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121.
运用眼动分析法探讨了外在特征变化对人像辨认的影响,即外在特征多少、学习与辨认外在特征的一致性对人像辨认的影响。因变量为人像辨认的反应时、辨别力、注视次数、眼跳幅度。实验表明:学习与辨认的一致性对人像辨认影响显著,外在特征多少对人像辨认影响不显著。  相似文献   
122.
分布式认知——一种新的认知观点   总被引:37,自引:0,他引:37  
分布式认知是指认知分布于个体内、个体间、媒介、环境、文化、社会和时间等之中。它是一种包括所有参与认知的事物的新的分析单元。该文首先简要介绍了分布式认知的概念及分布式认知的历史渊源;其次阐述了分布式认知和个体认知的关系,并介绍了描述这种关系的交互模型和同心圆模型;最后结合实例说明了分布式认知的理论研究意义和实际应用价值。  相似文献   
123.
This study aims to bring to light the relationship between internal/external resources and counselors’ burnout depending on the type of clients (traumatized/bereaved vs. personal growth issues). Moderated mediation analysis was conducted with 165 counselors in South Korea. The results indicated that counselors of traumatized or bereaved clients were more likely to be affected by internal resources (countertransference management ability), whereas counselors of clients with personal growth issues were more likely to be affected by external resources (environmental resources). Implications and limitations of this study are discussed.  相似文献   
124.
骨外固定以其独特的环形、铰链和螺杆等的简单构型,用于复杂创伤及创伤后遗症,复杂的肢体畸形的治疗,可以获得其他方法不可比拟的效果,堪称肢体重建的一把利器.本文从以胫腓骨中段的短斜型闭合骨折为例,详细阐述了外固定器治疗骨折的优势.以复杂的足踝畸形病例为例,阐释了以Ilizarov技术为代表的骨外固定用于肢体畸形矫正并创造神奇效果的秘密.骨外固定顺应了肢体损伤、肢体畸形发生发展的客观规律,由外而内,提供一个适宜的重建方向,符合生物学要求,可以实现骨与软组织的自然修复与重建.  相似文献   
125.
骨外固定以其独特的环形、铰链和螺杆等的简单构型,用于复杂创伤及创伤后遗症,复杂的肢体畸形的治疗,可以获得其他方法不可比拟的效果,堪称肢体重建的一把利器.本文从以胫腓骨中段的短斜型闭合骨折为例,详细阐述了外固定器治疗骨折的优势.以复杂的足踝畸形病例为例,阐释了以Ilizarov技术为代表的骨外固定用于肢体畸形矫正并创造神奇效果的秘密.骨外固定顺应了肢体损伤、肢体畸形发生发展的客观规律,由外而内,提供一个适宜的重建方向,符合生物学要求,可以实现骨与软组织的自然修复与重建.  相似文献   
126.
This commentary argues that the quality and usefulness of student‐recruited data can be evaluated by examining the external validity and generalization issues related to this sampling method. Therefore, we discuss how the sampling methods of student‐ and non‐student‐recruited samples can enhance or diminish external validity and generalization. Next, we present the advantages of the student‐recruited sampling method (heterogeneity of the sample, student learning, cost reduction, and elaborate research designs) and conclude with making additional suggestions on how to improve the quality of these data.  相似文献   
127.
Communicators often tune their message about a target to the audience's attitude toward that target. This tuning can shape a communicator's own evaluation of the target, which reflects the creation of a shared reality with the audience. So far, evidence for shared‐reality creation has been confined to one specific target. In two experiments, we examined whether and when a shared reality would generalize to other targets. In Experiment 1, shared‐reality creation about an ambiguous sexist target generalized to the evaluation of a new ambiguous sexist target for which no audience attitude was provided. However, this happened only when there was high (vs. low) commonality with the audience regarding previous judgments. In Experiment 2, we investigated conditions for the temporal persistence of generalization. One week after message tuning to a high‐commonality audience, a shared reality generalized to a new ambiguous sexist target when participants recalled the shared‐reality creation about the initial target, but it did not generalize in conditions without such recall. Also, no generalization occurred for non‐ambiguous or non‐sexist targets. Results suggest that shared reality generalization depends on perceived commonality with the audience, recollection of shared reality at time of judgment, and similarity between new and initial targets.  相似文献   
128.
Caregiving interest in men (N = 46) during the third trimester of their partner's pregnancy was examined. The study included both explicit and implicit measures of caregiving interest, assessments of basal urinary concentrations of oxytocin and vasopressin, and exogenous (intranasal) application of these hormones. Compared to control men (N = 20), fathers-to-be reported more interest in direct care for children. In an immersive virtual environment, fathers-to-be, in comparison to control men, stood closer to and tended to spend more time looking at the baby-related avatars, and stood further away and tended to spend less time looking at non-baby-related avatars. Basal oxytocin and vasopressin were not related to caregiving interest in fathers-to-be, and were not different from control men. When vasopressin was administered, fathers-to-be invested more time watching the baby-related avatars compared to control men. No effects were found of exogenous oxytocin on the behavior of fathers-to-be and control men in the immersive virtual environment. These results point in the direction of an adjustment of fathers-to-be for fatherhood, both consciously and unconsciously, and support the possible role of vasopressin in human behavior in the transition to fatherhood.  相似文献   
129.
SNARC效应是人类空间认知的重要组成部分。限于技术手段,现有SNARC研究的理论和技术多以小尺度空间环境为基础,致使其生态效度较低。基于增强现实技术和认知神经科学范式,通过增强现实技术生成的交互情境,从核心加工系统(静态空间SNARC、动态空间SNARC、静态-动态联合SNARC)和加工特性两个方面,研究建立起基于大尺度空间环境的SNARC加工模型。为人类空间认知研究提供了更加完备的知识领域。  相似文献   
130.
This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self‐healing. However, after leaving the game, conflicts and traumata re‐enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re‐experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes.  相似文献   
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