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191.
In modern liberal societies people are generally reluctant to morally condemn acts that they find personally distasteful so long as those acts are not harmful or unfair to others. However, in providing character education for their children, parents often have to censure harmless but offensive acts. Thus, we hypothesize that the parental role broadens the scope of morality beyond narrow considerations of harm and fairness. To test this idea we asked parents and nonparents to morally evaluate harmless/offensive acts and a control harmful act. We manipulated whether the parental role was primed before they evaluated these acts. Parents and nonparents did not differ in their moral objections to the control act regardless of parental role priming. However, when the parental role was primed parents were more morally opposed to harmless but offensive acts than were nonparents. We discuss the implications of these results for understanding the dynamics of moral judgment and the recruitment of parents into moral reform movements.  相似文献   
192.
Bicultural individuals vary in the degree to which their two cultural identities are integrated versus conflicting—Bicultural Identity Integration (BII). Past research on attribution biases finds that BII influences the way that biculturals shift in response to cultural primes: integrated biculturals shift assimilatively, whereas conflicted biculturals shift contrastively. Proposing that this reflects assimilation versus reactance responses, we tested whether it extends to shifts in self-perceived personality. In two experiments with Asian-American participants, we found that BII influences the direction of cultural priming effects (assimilation versus contrast) on the personality dimensions of need for uniqueness (Experiment 1) and extraversion (Experiment 2). As hypothesized, high BIIs shifted in a culturally assimilative direction, perceiving the self as more uniqueness-seeking and extraverted following American versus Asian priming, whereas low BIIs shifted in the reverse direction. Implications for research on bicultural identity, priming, personality, organizational and consumer behavior are discussed.  相似文献   
193.
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   
194.
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   
195.
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   
196.
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   
197.
Both classical and recent reports suggest a right-hemisphere superiority for color discrimination. Testing highly-trained normal subjects and taking care to eliminate asymmetries from the testing situation, we found no significant differences between left and right hemifields or between upper and lower hemifields. This was the case for both of the cardinal axes of color space. In addition, there was no difference according to whether the discriminanda were delivered to the same or to different hemispheres, and we note that the same number of synapses may lie between the retina and the site of comparison whether or not the stimuli are delivered to the same hemisphere.  相似文献   
198.
Guo K  Meints K  Hall C  Hall S  Mills D 《Animal cognition》2009,12(3):409-418
While viewing faces, human adults often demonstrate a natural gaze bias towards the left visual field, that is, the right side of the viewee’s face is often inspected first and for longer periods. Using a preferential looking paradigm, we demonstrate that this bias is neither uniquely human nor limited to primates, and provide evidence to help elucidate its biological function within a broader social cognitive framework. We observed that 6-month-old infants showed a wider tendency for left gaze preference towards objects and faces of different species and orientation, while in adults the bias appears only towards upright human faces. Rhesus monkeys showed a left gaze bias towards upright human and monkey faces, but not towards inverted faces. Domestic dogs, however, only demonstrated a left gaze bias towards human faces, but not towards monkey or dog faces, nor to inanimate object images. Our findings suggest that face- and species-sensitive gaze asymmetry is more widespread in the animal kingdom than previously recognised, is not constrained by attentional or scanning bias, and could be shaped by experience to develop adaptive behavioural significance.  相似文献   
199.
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   
200.
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   
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