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991.
Previous studies have shown that impulsive people perceive time differently from non-impulsive people. However, these studies either recruited participants from the clinical population or used impulsive behavior (rather than impulsivity trait itself) as the index of impulsivity. We investigated the relationship between time perception and self-report impulsivity trait (measured by the Barratt Impulsiveness Scale; BIS-11) in non-patient participants. We used the oddball paradigm to measure subjective duration and discrimination precision in high- and low-impulsive groups. Results show that high impulsive participants’ discrimination precision was lower than low impulsive participants (Experiment 1). The possibility that this is due to high impulsive participants having weaker attentional maintenance of the task was excluded (Experiment 2). By removing potentially confounding factors that existed in previous studies, our results demonstrate a more convincing relationship between temporal precision and the impulsivity trait in healthy participants.  相似文献   
992.
Many studies involving functional magnetic resonance imaging (fMRI) have exposed participants to paintings under varying task demands. To isolate neural systems that are activated reliably across fMRI studies in response to viewing paintings regardless of variation in task demands, a quantitative meta-analysis of fifteen experiments using the activation likelihood estimation (ALE) method was conducted. As predicted, viewing paintings was correlated with activation in a distributed system including the occipital lobes, temporal lobe structures in the ventral stream involved in object (fusiform gyrus) and scene (parahippocampal gyrus) perception, and the anterior insula—a key structure in experience of emotion. In addition, we also observed activation in the posterior cingulate cortex bilaterally—part of the brain’s default network. These results suggest that viewing paintings engages not only systems involved in visual representation and object recognition, but also structures underlying emotions and internalized cognitions.  相似文献   
993.
How does perceptual learning take place early in life? Traditionally, researchers have focused on how infants make use of information within displays to organize it, but recently, increasing attention has been paid to the question of how infants perceive objects differently depending upon their recent interactions with the objects. This experiment investigates 10‐month‐old infants' use of brief prior experiences with objects to visually organize a display consisting of multiple geometrically shaped three‐dimensional blocks created for this study. After a brief exposure to a multipart portion of the display, each infant was shown two test events, one of which preserved the unit the infant had seen and the other of which broke that unit. Overall, infants looked longer at the event that broke the unit they had seen prior to testing than the event that preserved that unit, suggesting that infants made use of the brief prior experience to (a) form a cohesive unit of the multipart portion of the display they saw prior to test and (b) segregate this unit from the rest of the test display. This suggests that infants made inferences about novel parts of the test display based on limited exposure to a subset of the test display. Like adults, infants learn features of the three‐dimensional world through their experiences in it.  相似文献   
994.
疼痛是一种复杂的心理生物学过程。疼痛的感知和情绪活动密不可分,疼痛是一种包括感觉、情绪和认知的多维性体验,人与人之间差异很大,甚至同一个体也随疼痛的背景、意义以及心理状态而异。认知因素和情感因素对疼痛感知具有非常重要的影响。本文回顾疼痛认知和情感状态调节(身心治疗的重要组成部分)潜在的神经学机制。回顾慢性疼痛本身会改变大脑环路、包括参与内源性疼痛调节的循证证据,这些证据表明随着疼痛转为慢性,控制疼痛越来越困难。  相似文献   
995.
996.
Risk perception and distribution of visual attention while driving are crucial elements for accident prevention and new-driver improvement. This study investigates how racing videogames could shape the visual exploration of virtual and real road in male pre-drivers. The visual performance of players of racing video games with and without driver’s license was tested in virtual vs. real scenarios. Attention to specific elements of different types of road interactions was monitored using an eye-tracking system. Results showed that habitual use of racing video games was not found to foster a positive effect on users’ distribution of visual attention, supporting visual patterns typical of novice drivers. Gamers without driving experience replicated the same patterns in a real road scenario, ignoring road signs and potential areas of interactions with other drivers, while experienced drivers gamers explored video games roads like real roads. The fact that the gamers’ driving performance was not comparable to drivers in the virtual scenario suggests that there are other variables in the gameplay that create a less complex traffic scene, still the visual complexity of different real road interactions is kept in video game interactions, opening new perspectives towards gamers’ visual exploration of the road.  相似文献   
997.
The aim of this article is to examine how bereaved parents who lost children in terrorist attacks in Israel perceive the terrorist attack perpetrators. Forty bereaved parents were interviewed using a semistructured in-depth interview. The content analysis revealed a typology of reactions to the Arab attackers that included perceiving them as objects of anger, hate, and revenge; as demons; as negligible; and as people with whom they could identify. The way bereaved parents perceive the Arab attackers serves as a coping resource. Follow-up research to examine the efficacy of the different types of reactions towards attackers would contribute to gaining a deeper understanding of the coping process that bereaved parents experience.  相似文献   
998.
The rubber hand illusion is a perceptual illusion in which a model hand is experienced as part of one’s own body. In the present study we directly compared the classical illusion, based on visuotactile stimulation, with a rubber hand illusion based on active and passive movements. We examined the question of which combinations of sensory and motor cues are the most potent in inducing the illusion by subjective ratings and an objective measure (proprioceptive drift). In particular, we were interested in whether the combination of afferent and efferent signals in active movements results in the same illusion as in the purely passive modes. Our results show that the illusion is equally strong in all three cases. This demonstrates that different combinations of sensory input can lead to a very similar phenomenological experience and indicates that the illusion can be induced by any combination of multisensory information.  相似文献   
999.
We investigated whether selecting a response for one task delays the conscious perception of another stimulus (delayed conscious perception hypothesis). In two experiments, participants watched a revolving clock hand while performing two tasks in close succession (i.e. a dual-task). Two stimuli were presented with varying stimulus onset asynchrony (SOA). After each trial, participants separately estimated the onsets of the two stimuli on the clock face. Across two experiments and four conditions, we manipulated response requirements and assessed their impact on perceived stimulus onsets. Results showed that (a) providing speeded responses to the stimuli did lead to greater SOA-dependent misperceptions of both stimulus onsets as compared to a solely perceptual condition, and (b) that response grouping reduced these misperceptions. Overall, the results provide equivocal evidence for the delayed conscious perception hypothesis. They rather suggest that participants’ estimates of the two stimulus onsets are biased by the interval between their responses.  相似文献   
1000.
This study renews the classical concept of subliminal perception (Peirce & Jastrow, 1884) by investigating the impact of subliminal flicker from fluorescent lighting on affect and cognitive performance. It was predicted that low compared to high frequency lighting (latter compared to former emits non-flickering light) would evoke larger changes in affective states and also impair cognitive performance. Subjects reported high rather than low frequency lighting to be more pleasant, which, in turn, enhanced their problem solving performance. This suggests that sensory processing can take place outside of conscious awareness resulting in conscious emotional consequences; indicating a role of affect in subliminal/implicit perception, and that positive affect may facilitate cognitive task performance.  相似文献   
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