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101.
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   
102.
Although recent economic models of human decision making have recognised the role of emotion as an important biasing factor, the impact of incidental emotion on decisions has remained poorly explored. To address this question, we jointly explored the role of emotional valence (i.e., positive vs. negative) and motivational direction (i.e., approach vs. avoidance) on performance in a well-known economic task, the Ultimatum Game. Participants had to either accept or reject monetary offers from other players, offers that vary in their degree of unfairness. A main effect of motivational direction, but not valence, was observed, with withdrawal-based emotion (disgust and serenity) prompting more rejections relative to approach-based emotion (anger and amusement) and a neutral state. These results further confirm that subtle incidental moods can bias decision making, and suggest that motivational state may be a useful framework to study such decisions. Implications with regard to emotion, cognitive neuroscience, and clinical psychology are discussed.  相似文献   
103.
In two experiments we demonstrated that a self-evaluation threat intensifies schadenfreude. Moreover, we showed that a self-evaluation threat predicts schadenfreude in both threat-related and threat-unrelated domains and when controlling for feelings of envy and dislike towards the target and evaluations of the misfortune in terms of deservingness. These findings indicate that another's misfortune may be pleasing because it satisfies people's concern for a positive self-view and a sense of self-worth.  相似文献   
104.
Mental noise can be defined as less reliable information processing. Individuals with high levels of mental noise are thought to be disadvantaged in cognitive, emotional, and behavioural realms. The present five studies (total N=298) investigated such potential disadvantages among normally functioning college undergraduates. Mental noise was operationalised in terms of the reaction time coefficient of variation (RTCV), a measure of RT variability that corrects for average levels of mental speed. Individuals with higher RTCV exhibited less effective cognitive control (Studies 1 and 5), less controlled behaviour (Study 2), and were more prone to negative emotional experiences (Study 3) and depressive symptoms (Study 4). Study 5 extended these results and found that individuals higher (versus lower) in RTCV were more adversely affected by their attentional lapses in daily life. Results converge on the idea that mental noise is an important individual difference dimension with multiple adverse correlates and consequences.  相似文献   
105.
We investigated how age of faces and emotion expressed in faces affect young (n=30) and older (n=20) adults’ visual inspection while viewing faces and judging their expressions. Overall, expression identification was better for young than older faces, suggesting that interpreting expressions in young faces is easier than in older faces, even for older participants. Moreover, there were age-group differences in misattributions of expressions, in that young participants were more likely to label disgusted faces as angry, whereas older adults were more likely to label angry faces as disgusted. In addition to effects of emotion expressed in faces, age of faces affected visual inspection of faces: Both young and older participants spent more time looking at own-age than other-age faces, with longer looking at own-age faces predicting better own-age expression identification. Thus, cues used in expression identification may shift as a function of emotion and age of faces, in interaction with age of participants.  相似文献   
106.
We examined two ways in which drawing may function to elevate mood in children—venting (expressing negative feelings) and distraction (expressing something unrelated to the negative feelings). We examined the effectiveness of drawing as an emotion regulator when drawing is used to vent versus distract (Study 1) and tested whether the effects found are specific to the activity of creating one's own drawing or generalisable to a drawing activity in which children had to copy another's drawing (Study 2). To induce a negative mood, we asked children to think of a disappointing event. Mood was assessed before and after the assigned activity. In both studies, mood improved significantly more in the distract than in the vent or copy condition. Study 1 demonstrates that drawing improves mood in children via distraction and not via venting. Study 2 demonstrates that this effect is specific to a drawing task in which an image is freely constructed. When a copying task is used, the effect disappears.  相似文献   
107.
Increased vigilance to threat-related stimuli is thought to be a core cognitive feature of anxiety. We sought to investigate the cognitive impact of experimentally induced anxiety, by means of a 7.5% CO2 challenge, which acts as an unconditioned anxiogenic stimulus, on attentional bias for positive and negative facial cues of emotional expression in the dot-probe task. In two experiments we found robust physiological and subjective effects of the CO2 inhalation consistent with the claim that the procedure reliably induces anxiety. Data from the dot-probe task demonstrated an attentional bias to emotional facial expressions compared with neutral faces regardless of valence (happy, angry, and fearful). These attentional effects, however, were entirely inconsistent in terms of their relationship with induced anxiety. We conclude that the previously reported poor reliability of this task is the most parsimonious explanation for our conflicting findings and that future research should develop a more reliable paradigm for measuring attentional bias in this field.  相似文献   
108.
Despite strong evidence that worry is a verbal process, studies examining linguistic features in individuals with generalised anxiety disorder (GAD) are lacking. The aim of the present study is to investigate language use in individuals with GAD and controls based on GAD and worry theoretical models. More specifically, the degree to which linguistic elements of the avoidance and intolerance of uncertainty worry models can predict diagnostic status was analysed. Participants were 19 women diagnosed with GAD and 22 control women and their children. After participating in a diagnostic semi-structured interview, dyads engaged in a free-play interaction where mothers' language sample was collected. Overall, the findings provided evidence for distinctive linguistic features of individuals with GAD. That is, after controlling for the effect of demographic variables, present tense, future tense, prepositions and number of questions correctly classified those with GAD and controls such that a considerable amount of the variance in diagnostic status was explained uniquely by language use. Linguistic confirmation of worry models is discussed.  相似文献   
109.
Research suggests that states of the body, such as postures, facial expressions, and arm movements, play central roles in social information processing. This study investigated the effects of approach/avoidance movements on memory for facial information. Faces displaying a happy or a sad expression were presented and participants were induced to perform either an approach (arm flexion) or an avoidance (arm extension) movement. States of awareness associated with memory for facial identity and memory for facial expression were then assessed with the Remember/Know/Guess paradigm. The results showed that performing avoidance movements increased Know responses for the identity, and Know/Guess responses for the expression, of valence-compatible stimuli (i.e., sad faces as compared to happy faces), whereas this was not the case for approach movements. Based on these findings, it is suggested that approach/avoidance motor actions influence memory encoding by increasing the ease of processing for valence-compatible information.  相似文献   
110.
Emotions are central to the experience of literary narrative fiction. Affect and mood can influence what book people choose, based partly on whether their goal is to change or maintain their current emotional state. Once having chosen a book, the narrative itself acts to evoke and transform emotions, both directly through the events and characters depicted and through the cueing of emotionally valenced memories. Once evoked by the story, these emotions can in turn influence a person's experience of the narrative. Lastly, emotions experienced during reading may have consequences after closing the covers of a book. This article reviews the current state of empirical research for each of these stages, providing a snapshot of what is known about the interaction between emotions and literary narrative fiction. With this, we can begin to sketch the outlines of what remains to be discovered.  相似文献   
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