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331.
This study investigated the effects of transformational and transactional leadership styles and communication media on team interaction styles and outcomes. Teams communicated through one of the following three ways: (a) face-to-face, (b) desktop videoconference, or (c) text-based chat. Results indicated that transformational and transactional leadership styles did not affect team interaction styles or outcomes; that the mean constructive interaction score was higher in FTF than videoconference and chat teams, but not significantly higher in videoconference than chat teams; and that teams working in richer communication media did not achieve higher task performance than those communicating through less rich media. Finally, mean team cohesion scores were higher in FTF and videoconference than chat teams, but not significantly higher in FTF than videoconference teams. These results provide further evidence that communication media do have important effects on team interaction styles and cohesion.  相似文献   
332.
We systematically analyze the role of social comparison processes in organizations. Specifically, we describe how social comparison processes have been used to explain six key areas of organizational inquiry: (1) organizational justice, (2) performance appraisal, (3) virtual work environments, (4) affective behavior in the workplace, (5) stress, and (6) leadership. Additionally, we describe how unique contextual factors in organizations offer new insight into two widely studied sub-processes of social comparison, acquiring social information and thinking about that information. Our analyses underscore the merit of integrating organizational phenomena and social comparison processes in future research and theory.  相似文献   
333.
Three computer-based experiments which tested human participants in a non-immersive virtual watermaze task sought to determine factors which dictate whether the presence of a visual platform disrupts locale learning and taxon learning. In Experiment 1, the visible platform disrupted locale but not taxon learning based on viewpoint-independent and viewpoint-dependent information, respectively. In Experiment 2, taxon learning based on non-geometric cues providing viewpoint-dependent information was disrupted by the visible platform when the cues required relational information to disambiguate them from other cues. Experiment 3 placed participants in an isosceles triangular pool. The presence of the visible platform did not disrupt the encoding of relational information provided by shape of the pool. These results support the notion that geometric cues are encoded in a separate module which is impenetrable to non-geometric cues not creating the shape of the environment.  相似文献   
334.
Playing with reality   总被引:1,自引:0,他引:1  
The authors explore the interpersonal aspects of the early development of an experience of external reality and the roots of this experience in primary intersubjectivity. They suggest some implications that this has for psychoanalytic work with the patient's experience of external reality. They argue that the external world is not an independently existing 'given', for the infant to discover, as is sometimes implicitly assumed. Infants acquire knowledge about the world not just through their own explorations of it but by using other minds as teachers. The experience of external reality is invariably shaped through subjectivities. The authors argue that at first the infant assumes that his knowledge is knowledge held by all, that what he knows is known by others and that what is known by others is accessible to him. Only slowly does the uniqueness of his own perspective differentiate so that a sense of mental self can develop. In clinical work we frequently observe the undoing of this process of differentiation, and understanding the underlying mechanisms can be helpful in managing the transference and countertransference consequences when the process has been derailed.  相似文献   
335.
采用视觉图片和动画,听觉声音和词语任务,分别要求5岁(平均年龄66.5个月)、7岁(平均年龄80.8个月)和9岁(平均年龄117.2个月)共233名儿童在知觉和想象材料中作出来源判断,比较现实监控任务中视听觉通道之间和通道内部的发展差异。结果发现,在通道内部,不同实验材料对现实监控的影响不尽相同。在视觉通道内部:较小年龄儿童对图片的现实监控好于动画,较大年龄儿童对动画的现实监控好于图片;在听觉通道内部:儿童对声音的现实监控好于词。随着年龄的增长,对记忆现实监控的通道差异从视觉的图片刺激优势到图片和动画优势,到视觉刺激和声音对词的优势。文章还讨论了这些发展差异的可能原因,对我们理解个体记忆发展的规律和特点以及对实践的指导意义  相似文献   
336.
后现代心理学与现代心理学的对话   总被引:7,自引:0,他引:7  
当现代心理学正身处众多困境时,后现代心理学者们从新的视角和观点对其展开了攻势,因此在这近十多年里,西方心理学界充满了激烈辩论的声音。文章总结了西方心理学界围绕着后现代心理学这个话题展开的各种对话,包括心理学的认识论、研究性质、研究方法以及后现代心理学的价值等各个方面的讨论。作者在梳理这些对话的同时,对二者的观点进行了论述,其目的是为了更加深入地了解后现代心理学和现代心理学的理论建构,从而推进心理学科的深入研究。  相似文献   
337.
338.
Braitenberg vehicles are simple robotic platforms, equipped with rudimentary sensor and motor components. Such vehicles have typically featured as part of thought experiments that are intended to show how complex behaviours are apt to emerge from the interaction of inner control mechanisms with aspects of bodily structure and features of the wider (extra-agential) environment. The present paper describes a framework for creating Braitenberg-like vehicles, which is built on top of a widely used and freely available game engine, namely, the Unity game engine. The framework can be used to study the behaviour of virtual vehicles within a multiplicity of virtual environments. All aspects of the vehicle’s design, as well as the wider virtual environment in which the vehicle is situated, can be modified during the design phase, as well as at runtime. The result is a general-purpose simulation capability that is intended to provide the foundation for studies in so-called computational situated cognition—a field of study whose primary objective is to support the computational modelling of cognitive processes associated with the physically-embodied, environmentally-embedded, and materially-extended mind.  相似文献   
339.
Two cross-sectional studies examined the relationship between positive and negative intergroup contact and shared reality from a majority and a minority group perspective and indirect effects via two types of intergroup threat (threat to identity for the majority, discrimination fear for the minority) and differential closeness. Research was conducted in the context of German–Syrian relations to contrast contact effects on shared reality among German host society members and Syrian refugees. Study 1 revealed unique and asymmetrical effects of valenced contact on shared reality and indirect effects via threat to identity and differential closeness (= 226). In Study 2, positive contact among Syrian refugees (= 121) increased shared reality via differential closeness. Negative contact showed no relation to shared reality, but mediation analyses indicated an indirect effect via discrimination fear. Differences between majority and minority contact effects on shared reality are discussed along with the studies’ limitations and implications.  相似文献   
340.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues.  相似文献   
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