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211.
An increasing number of results in sentence and discourse processing demonstrate that comprehension relies on rich pragmatic knowledge about real-world events, and that incoming words incrementally activate such knowledge. If so, then even outside of any larger context, nouns should activate knowledge of the generalized events that they denote or typically play a role in. We used short stimulus onset asynchrony priming to demonstrate that (1) event nouns prime people (sale-shopper) and objects (trip-luggage) commonly found at those events; (2) location nouns prime people/animals (hospital-doctor) and objects (barn-hay) commonly found at those locations; and (3) instrument nouns prime things on which those instruments are commonly used (key-door), but not the types of people who tend to use them (hose-gardener). The priming effects are not due to normative word association. On our account, facilitation results from event knowledge relating primes and targets. This has much in common with computational models like LSA or BEAGLE in which one word primes another if they frequently occur in similar contexts. LSA predicts priming for all six experiments, whereas BEAGLE correctly predicted that priming should not occur for the instrument-people relation but should occur for the other five. We conclude that event-based relations are encoded in semantic memory and computed as part of word meaning, and have a strong influence on language comprehension.  相似文献   
212.
Repeating an item in a brief or rapid display usually produces faster or more accurate identification of the item (repetition priming), but sometimes produces the opposite effect (repetition blindness). We present a theory of short-term repetition effects, the competition hypothesis, which explains these paradoxical outcomes. The central tenet of the theory is that repetition produces a representation with a higher signal-to-noise ratio but also produces a disadvantage in the representation’s ability to compete with other items for access to awareness. A computational implementation of the competition hypothesis was developed to simulate standard findings in the RB literature and to generate novel predictions which were then tested in three experiments. Results from these experiments suggest that repetition effects emerge from competitive interactions between items and that these influences extend to adjacent, nonrepeated items in the display. The results also present challenges to existing theories of short-term repetition effects.  相似文献   
213.
There is a long-lasting debate on whether subliminal advertising actually works. In this context there are some studies suggesting that subjects’ motivation is a crucial point. Karremans et al. [Karremans, J. C., Stroebe, W., & Claus, J. (2006). Beyond Vicary’s fantasies: The impact of subliminal priming and brand choice. Journal of Experimental Social Psychology, 42, 792-798] showed that subjects were influenced in their intention to drink a specific brand of soft drink by a subliminally presented brand prime, but only if they were thirsty. In the present study, we adapted their paradigm to the concept of ‘concentration’ and embedded the subliminal presentation of a brand logo into a computer game. Actual subsequent consumption of dextrose pills (of the presented or a not presented brand) was measured dependent on the level of participants’ tiredness and the subliminally presented logo. We found the same pattern as Karremans et al. (2006): only tired participants consumed more of the subliminally presented than the not presented brand. Therefore, the findings confirm that subjects are influenced by subliminally presented stimuli if these stimuli are need-related and if subjects are in the matching motivational state.  相似文献   
214.
Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213–224, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   
215.
语法启动与言语产生中的语法表征   总被引:2,自引:0,他引:2  
通过对语法启动研究的总结,对言语产生过程中语法编码过程进行了研究,说明了Pickering和Branigan提出的网络模型可以很好地描述言语产生中语法加工的过程。尤其是在产生大于一个词汇的短语或句子时,存在词条层关联节点的激活。关联节点可以编码语法规则,与言语产生过程中的语法加工直接相关  相似文献   
216.
特征类型在组合概念范畴效应中的作用   总被引:1,自引:0,他引:1  
刘烨  傅小兰 《心理学报》2005,37(4):450-457
组合概念范畴效应是指,人们解释不同范畴组合概念的策略存在差异。本研究通过特征列举实验和建构路径模型,检验概念的特征类型在组合概念范畴效应中的作用。特征列举实验的结果表明,生物的实体特征比率高于人造物,而人造物的情境特征比率高于生物。路径分析的结果表明:⑴修饰词的实体特征比率显著影响属性解释比率,修饰词具有较多实体特征的组合概念得到属性解释的比率较高;⑵主名词的情境特征比率对关系解释比率的影响不显著;⑶将特征类型引入路径模型后,范畴对解释策略的影响依然显著。因此,范畴间的特征类型差异会影响组合概念范畴效应,但还存在其他影响因素有待进一步研究。  相似文献   
217.
揭示情绪体验影响个体完成各种认知任务的认知神经机制是研究者关注的热点问题。以往研究主要采用问卷法和行为实验, 集中考察了焦虑对估算策略运用的影响, 但这种影响潜在的脑机制尚不清楚, 对焦虑以外的情绪体验与估算策略运用之间关系的研究也极其缺乏, 而情绪调节对估算策略运用影响方面的研究基本处于空白。本研究将采用面孔表情图片作为情绪刺激材料, 结合事件相关电位(event related potential, ERP)技术, 采用启动范式, 尝试从外显和内隐两个角度, 考察不同效价的情绪体验在估算策略运用过程中所起的作用, 进而揭示情绪调节影响估算策略执行的时间动态特征和大脑激活模式。这将有助于充分认识情绪体验影响估算策略运用的认知与脑机制, 为更好的优化估算策略运用效果提供实证依据。  相似文献   
218.
语义启动模型以及启动范围   总被引:6,自引:0,他引:6  
启动效应一般分为两种——知觉启动和语义启动(概念启动)。语义启动的范式逐渐成为研究语义知识在大脑中是如何存储的主要研究手段。该文针对语义启动发生的3种机制:激活扩散模型,复合线索模型和分布式记忆模型进行了简要的评述,并且重点介绍了分布式记忆模型。同时对启动效应可以激活语义知识的范围作了一个简要的概括。  相似文献   
219.
分心抑制的年龄差异   总被引:1,自引:0,他引:1  
通过对负启动范式的说明,从年龄发展的角度对分心抑制作了理论上的探讨,介绍了几个有代表性的理论与假说,包括抑制衰退理论、多样化抑制系统模型和最佳测试时间假说;并从工作记忆能量与分心抑制的关系上探讨了基于年龄发展的资源依赖抑制模型和抑制控制假说。  相似文献   
220.
整体-局部范式下的负启动效应   总被引:2,自引:0,他引:2  
王甦  李丽 《心理学报》2002,34(3):3-8
在通常的负启动范式基础上 ,以小数字构成的大数字 ,即以同时具有整体特征和局部特征的复合数字为实验材料 ,采用数字命名任务 ,将刺激画面中复合数字的数目和注意指向作为变量进行实验。大学生充任被试。结果发现 ,在单个复合数字条件下对同一客体的非注意指向的特征进行忽略重复 ,注意整体时出现负启动 ,而注意局部时不出现负启动 ;在两个复合数字条件下对启动刺激中充当干扰项的复合数字进行忽略重复 ,则注意整体与注意局部都出现了负启动。该研究表明 ,在不同注意指向时 ,整体 -局部范式下的负启动效应具有知觉组织的层次性 ,并显示出客体内选择和客体间选择对负启动的不同影响。  相似文献   
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