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121.
Human delay discounting is usually studied with experimental protocols that use symbols to express delay and amount. In order to further understand discounting, we evaluated whether the absence of numbers to represent reward amounts affects discount rate in general, and whether the magnitude effect is generalized to nonsymbolic situations in particular. In Experiment 1, human participants were exposed to a delay‐discounting task in which rewards were presented using dots to represent monetary rewards (nonsymbolic); under this condition the magnitude effect did not occur. Nevertheless, the magnitude effect was observed when equivalent reward amounts were presented using numbers (symbolic). Moreover, in estimation tasks, magnitude increments produced underestimation of large amounts. In Experiment 2, participants were exposed only to the nonsymbolic discounting task and were required to estimate reward amounts in each trial. Consistent with Experiment 1, the absence of numbers representing reward amounts produced similar discount rates of small and large rewards. These results suggest that value of nonsymbolic rewards is a nonlinear function of amount and that value attribution depends on perceived difference between the immediate and the delayed nonsymbolic rewards.  相似文献   
122.
We describe a set of Tufnel problems that arise when repeated use of a fixed-point scale precipitates failures to assess a full range of subjective experiences. As empirical evidence, participants in Study 1 periodically reported their depth of mind wandering on either 5- or 7-point Likert scales during a sustained attention task. The proportion of participants providing maximum scale ratings increased quickly over time-on-task and did so more quickly for the 5-point than for the 7-point group. Participants in Study 2 completed the same task using a 10-point scale before indicating whether and where they could have used a scale extended to “11” during the task. Slightly more than 20% of participants reported needing a scale extension. This Need for 11 was associated with differences in both reports of mind wandering depth and task performance. We conclude that Tufnel problems warrant methodological consideration and reflect interesting constraints on human judgment.  相似文献   
123.
IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established.  相似文献   
124.
High-resolution electron microscopy (HREM) at the atomic scale has been applied to study the edge dislocation redistribution between interfaces in Ge/Ge0.5Si0.5/Si(0?0?1) heterostructures. Our results provide a direct explanation that plastic relaxation of the GeSi buffer layer proceeds owing to motion of Lomer-type dislocation complexes consisting of a pair of complementary 60° dislocations with the ends of the {1?1?1} extra planes being located at a distance of ~2–12 interplanar spacings from each other. It is demonstrated that edge dislocations belonging to the upper and lower interfaces become arranged one under the other and dislocation walls are formed. The distributions of tension and compression in the [0?0?1] direction between two edge dislocations, obtained by processing the HREM image, testify to superposition of strain fields.  相似文献   
125.
Cole, Reysen, and Kelley [2013. Part-set cuing facilitation for spatial information. Journal of Experimental Psychology: Learning, Memory, &; Cognition, 39, 1615–1620] reported robust part-set cuing facilitation for spatial information using snap circuits (a colour-coded electronics kit designed for children to create rudimentary circuit boards). In contrast, Drinkwater, Dagnall, and Parker [2006. Effects of part-set cuing on experienced and novice chess players’ reconstruction of a typical chess midgame position. Perceptual and Motor Skills, 102(3), 645–653] and Watkins, Schwartz, and Lane [1984. Does part-set cuing test for memory organization? Evidence from reconstructions of chess positions. Canadian Journal of Psychology/Revue Canadienne de Psychologie, 38(3), 498–503] showed no influence of part-set cuing for spatial information when using chess boards. One key difference between the two procedures was that the snap circuit stimuli were explicitly connected to one another, whereas chess pieces were not. Two experiments examined the effects of connection type (connected vs. unconnected) and cue type (cued vs. uncued) on memory for spatial information. Using chess boards (Experiment 1) and snap circuits (Experiment 2), part-set cuing facilitation only occurred when the stimuli were explicitly connected; there was no influence of cuing with unconnected stimuli. These results are potentially consistent with the retrieval strategy disruption hypothesis, as well as the two- and three-mechanism accounts of part-set cuing.  相似文献   
126.
随机选取小学4~6年级被试86名,从辅助策略、比例推理策略的策略选择和策略效用三方面,通过五种类型的天平任务考察儿童比例推理策略的表现。结果表明:(1)儿童最常使用手指动作辅助加工基本数量信息。辅助策略的使用率随年龄增长而减少,五年级开始使用出声思维,反映出元认知能力的发展。(2)在正式学习比例知识之前,各年级儿童都能使用两种以上策略,也能根据任务难度自发产生新策略,具备策略选择的多样性和适应性。其中,三个年级均能使用定性比例推理策略(双维策略,IIIA策略,补偿策略),表明儿童初步认识了距离和重量两个维度的共变关系。此外,六年级儿童能使用"运货车策略"将冲突问题灵活地化解为简单问题。(3)儿童的错误策略表现为:在冲突任务中盲目使用补偿策略、简单策略或加法策略。(4)分层回归分析表明,在控制年龄后,儿童的一般推理能力越高,其对重量策略的依赖性越低,且可能更容易发掘距离维度的意义,其使用运货车策略的频次更多。此外,一般推理能力对解决冲突类天平任务的正确次数有正向预测作用。  相似文献   
127.
Currently research exploring paruresis and parcopresis, anxiety relating to urinating and having bowel motions in public respectively is limited. While there are several validated measures of paruresis, no valid measure assessing parcopresis is currently available. The present study investigates the development and validation of the Shy Bladder and Bowel Scale (SBBS) which assesses both paruresis and parcopresis. Two participant groups were utilised to validate this scale, a student psychology cohort (n = 387) and a public cohort (n = 334). An eight-item two-factor model was identified in the psychology cohort and confirmed in the public cohort. The two-factor SBBS was found to be a valid and reliable measure of paruresis and parcopresis. Paruresis and parcopresis-related concerns were associated with social anxiety in both cohorts. Subscales for both paruresis and parcopresis (i.e. difficulty, interference and distress) were positively correlated, suggesting individuals are likely to report similar levels of concerns across both conditions. Further, individuals self-identifying with either paruresis or parcopresis reported significantly higher scores on the respective SBBS subscales than non-identifying paruresis and parcopresis individuals. The SBBS also demonstrated strong test–retest reliability in a small sample of adults (n = 13). Overall, the developed scale provides clinicians and researchers with a valuable tool to evaluate both paruresis and parcopresis.  相似文献   
128.
According to event cognition theory, people segment experience into separate event models. One consequence of this segmentation is that when people transport objects from one location to another, memory is worse than if people move across a large location. In two experiments participants navigated through a virtual environment, and recognition memory was tested in either the presence or the absence of a location shift for objects that were recently interacted with (i.e., just picked up or set down). Of particular concern here is whether this location updating effect is due to (a) differences in retention intervals as a result of the navigation process, (b) a temporary disruption in cognitive processing that may occur as a result of the updating processes, or (c) a need to manage multiple event models, as has been suggested in prior research. Experiment 1 explored whether retention interval is driving this effect by recording travel times from the acquisition of an object and the probe time. The results revealed that travel times were similar, thereby rejecting a retention interval explanation. Experiment 2 explored whether a temporary disruption in processing is producing the effect by introducing a 3-second delay prior to the presentation of a memory probe. The pattern of results was not affected by adding a delay, thereby rejecting a temporary disruption account. These results are interpreted in the context of the event horizon model, which suggests that when there are multiple event models that contain common elements there is interference at retrieval, which compromises performance.  相似文献   
129.
Korsakoff's syndrome (KS) is characterized by explicit amnesia, but relatively spared implicit memory. The aim of this study was to assess to what extent KS patients can acquire spatial information while performing a spatial navigation task. Furthermore, we examined whether residual spatial acquisition in KS was based on automatic or effortful coding processes. Therefore, 20 KS patients and 20 matched healthy controls performed six tasks on spatial navigation after they navigated through a residential area. Ten participants per group were instructed to pay close attention (intentional condition), while 10 received mock instructions (incidental condition). KS patients showed hampered performance on a majority of tasks, yet their performance was superior to chance level on a route time and distance estimation tasks, a map drawing task and a route walking task. Performance was relatively spared on the route distance estimation task, but there were large variations between participants. Acquisition in KS was automatic rather than effortful, since no significant differences were obtained between the intentional and incidental condition on any task, whereas for the healthy controls, the intention to learn was beneficial for the map drawing task and the route walking task. The results of this study suggest that KS patients are still able to acquire spatial information during navigation on multiple domains despite the presence of the explicit amnesia. Residual acquisition is most likely based on automatic coding processes.  相似文献   
130.
Are the effects of memory and attention on perception synergistic, antagonistic, or independent? Tested separately, memory and attention have been shown to affect the accuracy of orientation judgements. When multiple stimuli are presented sequentially versus simultaneously, error variance is reduced. When a target is validly cued, precision is increased. What if they are manipulated together? We combined memory and attention manipulations in an orientation judgement task to answer this question. Two circular gratings were presented sequentially or simultaneously. On some trials a brief luminance cue preceded the stimuli. Participants were cued to report the orientation of one of the two gratings by rotating a response grating. We replicated the finding that error variance is reduced on sequential trials. Critically, we found interacting effects of memory and attention. Valid cueing reduced the median, absolute error only when two stimuli appeared together and improved it to the level of performance on uncued sequential trials, whereas invalid cueing always increased error. This effect was not mediated by cue predictiveness; however, predictive cues reduced the standard deviation of the error distribution, whereas nonpredictive cues reduced “guessing”. Our results suggest that, when the demand on memory is greater than a single stimulus, attention is a bottom-up process that prioritizes stimuli for consolidation. Thus attention and memory are synergistic.  相似文献   
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