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151.
Despite the tremendous growth of telework and other forms of virtual work, little is known about its impact on organizational commitment and turnover intentions, nor the mechanisms through which telework operates. Drawing upon the conservation of resources model as the theoretical framework, I posit telework’s impact is the result of resource stockpiling and flexibility as teleworkers are able to yield work and personal benefits and protect themselves from resource depletion in the office. Using a sample of 393 professional-level teleworkers in one organization, I therefore investigate the intervening role of work exhaustion in determining commitment and turnover intentions. Results indicate that telework is positively related to commitment and negatively related to turnover intentions, such that a higher degree of teleworking is associated with more commitment to the organization and weakened turnover intentions. Moreover, work exhaustion is found to mediate the relationships between teleworking and both commitment and turnover intentions.  相似文献   
152.
Abstract: Two experiments were carried out to test the differential effects of hunger and thirst on memory performance. In Experiment 1, two groups of rats were exposed to an original radial‐maze task and then to a 30‐min retention‐memory task. The food‐deprived group completed the original task more quickly than the water‐deprived group, but the thirsty group mastered the memory task more quickly than the hungry group (p < 0.01). In Experiment 2, deprivation conditions were changed from the original to the memory task. The food‐water group completed the memory task more rapidly than the water‐food group (p < 0.05). Thirst proved to constitute a more favorable condition for retention‐memory learning. The applicability of several theories is discussed.  相似文献   
153.
Observing others’ pain may induce a reaction called personal distress that may be influenced by top-down (imagine self or other in pain, i.e., self- vs other-oriented stance) and bottom-up (physical perspective of those who suffer, i.e., first vs third person perspective- 1PP vs 3PP) processes. The different contributions of these processes have not been teased apart. By capitalizing on the power of Immersive Virtual Reality, we explored how behavioural (subjective ratings) and physiological reactivity (skin conductance reactivity, SCR) to pain and pleasure delivered to an avatar was influenced by Cognitive stance and Physical perspective. Taking an Other-Oriented stance leads to attributing higher congruent valence (i.e. pain rated as unpleasant and pleasure as pleasant) and intensity to the stimuli and induces reduced SCR. Ownership over the virtual limb was maximal in 1PP where physiological reactivity to the stimuli was comparable. Our results highlight different components underpinning reactivity to pain and pleasure.  相似文献   
154.
A review of the evidence on active and passive learning in virtual environments (VEs) suggests that both conditions have shown superiority under some conditions of learning and testing, but there is no consistent outcome pattern. Measures of transfer between virtual and real environments have also revealed a variety of outcomes. Following either active or passive learning in a VE, experiment 1 assessed measures of orientation and distance estimation in that VE and in a real-world equivalent environment. On measures of direct and relative distance, more accurate estimates were found for active than passive VE explorers. A suggestion was also noted for the orientation estimates to benefit from real-world rather than VE testing. With an improvement to the procedure, experiment 2 found similar real versus virtual orientation judgements, suggesting that an opportunity for active learning during the test procedure probably influenced orientation measures in experiment 1. We conclude that the effects of interactivity are unreliable and vary with the measures used, and that testing in virtual and real environments leads to similar outcomes.  相似文献   
155.
This study explored whether virtual reality (VR) exposure therapy was effective in the treatment of spider phobia. We compared a treatment condition vs. a waiting list condition in a between group design with 23 participants. Participants in the VR treatment group received an average of four one-hour exposure therapy sessions. VR exposure was effective in treating spider phobia compared to a control condition as measured with a Fear of Spiders questionnaire, a Behavioural Avoidance Test (BAT), and severity ratings made by the clinician and an independent assessor. Eighty-three percent of patients in the VR treatment group showed clinically significant improvement compared with 0% in the waiting list group, and no patients dropped out. This study shows that VR exposure can be effective in the treatment of phobias.  相似文献   
156.
Rats were trained with three delay-interpolated tasks in a radial-arm maze. The tasks differed in the post-delay bait conditions. When every arm was baited in the post-delay free choices (Task E8B), rats made adjacent-arm choices frequently. When only the four arms unvisited in the pre-delay forced choices were baited after delay (Task U4B), rats chose unvisited arms preferentially, with frequent arm investigations. When four quasi-randomly selected arms were baited after delay (Task R4B), rats did not choose adjacent arms as frequently as the rats in Task E8B did, and made fewer arm investigations. These results indicate that the rats developed different arm-choice strategies in accordance with tasks. As for the effects of rewarding, post-delay choice behavior was not affected by the pre-delay bait conditions.  相似文献   
157.
PurposeVirtual reality environments (VREs) allow for immersion in speaking environments that mimic real-life interactions while maintaining researcher control. VREs have been used successfully to engender arousal in other disorders. The purpose of this study was to investigate the utility of virtual reality environments to examine physiological reactivity and subjective ratings of distress in persons who stutter (PWS).MethodSubjective and objective measures of arousal were collected from 10 PWS during four-minute speeches to a virtual audience and to a virtual empty room.ResultsStuttering frequency and physiological measures (skin conductance level and heart rate) did not differ across speaking conditions, but subjective ratings of distress were significantly higher in the virtual audience condition compared to the virtual empty room.ConclusionVREs have utility in elevating subjective ratings of distress in PWS. VREs have the potential to be useful tools for practicing treatment targets in a safe, controlled, and systematic manner.  相似文献   
158.
The stepping-stone variant of the hidden pathway maze learning (HPML) task paradigm has been extensively used to investigate cognitive functions in neuropsychology and neuropharmacology. Previous studies have used total error across trials, as well as rule-break errors and learning errors, to define spatial memory and/or executive function in healthy and impaired adults and children. However, the construct validity of performance measures on HPML tasks has not been established in healthy children. To assess the construct validity of measures of exploratory and rule-break errors on the Groton Maze Learning Task (GMLT) measures of spatial sequence memory (Corsi Blocks Task) and spatial error monitoring (Continuous Paired Associate Learning; CPAL) were used. The results indicate that Corsi span predicted GMLT spatial sequence memory and CPAL accuracy predicted GMLT spatial error monitoring. The construct validity of the GMLT as a measure of spatial memory and executive function are discussed with regard to prior research using HPML tasks in neuropsychological contexts.  相似文献   
159.
梨状皮层或苍白球损毁对大鼠空间认知能力的影响   总被引:5,自引:0,他引:5  
隋南  翁旭初  高扬  匡培梓 《心理学报》1995,28(4):428-433
在Morris迷宫中,梨状皮层或苍白球损毁大鼠的空间认知作业成绩较显著低于控制组,搜索目标以趋向式策略为主,与正常大鼠搜索策略的差异提示:①梨状皮层和苍白球参与了空间认知加工;②在图认知系统中梨状皮层和苍白球居辅助层次。  相似文献   
160.
Virtual prejudice   总被引:1,自引:0,他引:1  
According to recent theorizing in social psychology, social behavior is controlled not only by reflective, but also by impulsive systems. The latter are based on associative links that may influence behavior without intent. The current study examined how prejudiced implicit associations affect physiological and automatic behavioral responses. Our native Dutch participants were immersed in a virtual environment in which they encountered virtual persons (avatars) with either White or Moroccan facial features. In line with our predictions, participants maintained more distance and showed an increase in skin conductance level when approaching Moroccan avatars as opposed to White avatars. Participants’ implicit negative associations with Moroccans moderated both effects. Moreover, evidence was found that the relation between implicit prejudice and distance effects was fully mediated by skin conductance level effects. These data demonstrate how prejudiced implicit associations may unintentionally lead to impulsive discriminatory responses.  相似文献   
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