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71.
冲突适应是重要的认知控制现象, 反映了认知控制的动态过程。然而, 目前为止对于冲突水平上的差异能否诱发冲突适应尚不清楚。本研究采用字母Flanker的变式, 通过改变目标-分心物的一致性操纵冲突水平, 探究冲突水平的变化对认知控制调整的影响。结果发现被试的反应时间随冲突水平的提高而增加; 而且先前试次的一致性影响当前试次的干扰效应, 无冲突和低冲突、无冲突和高冲突、低冲突和高冲突条件之间均出现了典型的冲突适应。本研究结果表明, 除了冲突的有无, 冲突水平的变化也能诱发冲突适应, 支持更大的冲突驱动更强的认知控制, 而且冲突诱发的认知控制的功能可能通过注意聚焦实现。这一发现为冲突监测理论的注意调节机制提供了直接的支持证据, 对于促进冲突适应的相关研究具有重要意义。  相似文献   
72.
自身得失对朋友博弈结果评价的影响:来自ERPs的证据   总被引:1,自引:0,他引:1  
本研究通过经典的金钱博弈任务, 以FRN和P300为反应指标, 探讨了自身获益或损失对朋友结果评价分别会产生何种影响, 以及这种影响模式是如何受到个体自我建构方式调节的。结果发现, 在自身获益条件下, 观看朋友损益之间的FRN和P300差异不再存在; 在自身损失条件下, 虽然观看朋友输赢之间的P300差异消失了, 但FRN差异依然显著。不仅如此, 无论自身得失, 独立型自我建构启动组在观看朋友损益上的FRN差异均不再显著, 但在自身获益后看到朋友损失能激发更强的P300波幅。本研究结果表明:(1) 对朋友的结果评价模式并非固定不变, 而是会随个体自身所处得失境遇的不同而有所区别; (2) 相对于互依型自我建构启动组, 独立型自我建构启动组在面对朋友的得失时表现得更为冷漠并更具竞争性。  相似文献   
73.
Mouse tracking, a new action-based measure of behavior, has advanced theories of decision making with the notion that cognitive and social decision making is fundamentally dynamic. Implicit in this theory is that people's decision strategies, such as discounting delayed rewards, are stable over task design and that mouse trajectory features correspond to specific segments of decision making. By applying the hierarchical drift diffusion model and the Bayesian delay discounting model, we tested these assumptions. Specifically, we investigated the extent to which the “mouse-tracking” design of decision-making tasks (delay discounting task, DDT and stop-signal task, SST) deviate from the standard “keypress” design of decision making tasks. We found remarkable agreement in delay discounting rates (intertemporal impatience) obtained in the keypress and mouse-tracking versions of DDT = 0.90) even though these tasks were given about 1 week apart. Rates of evidence accumulation converged well in the two versions (DDT, ρ = .86; SST, ρ = .55). Omission/commission error in SST showed high agreement (ρ = .42, ρ = .53). Mouse-motion features such as maximum velocity and AUC (area under the curve) correlated well with nondecision time (ρ = −.42) and boundary separation (ρ = .44)—the amount of information needed to accumulate prior to making a response. These results indicate that the response time (RT) and motion-based decision tasks converge well at a fundamental level, and that mouse-tracking features such as AUC and maximum velocity do indicate the degree of decision conflict and impulsivity.  相似文献   
74.
The human conceptual system comprises simulated information of sensorimotor experience and linguistic distributional information of how words are used in language. Moreover, the linguistic shortcut hypothesis predicts that people will use computationally cheaper linguistic distributional information where it is sufficient to inform a task response. In a pre-registered category production study, we asked participants to verbally name members of concrete and abstract categories and tested whether performance could be predicted by a novel measure of sensorimotor similarity (based on an 11-dimensional representation of sensorimotor strength) and linguistic proximity (based on word co-occurrence derived from a large corpus). As predicted, both measures predicted the order and frequency of category production but, critically, linguistic proximity had an effect above and beyond sensorimotor similarity. A follow-up study using typicality ratings as an additional predictor found that typicality was often the strongest predictor of category production variables, but it did not subsume sensorimotor and linguistic effects. Finally, we created a novel, fully grounded computational model of conceptual activation during category production, which best approximated typical human performance when conceptual activation was allowed to spread indirectly between concepts, and when candidate category members came from both sensorimotor and linguistic distributional representations. Critically, model performance was indistinguishable from typical human performance. Results support the linguistic shortcut hypothesis in semantic processing and provide strong evidence that both linguistic and grounded representations are inherent to the functioning of the conceptual system. All materials, data, and code are available at https://osf.io/vaq56/ .  相似文献   
75.
唐晓雨  佟佳庚  于宏  王爱君 《心理学报》2021,53(11):1173-1188
本文采用内-外源性空间线索靶子范式, 操控内源性线索有效性(有效线索、无效线索)、外源性线索有效性(有效线索、无效线索)、目标刺激类型(视觉刺激、听觉刺激、视听觉刺激)三个自变量。通过两个不同任务难度的实验(实验1: 简单定位任务; 实验2: 复杂辨别任务)来考察内外源性空间注意对多感觉整合的影响。两个实验结果均发现外源性空间注意显著减弱了多感觉整合效应, 内源性空间注意没有显著增强多感觉整合效应; 实验2中还发现了内源性空间注意会对外源性空间注意减弱多感觉整合效应产生影响。结果表明, 与内源性空间注意不同, 外源性空间注意对多感觉整合的影响不易受任务难度的调控; 当任务较难时内源性空间注意会影响外源性空间注意减弱多感觉整合效应的过程。由此推测, 内外源性空间注意对多感觉整合的调节并非彼此独立、而是相互影响的。  相似文献   
76.
Information manipulation and cognitive load imposition make the production of deceptive narratives difficult. But little is known about the production of deception, and how its mechanisms may help distinguish truthful from deceitful narratives. This study focuses on the measurement of keystroke dynamics while typing truthful and deceptive eyewitness testimonies after a baseline assessment. While typing their narrative, some participants would undergo an auditory cognitive load. Results show that liars typed their story slower, and in less time than the truthful participants when compared to their respective baselines. The imposition of the auditory cognitive load showed adverse results, enhancing the amount of keystrokes and the time necessary to type the narrative. Classification shows better results for deceptive narrative when no auditory cognitive load is imposed. These results are discussed in terms of expanding current models to include the cognition of linguistic production and writing strategies.  相似文献   
77.
佘卓霖  李全  杨百寅  杨斌 《心理学报》2021,53(9):1018-1031
随着行业竞争压力的加剧, 工作狂领导在职场中愈发普遍。然而对于工作狂领导在组织中的有效性, 无论是在实践界还是在学术界都尚存争议。鉴于此, 本研究基于社会信息加工理论, 分析工作狂领导对团队绩效的双刃剑作用机制。通过对某物业管理服务公司进行多时点、多来源的问卷调查, 研究结果表明:一方面, 工作狂领导会提升团队工作卷入, 促进团队绩效; 另一方面, 工作狂领导也会引发团队消极情绪, 损害团队绩效表现; 团队工作重要性能有效缓解工作狂领导对团队绩效的消极作用, 同时促进其积极作用。以上研究发现有助于辨证理解工作狂领导有效性, 为组织培育管理人才提供有益借鉴。  相似文献   
78.
In a dynamic labor market, it is important to help people combine information and generate creative solutions to cope with complex career challenges. In the present research, we apply the theory of information structure to creative career idea generation and hypothesize that flat information structures—that is, structures in which the information is disorganized—are more conducive to creativity than hierarchical information structures—that is, structures in which information is organized in higher‐order categories. In two experimental studies, participants had to combine career information related to self and work preferences that was presented either in flat or hierarchical structures. We found that flat information structures, compared with hierarchical information structures, led to future career ideas that were more creative on average. Our results suggest that cognitive flexibility explains the effect of information structure on the creativity of career ideas. Theoretical implications and suggestions for career management practices are discussed.  相似文献   
79.
Suicide risk is elevated in psychiatric patients following discharge from inpatient care. Despite this vulnerability, there has been limited research investigating suicide prevention protocols that take into account the unique system characteristics of this setting (e.g., short lengths of stay, crisis stabilization treatment model, multidisciplinary team coordination). Cognitive-behavioral therapy (CBT) has demonstrated efficacy for improving suicide risk in outpatients, but has not been validated with inpatients. The current study was a treatment development and pilot feasibility open trial that modified brief cognitive-behavioral therapy (BCBT) for an inpatient setting (BCBT-I). Key treatment modifications included administering up to 10 sessions (depending on patient length of stay), daily, and in a standardized order, with core crisis management skills introduced during the first three sessions. In addition, coordination with the inpatient treatment team was included in BCBT-I implementation. Six adult inpatients with a recent suicide attempt enrolled and completed an average of 4.67 BCBT-I sessions (SD = 1.36). The treatment was highly acceptable (Client Satisfaction Questionnaire total score M = 3.49, SD = 0.73). Pre- to posttreatment effect sizes demonstrated improvements in suicidal ideation (d = 0.97), depression (d = 1.33), and suicidal implicit associations (d = 1.28). All but one of the participants (83%) completed follow-up assessments 1-, 2-, and 3-months postdischarge. Over follow-up, two participants reported suicidal ideation (both without intent), and none reported suicide attempts, preparatory acts or behaviors, or nonsuicidal self-injury. This study provided preliminary evidence supporting the feasibility of CBT to treat suicidal inpatients. Future research is needed to validate BCBT-I in a larger, randomized controlled trial to determine whether BCBT-I reduces suicide risk beyond that afforded by inpatient treatment alone.  相似文献   
80.
Representing a world or a physical/social environment in an agent’s cognitive system is essential for creating human-like artificial intelligence. This study takes a story-centered approach to this issue. In this context, a story refers to an internal representation involving a narrative structure, which is assumed to be a common form of organizing past, present, future, and fictional events and situations. In the artificial intelligence field, a story or narrative is traditionally treated as a symbolic representation. However, a symbolic story representation is limited in its representational power to construct a rich world. For example, a symbolic story representation is unfit to handle the sensory/bodily dimension of a world. In search of a computational theory for narrative-based world representation, this study proposes the conceptual framework of a Cogmic Space for a comic strip-like representation of a world. In the proposed framework, a story is positioned as a mid-level representation, in which the conceptual and sensory/bodily dimensions of a world are unified. The events and their background situations that constitute a story are unified into a sequence of panels. Based on this structure, a representation (i.e., a story) and the represented environment are connected via an isomorphism of their temporal, spatial, and relational structures. Furthermore, the framework of a Cogmic Space is associated with the generative aspect of representations, which is conceptualized in terms of unconscious- and conscious-level processes/representations. Finally, a proof-of-concept implementation is presented to provide a concrete account of the proposed framework.  相似文献   
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