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Willa S. Bass Karl M. Oswald 《Advances in cognitive psychology / University of Finance and Management in Warsaw》2014,10(2):49-58
Proactive interferencebuilds up with exposure to multiple lists of similar items
with a resulting reduction in recall. This study examined the effectiveness of
using a proactive strategy of the method of loci to reduce proactive
interference in a list recall paradigm of categorically similar words. While all
participants reported using some form of strategy to recall list words, this
study demonstrated that young adults were able to proactively use the method of
loci after 25 min of instruction to reduce proactive interference as compared
with other personal spontaneous strategies. The implications of this study are
that top-down proactive strategies such as the method of loci can significantly
reduce proactive interference, and that the use of image and sequence or
location are especially useful in this regard. 相似文献
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Are some video games associated with more life interference and psychopathology than others? Comparing massively multiplayer online role‐playing games with other forms of video game 下载免费PDF全文
David Berle Vladan Starcevic Guy Porter Pauline Fenech 《Australian journal of psychology》2015,67(2):105-114
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed. 相似文献
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Comprehenders predict upcoming speech and text on the basis of linguistic input. How many predictions do comprehenders make for an upcoming word? If a listener strongly expects to hear the word “sock”, is the word “shirt” partially expected as well, is it actively inhibited, or is it ignored? The present research addressed these questions by measuring the “downstream” effects of prediction on the processing of subsequently presented stimuli using the cumulative semantic interference paradigm. In three experiments, subjects named pictures (sock) that were presented either in isolation or after strongly constraining sentence frames (“After doing his laundry, Mark always seemed to be missing one …”). Naming sock slowed the subsequent naming of the picture shirt – the standard cumulative semantic interference effect. However, although picture naming was much faster after sentence frames, the interference effect was not modulated by the context (bare vs. sentence) in which either picture was presented. According to the only model of cumulative semantic interference that can account for such a pattern of data, this indicates that comprehenders pre-activated and maintained the pre-activation of best sentence completions (sock) but did not maintain the pre-activation of less likely completions (shirt). Thus, comprehenders predicted only the most probable completion for each sentence. 相似文献
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研究考察了无关干扰项引发的注意捕获效应如何受到任务知觉负载以及目标与干扰项距离的共同影响。被试在视觉搜索集中搜索目标并做辨别反应。通过控制搜索集的大小来控制任务知觉负载, 同时在搜索集中存在一个用颜色标定的无关干扰项(奇异项), 该奇异项与当前的搜索目标存在一致、中性或不一致的关系, 该奇异项的位置与当前目标相邻或相距较远。结果发现, 被试在低负载条件下出现显著的干扰效应(不一致条件的反应时减中性条件的反应时), 而在高负载条件下干扰效应减小。此外, 在高负载条件下, 当目标与干扰项相距较近时没有出现干扰效应, 而当目标与干扰项相距较远时存在显著的干扰效应。干扰效应受到任务知觉负载和目标与无关干扰项距离的共同影响。这些结果说明, 与任务无关的刺激是否捕获注意取决于当前任务总体上是否存在可用的剩余注意资源, 也受到其周围临近区域的局部注意资源是否充足的影响。 相似文献
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Imitation: definitions, evidence, and mechanisms 总被引:2,自引:2,他引:0
Zentall TR 《Animal cognition》2006,9(4):335-353
Imitation can be defined as the copying of behavior. To a biologist, interest in imitation is focused on its adaptive value for the survival of the organism, but to a psychologist, the mechanisms responsible for imitation are the most interesting. For psychologists, the most important cases of imitation are those that involve demonstrated behavior that the imitator cannot see when it performs the behavior (e.g., scratching one's head). Such examples of imitation are sometimes referred to as opaque imitation because they are difficult to account for without positing cognitive mechanisms, such as perspective taking, that most animals have not been acknowledged to have. The present review first identifies various forms of social influence and social learning that do not qualify as opaque imitation, including species-typical mechanisms (e.g., mimicry and contagion), motivational mechanisms (e.g., social facilitation, incentive motivation, transfer of fear), attentional mechanisms (e.g., local enhancement, stimulus enhancement), imprinting, following, observational conditioning, and learning how the environment works (affordance learning). It then presents evidence for different forms of opaque imitation in animals, and identifies characteristics of human imitation that have been proposed to distinguish it from animal imitation. Finally, it examines the role played in opaque imitation by demonstrator reinforcement and observer motivation. Although accounts of imitation have been proposed that vary in their level of analysis from neural to cognitive, at present no theory of imitation appears to be adequate to account for the varied results that have been found. 相似文献
28.
Two experiments using the interference paradigm are reported. In the first experiment, the participants spoke aloud the names of celebrities and the names of objects when presented with pictures while hearing distractors. In the case of proper names, we replicated the data obtained by Izaute and Bonin (2001) using the interference paradigm with a proper name written naming task. In the case of common names, the results replicated those obtained by Shriefers, Meyer, and Levelt (1990). In the second experiment, the participants produced the names of celebrities when presented with their faces while hearing distractors that were either proper names associated with the celebrities (associate condition), that belonged to a different professional category (different condition), or that corresponded to the proper names of the celebrities (identical condition). For negative SOAs, “associate” distractors were found to increase latencies compared to the “different category” condition. The implications of the findings for proper name retrieval are briefly discussed. 相似文献
29.
Howard N. Zelaznik 《Journal of motor behavior》2013,45(1):18-32
The two experiments reported examined the temporal organization of force and direction motor-programming processes in a step-input tracking type task. Both experiments observed a reduction in reaction time in the direction-uncertain conditions compared to the direction-certain ones. Thus it seems as though the direction decision does not have to precede the selection of the proper amount of force. Experiment 2 observed an underadditive interaction between levels of direction uncertainty (certain or uncertain) and levels of force uncertainty (certain or uncertain). This interaction was interpreted as support for a parallel organization of the processes responsible for the programming of force and direction and thus, strongly supports the parallel model of programming recently proposed by Klapp (1977a, b). 相似文献
30.
Attention deficit hyperactivity disorder (ADHD) is characterized by deficient self-regulation, poor attentional control, and poor response inhibition. To date, however, the extent to which these deficits affect basic interference control remains a matter of controversy. Secondly, ADHD has been reported to be associated with arithmetic deficits. It remains unclear whether such deficits are a secondary consequence of the above-mentioned characteristics of ADHD or whether basic numerical magnitude representations are also affected. In the present study we attempted to investigate these issues using a basic numerical interference paradigm. Nine- to twelve-year-old children with ADHD-C (attention-deficit hyperactivity-disorder combined type) and control children without ADHD (each n = 16) were presented with two digits of possibly different physical sizes (e.g., 3 7). This numerical Stroop task requires subjects to make a magnitude classification concerning either the physical or the numerical stimulus dimension. The irrelevant dimension can be congruent (same response), incongruent (different response), or neutral (no response association). Children with ADHD-C performed worse than control children in most analyses. The most important finding was a significant interaction of congruity effects with group in the numerical comparison task. Children with ADHD-C tended to show larger congruity and interference effects than controls, and these were not attributable to a speed-accuracy trade-off. The results might reflect differential processing speeds, or a different degree of automatic activation of physical and numerical magnitudes in children with and without ADHD-C. Alternative explanations, such as insufficient inhibition of selective (domain-specific) attention are also discussed. 相似文献