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11.
Fifty years ago, Serge Moscovici first outlined a theory of social representations. In this article, we attempt to discuss and to contextualize research that has been inspired by this original impetus from the particular angle of its relevance to political psychology. We argue that four defining components of social representations need to be taken into account, and that these elements need to be articulated with insights from the social identity tradition about the centrality of self and group constructions in order to develop original insights into political psychological phenomena. First, social representations are shared knowledge, and the way interpretations of the world are collectively elaborated is critical to the way people are able to act within the world. Second, social representations are meta‐knowledge, which implies that what people assume relevant others know, think, or value is part of their own interpretative grid, and that collective behavior can often be influenced more powerfully at the level of meta‐representations than of intimate beliefs. Third, social representations are enacted communication, which means that social influence is exerted by the factors that constrain social practices as much as by the discourse that interprets these practices. Fourth, social representations are world‐making assumptions: collective understandings do not only reflect existing realities but often bring social reality into being. Put together, these four components provide a distinctive theoretical perspective on power, resistance and conflict. The added conceptual value of this perspective is illustrated by showing how it allows revisiting ethnic conflict in the former Yugoslavia. We conclude with implications for research practices and discuss how the proposed model of social representations invites us to define new priorities and challenges for the methods used to study political psychological phenomena.  相似文献   
12.
An important challenge of automated vehicles (AV) will be the cooperative interaction with surrounding road users such as pedestrians. One solution to compensate for the missing driver-pedestrian interaction might be explicit communication via external human machine interfaces (eHMIs). Additionally, implicit communication such as a vehicle pitch motion might support AVs when interacting with pedestrians. While previous work explored various explicit and implicit communication cues, these concepts communicated the intention of the AV at one single time point. Currently, empirical findings on two-step communication lack so far. In this study, we empirically test the effect of a two-step AV communication that uses an implicit cue at a long distance and subsequently provides an implicit or explicit cues at a short distance. We compared its efficiency to single-step communication concepts providing implicit or explicit cues at the shorter distance only. To explore whether the right communication cue is used at the right distance, we analyzed pedestrians’ fixations while approaching an AV using an eye tracking device.We conducted a virtual reality study (N = 30) with AV communication concept that provided an active pitch motion or an eHMI and compared them with a two-step AV communication concept that provided an additional active pitch motion at a long distance when approaching the pedestrian. Furthermore, we recorded pedestrians’ fixation behavior while the AV approached.Consistently to previous work, single-step AV communication showed a beneficial effect on crossing behavior. Pedestrians initiated their crossing earlier while approaching an AV with an active pitch motion or an eHMI compared to the baseline condition. While active pitch motion reduced subjective safety feeling, eHMI increased it. However, the two-step communication concept did not further improve pedestrians’ crossing initiation times and their safety feeling. The pattern of fixation behavior differed as a function of AV distance. When the approaching AV was far away, pedestrians exclusively looked at the environment. During the approach, pedestrians gradually fixated the bumper and the hood and only then the windshield of the AV. Hence, it seems to be useful to present an AV intent communication at a certain distance from the pedestrian. These findings posit the importance of considering pedestrians’ fixation behavior when developing communication concepts between AVs and pedestrians.  相似文献   
13.
Virtual reality (VR) has created opportunities to innovatively re-imagine the way we examine the relations between pressure, competition anxiety and performance. This study aimed to determine the efficacy of VR as a means of measuring the effects of competition anxiety when pressure manipulations are applied while participants bat in a cricket batting VR simulator. The twenty-eight male participants who took part in two experiments were divided into a high (14, mean age: 22.94, SD: 5.4) and a low skill group (14; mean age: 23.55, SD: 9.9). The aim of the first experiment was to validate the VR simulator as a tool that could capture differences in batting performance between a high and low skilled group. The results showed that high skill participants not only scored significantly higher run rates than low skill participants, but they outperformed the low skill group in all performance measures including higher incidences of correct foot placements that reflect better anticipatory responses. Having established the VR batting simulator as being a reliable tool for capturing batting dynamics, experiment 2 aimed to explore the effects of a pressure manipulation on competition anxiety and batting performance. All measures of competition anxiety were significantly greater for both groups in the high-pressure condition compared to the two low-pressure conditions (p < 0.001). The magnitude of this effect was greater in the low skill group for cognitive (0.59) and somatic (0.794) anxiety. Despite anxiety levels significantly increasing in the high-pressure condition, no significant negative changes to batting performance were found for either group, with both groups actually demonstrating performance improvements. Overall, the findings show how a cricket batting virtual reality simulator can be used as a tool to measure the effects of pressure on competition anxiety and batting performance in tasks involving dynamic skill execution.  相似文献   
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15.
Interoceptive exposure (IE) is a standard component of cognitive-behavioural therapy (CBT) for panic disorder and agoraphobia. The virtual reality (VR) program ‘Panic-Agoraphobia’ has several virtual scenarios designed for applying exposure to agoraphobic situations; it can also simulate physical sensations. This work examines patients' acceptability of the IE component as applied in two different ways: using VR versus traditional IE. Additionally, it explores the relationship between users' treatment expectations and satisfaction and clinically significant change. Results showed that VR and traditional IE were well accepted by all participants. Furthermore, treatment expectations predicted efficacy.  相似文献   
16.
In this article, I will describe the methodology of transdisciplinarity. My analysis will be divided in several parts: what means “beyond disciplines”; the distinction between multidisciplinarity, interdisciplinarity, indisciplinarity, and transdisciplinarity; the definition of disciplinary boundaries; the axioms of the methodology of transdisciplinarity: the notion of “levels of Reality”; the logic of included middle; and the universal interdependence. I will conclude by asserting that we are at the threshold of a New Renaissance.  相似文献   
17.
In this study we compared the efficacy of virtual reality exposure combined with cognitive-behavioral therapy (VRET) to that of traditional cognitive-behavioral therapy (CBT) alone in reducing phobic symptoms in a sample of patients with long-term agoraphobia. The study was a between-subject design with three experimental conditions (VRET group, N = 30; CBT group, N = 30; and medication only group, N = 20) and repeated measures (pre-treatment, post-treatment, and six-month follow-up). All patients were receiving antidepressant medication. Results showed that all therapies were statistically effective both at post-treatment and six-month follow-up. The VRET group showed clinical improvement in most variables measured at follow-up. The CBT group showed the highest dropout rates. These results are discussed pointing out that VRET probably serves as an intermediate procedure for an efficient exposure to phobic stimuli. Besides describing the advantages of VRET for the treatment of agoraphobia symptoms in cost-benefit terms, the study also considered issues related to higher treatment adherence and motivation.  相似文献   
18.
By tuning messages about ambiguous information to their audience's attitude, communicators can reduce uncertainty and form audience-congruent memories. This effect has been conceptualized as the creation of shared reality with the audience. We applied this approach to representations of ambiguous antecedents of sexual harassment and examined whether the effect depends on the event's perceived ambiguity. Participants read a testimony about a supervisor's ambiguous behaviors toward a female employee and described the behaviors to an audience who had previously evaluated him positively or negatively. We manipulated perceived ambiguity of the testimony by including or omitting information about eventual, clear-cut harassment (known vs. unknown outcome). As predicted, participants aligned their messages and memory with their audience's evaluation only in the unknown-outcome condition, where epistemic uncertainty was higher. The findings highlight the role of epistemic needs in the communicative creation of a shared reality about a ubiquitous social situation with potentially harmful outcomes.  相似文献   
19.
Background: Research has demonstrated that both internal features (e.g., eyes) and external features (e.g., hair) are important for recognizing unfamiliar faces; however, the impact of altering hairstyle on the recognition of unfamiliar faces has yet to be isolated and investigated in the absence of deep processing. Objectives: We sought to examine the extent to which altering hair impacts the recognition of a previously viewed face. Methods: Participants were presented with a series of face images followed by a recognition probe of either a new face or a face that was among the previously presented images with either the same hairstyle (identical face) or a different hairstyle (disguised face). Results: Participants showed significantly less accuracy in the disguised condition compared to the identical condition. Conclusions: Our results provide evidence that hairstyle plays a role in recognizing unfamiliar faces. This appears to hold true across race and sex, as well as across deep and shallow processing.  相似文献   
20.
The advent of relatively inexpensive 360‐degree cameras and virtual reality (VR) headsets brings new possibilities to the study of religion by allowing students to become virtually immersed in distant religious environments at very little cost. These tools can serve as the basis for assignments that help to engage students and meet core learning outcomes such as empathetic understanding and ethnographic analysis of religious place, ritual, and behavior in light of theories of religion. This article describes and reflects on the experimental incorporation of these technologies in two sections of an introductory religious studies course at a small two‐year campus in the University of Wisconsin System.  相似文献   
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