首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   469篇
  免费   47篇
  国内免费   53篇
  2024年   5篇
  2023年   7篇
  2022年   5篇
  2021年   13篇
  2020年   25篇
  2019年   31篇
  2018年   20篇
  2017年   32篇
  2016年   17篇
  2015年   14篇
  2014年   19篇
  2013年   71篇
  2012年   17篇
  2011年   24篇
  2010年   20篇
  2009年   13篇
  2008年   23篇
  2007年   24篇
  2006年   21篇
  2005年   24篇
  2004年   19篇
  2003年   14篇
  2002年   17篇
  2001年   14篇
  2000年   12篇
  1999年   10篇
  1998年   9篇
  1997年   5篇
  1996年   4篇
  1995年   7篇
  1994年   9篇
  1993年   3篇
  1992年   2篇
  1991年   4篇
  1990年   3篇
  1989年   2篇
  1988年   3篇
  1986年   2篇
  1984年   2篇
  1981年   1篇
  1980年   2篇
排序方式: 共有569条查询结果,搜索用时 15 毫秒
41.
42.
Intrigued by Robinson and Southgate's 2010 work on “entering a semiotic matrix,” we expand their model to include the juxtaposition of all signs, symbols, and mental categories, and to explore the underpinnings of creativity in science, religion, and art. We rely on an interdisciplinary review of human sentience in archaeology, evolutionary biology, the cognitive science of religion, and literature, and speculate on the development of sentience in response to strong selection pressure on the hominin evolutionary line, leaving us the “lone survivors” of complex, multiple lines of physical and cultural evolution. What we call Matrix Thinking—the creative driver of human sentience—has important cognitive and intellectual features, but also equally important characteristics traced to our intense sociability and use of emotionality in vetting rational models. Scientist, theologian, and artist create new cultural knowledge within a social context even if alone. They are rewarded by emotional validation from group members, and guided by the ever present question, “Does it feel right?”  相似文献   
43.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
44.
This study uses urban legends to examine the effects of the social information bias and survival information bias on cultural transmission across three phases of transmission: the choose‐to‐receive phase, the encode‐and‐retrieve phase, and the choose‐to‐transmit phase. In line with previous research into content biases, a linear transmission chain design with 60 participants aged 18–52 was used to examine the encode‐and‐retrieve phase, while participants were asked to rank their interest in reading the story behind a headline and passing a story on for the other two phases. Legends which contained social information (Social Type), legends which contained survival information (Survival Type), and legends which contained both forms of information (Combined Type) were all recalled with significantly greater accuracy than control material, while Social and Combined Type legends were recalled with significantly greater accuracy than Survival Type legends. In another study with 30 participants aged 18–22, no significant differences were found between legend types in either the choose‐to‐receive phase or the choose‐to‐transmit phase.  相似文献   
45.
Fear generalization lies at the heart of many anxiety problems, but little is known about the factors that can influence this phenomenon. The present study investigated whether verbal instructions about specific stimulus features can influence conditioned fear generalization. All participants were fear conditioned to a yellow triangle, using an electric shock. Participants had received pre-experimental instructions saying that the shapes (or colours) of the stimuli were informative for the occurrence of shock (group Shape and group Colour, respectively). Next, generalization was tested to presentations of a blue triangle (same shape) as well as a yellow square (same colour). Fear reactions were measured through skin conductance and online ratings of shock-expectancy. The results showed strongest generalization to the same shape stimulus in group Shape, versus the same colour stimulus in group Colour. Hence, the same learning experience can have opposite effects in terms of fear generalization, depending on verbally transmitted information about the relative importance of individual stimulus features.  相似文献   
46.
Abstract

Cybernetics, the study of principles governing goal-directed, self-regulating systems, offers a useful approach to understanding psychopathology or psychological dysfunction, overcoming limitations of other naturalistic approaches. Whereas influential theories of psychopathology have relied on definitions of dysfunction rooted in evolution and fitness, we define psychopathology in terms of cybernetic dysfunction, failure to make progress toward important goals. Cybernetic function in organisms is not identical to evolutionary function, despite their causal phylogenetic relationship. We define psychopathology as persistent failure to move toward one’s goals, due to failure to generate effective new goals, interpretations, or strategies when existing ones prove unsuccessful. This definition allows a thorough integration of dimensional approaches to psychopathology and personality and provides a new perspective on the nosology of mental disorder. We review evidence that the major dimensions of psychopathology correspond to major trait dimensions of personality, but we assert that extremity on these dimensions is neither necessary nor sufficient for psychopathology, which requires cybernetic dysfunction. Drawing from psychological and neurobiological research on personality and psychopathology, we present a theory of the mechanisms underlying the five major dimensions of psychopathology, some of their subdimensions, and the general risk factor for psychopathology. We conclude by discussing implications of our theory for research, diagnosis, and mental health interventions.  相似文献   
47.
Creativity is an important component of human intelligence, and imbuing artificially intelligent systems with creativity is an interesting challenge. In particular, it is difficult to quantify (or even qualify) creativity. Recently, it has been suggested that conditions for attributing creativity to a system include: appreciation, imagination, and skill. We demonstrate and describe an original computer system (called DARCI) that is designed to produce images through creative means. We present methods for evaluating DARCI and other artificially creative systems with respect to appreciation, imagination, and skill, and use these methods to show that DARCI is arguably a creative system.  相似文献   
48.
The relationship between self-esteem and parental identification was investigated. The hypothesis that self-esteem is positively correlated with parental identification was supported for female college students by two out of three self-esteem measures. For male subjects one social self-esteem measure correlated negatively with maternal identification and a self-concept measure correlated positively. No relationship between self-esteem and paternal identification existed for males: hence the hypothesis was refuted. The importance of social self-esteem in the feminine self-concept and its basis in parental identification is emphasized in the discussion.  相似文献   
49.
50.
The purpose here is to explore why and how to develop an emerging form of integral leadership—called evolutionary co-leadership—that is responsibly dedicated to the co-evolution of life and humanity on Planet Earth. After offering some fresh distinctions about leadership, this article calls for a shift to a radically new development paradigm, and identifies key qualities and practices of evolutionary co-leadership. It then shares some views on the multiplying effects of an integral approach to co-leadership development—in the context of transforming education—and concludes with some avenues to disseminate this emerging leadership form, mainly to deal constructively with what Barbara Marx Hubbard (2001) calls the current “birthing pains” of a new civilization.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号