corresponds to the identity. Previous research also suggests that when the response activation is triggered by an arrow, which is backward-masked and presented briefly, the activation manifests itself in the negative priming effect. The present study showed that response activation, which is produced by an identity of a briefly presented image of a hand, can be similarly associated with a negative priming effect. However, in contrast to the previously reported negative priming effects, the hand stimuli produced negative priming even when the hand was not backward-masked and did not contain task-relevant information. The study supports the view that the automatic inhibition of motor activation triggered by briefly viewed objects is a general and basic functional principle in exogenous motor control processes.  相似文献   
64.
Previous studies provided evidence of the claim that the prediction of occluded action involves real-time simulation. We report two experiments that aimed to study how real-time simulation is affected by simultaneous action execution under conditions of full, partial or no overlap between observed and executed actions. This overlap was analysed by comparing the body sides and the movement kinematics involved in the observed and the executed action. While performing actions, participants observed point-light (PL) actions that were interrupted by an occluder, followed by a test pose. The task was to judge whether the test pose depicted a continuation of the occluded action in the same depth angle. Using a paradigm proposed by Graf et al., we independently manipulated the duration of the occluder and the temporal advance of the test pose relative to occlusion onset (occluder time and pose time, respectively). This paradigm allows the assessment of real-time simulation, based on prediction performance across different occluder time/pose time combinations (i.e., improved task performance with decreasing time distance between occluder time and pose time is taken to reflect real-time simulation). The PL actor could be perceived as from the front or back, as indicated by task instructions. In Experiment 1 (front view instructions), evidence of action simulation was obtained for partial overlap (i.e., observed and performed action corresponded either in body side or movement kinematics), but not for full or no overlap conditions. The same pattern was obtained in Experiment 2 (back view instructions), ruling out a spatial compatibility explanation for the real-time pattern observed. Our results suggest that motor processes affect action prediction and real-time simulation. The strength of their impact varies as a function of the overlap between observed and executed actions.  相似文献   
65.
钟小缘  喻晓锋  苗莹  秦春影  彭亚风  童昊 《心理学报》2022,54(10):1277-1292
相对于传统的离散作答数据, 作答时间作为连续数据, 可以提供更多信息。改变点分析(change point analysis)技术在心理和教育领域是一个比较新的技术。本文一方面对改变点分析在心理测量领域的应用进行了一个综合的总结和分析; 另一方面, 将基于作答数据的两种改变点分析统计量推广到作答时间数据, 将改变点分析技术应用到测验异常作答模式:加速作答speededness的检测上。采用两种检验方法:似然比检验和Wald检验, 分别在已知和未知项目参数的条件下, 实现异常作答模式的检测。结果表明, 所采用的方法对于加速作答行为的检测具有很高的检验力, 同时能够很好的控制I类错误率。实证数据分析进一步表明本文中所使用的方法具有应用价值。  相似文献   
66.
Neuroimaging studies have shown that the dorsolateral prefrontal cortex (DLPFC) is recruited during motor skill learning, which suggests the involvement of the DLPFC in working memory (WM) processes, such as selection and integration of motor representations temporarily stored in WM. However, direct evidence linking activation of the DLPFC to WM storage and manipulation during motor skill learning in real-time is rare. In this study, we conducted two experiments to investigate the causal role of DLPFC activity in WM storage and manipulation during motor skill learning under low and high WM-demand conditions. Participants received continuous theta burst stimulation (cTBS) and sham stimulation (crossover design) over the left DLPFC (experiment 1) or right DLPFC (experiment 2). Before and after stimulation, participants in both experiments performed a sequential finger-tapping (SFT) task containing repeated sequence (low-WM demand) and non-repeated sequence (high-WM demand) conditions which are used to study WM processes. The number of correct sequences (NoCS) and reproduction error rate were analyzed. Learning gains in NoCS improved significantly with the practice for both sequence types in the presence of either stimulation type. Compared to sham stimulation, cTBS over the left DLPFC resulted in significantly reduced learning gains in NoCS for non-repeated sequences. These results suggest that the left DLPFC contributes to WM manipulation during motor skill learning.  相似文献   
67.
新世纪20年来国内假设检验方法学研究内容可分为如下几类: 零假设显著性检验的不足、p值的使用问题、心理学研究的可重复性问题、效应量、检验力、等效性检验、其他与假设检验关联的研究。零假设显著性检验已经发展成一套组合流程: 为了保证检验力和节省成本, 实验研究需要做先验检验力分析预估样本容量, 但问卷超过160人在传统统计中就没有必要这样做。当拒绝零假设时, 应当结合效应量做出结论。当不拒绝零假设时, 需要报告后验检验力; 如果效应量中或大而检验力不够高, 则可增加被试再行分析, 但这一过程应主动披露, 报告最后的实际p值并对可能犯的第一类错误率做出评估。  相似文献   
68.
Imagination sometimes leads people to behave, feel, and think as though imagined events were real even when they know they were not. In this paper, we suggest that some understanding of these phenomena can be achieved by differentiating between Implicit Truth Value (ITV), a spontaneous truth evaluation, and Explicit Truth Value (ETV), a self-reported truth judgment. In three experiments, we measure ITV using the autobiographical Implicit Association Test (Sartori, Agosta, Zogmaister, Ferrara, & Castiello, 2008), which has been used to assess which of two autobiographical events is true. Our findings demonstrate that imagining an event, like experiencing an event, increases its ITV, even when people explicitly acknowledge the imagined event as false (Experiments 1a and 1b). Furthermore, we show that imagined representations generated from a first-person perspective have higher ITV than imagined representations generated from a third-person perspective (Experiment 2). Our findings suggest that implicit and explicit measures of truth differ in their sensitivity to properties underlying truth judgment. We discuss the contribution of characterizing events according to both ITV and ETV to the understanding of various psychological phenomena, such as lying and self-deception.  相似文献   
69.
70.
There is growing interest in the use of consumer level exergames in movement skill acquisition. The purpose of this study was to investigate the relationship between movement proficiency and performance in virtual exergaming. Twenty seven children, aged 10–15 years participated in an experiment completing the Movement Assessment Battery for Children 2 (MABC-2) and a series of XBOX360 Kinect Sports exergaming tasks. Significant correlations were observed between MABC-2 aiming and catching percentile and exergame javelin and target kick, where the more proficient movers tended to perform better in the exergame. Statistically significant correlations were observed between MABC-2 balance percentile and exergaming sprint and target kick performance. In this study children who scored better in real life gross motor movement tasks performed better in most related exergaming activities. This suggests current exergaming technology has advanced to a point where body movement unencumbered by a physical or remote game device tether can extract movements resembling real life tasks, translate them into game play and reward proficient movers with higher in-game performance. It is possible that benefit gained in an exergaming environment by more proficient movers was a result of either their more proficient movement, or a greater ability to adapt to the exergame.  相似文献   
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