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   402篇
  免费   49篇
  国内免费   42篇
  2023年   13篇
  2022年   16篇
  2021年   13篇
  2020年   24篇
  2019年   29篇
  2018年   22篇
  2017年   35篇
  2016年   24篇
  2015年   26篇
  2014年   16篇
  2013年   66篇
  2012年   10篇
  2011年   11篇
  2010年   12篇
  2009年   11篇
  2008年   18篇
  2007年   14篇
  2006年   24篇
  2005年   22篇
  2004年   12篇
  2003年   15篇
  2002年   12篇
  2001年   8篇
  2000年   8篇
  1999年   4篇
  1998年   4篇
  1997年   1篇
  1996年   5篇
  1995年   4篇
  1994年   2篇
  1992年   3篇
  1990年   3篇
  1989年   2篇
  1988年   1篇
  1982年   1篇
  1979年   2篇
排序方式: 共有493条查询结果,搜索用时 15 毫秒
161.
Psychoanalysis as a treatment originated in the idea that neurosis is related to the ways in which individual psychic reality departs from actuality. Psychic reality includes memories, beliefs and their associated affects and fantasies connected with an individual's experience of the inner and outer world. The psychoanalytic determination of what meaningful memories or beliefs are inaccurate, distorted or false ordinarily relies upon principles of intra‐clinical validation. By itself, however, intra‐clinical validation is subject to limitations and pitfalls that conviction alone about what is actual cannot circumvent. Despite this fact, there are remarkably few analytic case reports demonstrating false or signifi cantly distorted memories through the use of data obtained from outside the consulting room. This paucity of reports may be related, at least in part, to the belief that the use of extra‐clinical data is essentially unanalytic or supports resistance. Based on the views that (a) psychic reality cannot be regarded as exclusively subjective or objective but is inherently both; and that (b) a goal of analysis is to achieve a different, acceptable and more accurate view of reality, the authors report a clinical case involving a confi rmably false pivotal memory and its associated negative affects. They discuss theoretical and technical considerations in utilizing extra‐clinical data during the treatment process.  相似文献   
162.
Past research has revealed associations between television viewing and sexual attitudes and behaviors. We examined a burgeoning new television genre, reality dating programs (RDPs). Undergraduate students (ages 18–24) reported their overall television viewing, their RDP viewing, and their involvement with RDPs (watching in order to learn and watching in order to be entertained). They also completed measures of attitudes toward sex, dating, and relationships, and answered questions about sexual behavior. Most participants were occasional or frequent viewers of at least one RDP. Men reported using RDPs for learning more than did women; there was no gender difference in use of RDPs for entertainment. Total amount of RDP viewing was positively correlated, for both men and women, with adversarial sexual beliefs, endorsement of a sexual double standard, and the beliefs that men are sex-driven, that appearance is important in dating, and that dating is a game. In all cases, however, these relationships were partially or totally mediated through viewer involvement. Men and women who watched RDPs tended to be less sexually experienced; there were few other correlations with sexual behaviors.  相似文献   
163.
李包靖 《现代哲学》2006,(2):100-106
在布鲁门贝格看来,神话创作是推动文明发展的一个充分条件。它的充分性体现于它出于文化目的论的内在要求——征服现实绝对主义。这是神话创作性的合法性。惟其充分性而非必要性,对文明的书写只能是一种审美神话的寓言。这是神话创作的非法性。因此,审美神话的寓言式书写困境承诺斯替主义二元论而来,在西方审美思想史上绵延不绝的普罗米修斯神话创作中见出。在通盘重构西方审美思想史之后,布氏提出了令人不安的审美神话之后的解释学问题。  相似文献   
164.
虚拟现实购物网站的等级深度与宽度关系研究   总被引:1,自引:0,他引:1  
李江予  张侃 《心理科学》2006,29(2):263-266
为研究虚拟现实表征方式下,网上购物系统等级结构的宽度与深度特征对用户信息行为的影响,本文在实验室环境下研究了三种结构方式(8 6 1、16 3 1、4 4 3 1),结果初步发现:对于虚拟现实购物网站(或系统的虚拟现实表征方式),宽度的增加所带来的对用户信息搜索速度的损害大于深度的增加对用户信息搜索速度的损害,这与对二维表征方式下的既有研究结果相反;而且虚拟现实系统的8 6 1结构方式更容易带来用户的迷失。  相似文献   
165.
166.
Individuals with negative feeling such as shame might be vulnerable to smartphone addiction. The present study aimed to explore the relationship of smartphone addiction with external shame and internal shame in a sample of Christian adolescents in Korea. The correlational and causal relationships between Korean Christian adolescents’ smartphone addiction and external shame-including others and God-and internal shame were examined. Through a correlational analysis, the study found that external shame-others, external shame-God, internal shame, and smartphone addiction were all highly correlated with each other. During causal and mediation analyses, it was found that internal shame mediated external shame-others and smartphone addiction and also mediated external shame-God and smartphone addiction. In addition, the study offers a discussion of its finding and suggestions for clinical interventions.  相似文献   
167.
橡胶手错觉是一种健康个体将非肉体的假手视为自己真实身体的一部分的体验, 这种错觉可以通过同时轻刷被试面前可见的橡胶手及其不可见的真手而产生.橡胶手错觉已成为一种研究身体拥有感的重要范式, 其产生机制可以分为“自下而上的认知匹配”与“自上而下的认知匹配”两种加工方式.前者涉及视觉与触觉刺激的同步性; 而后者涉及被试心中预存的身体意象与身体图式(包括真假手之间模态特征,位置空间的相似性).综合上述证据, 身体模型假说与个人边缘空间理论进一步为拥有感产生的复杂机制提供了整合两种加工方式的解释.橡胶手错觉范式已经被用于探索精神分裂症患者等特殊被试病理分析,错觉产生和心理特质之间的关系, 以及神经外科和术后恢复上.未来的研究应该更加重视范式本身的拓展, 应用虚拟现实技术来提高身体模态的仿真效果, 利用橡胶手拥有感的易感性作为筛选与预测身体意象障碍疾病的指标.  相似文献   
168.
张为威  黄建平  宛小昂 《心理学报》2019,51(11):1219-1228
人们通过整合自身运动信息进行的空间巡航称为路径整合。本研究采用头盔式虚拟现实和分段式虚拟迷宫, 探究个体的预期如何影响其路径整合的准确性。任务要求被试从包含4个或8个路段的外出路径的起点出发, 行经所有路段后到达外出路径的终点, 再从终点直接返回起点。三组被试在实验前接受不同的指导语, 并因此对正确返航距离产生不同的预期。实验结果表明, 个体返回起点的行为反应受到外出路径特点的影响, 而且反应的准确性在实际情形违背预期时比符合预期时更低。这样的研究结果表明, 预期作为一种非感知觉因素而影响人们进行路径整合, 体现了人类路径整合的高度适应性和策略性。  相似文献   
169.
Working memory in wayfinding-a dual task experiment in a virtual city   总被引:1,自引:0,他引:1  
This study examines the working memory systems involved in human wayfinding. In the learning phase, 24 participants learned two routes in a novel photorealistic virtual environment displayed on a 220° screen while they were disrupted by a visual, a spatial, a verbal, or—in a control group—no secondary task. In the following wayfinding phase, the participants had to find and to "virtually walk" the two routes again. During this wayfinding phase, a number of dependent measures were recorded. This research shows that encoding wayfinding knowledge interfered with the verbal and with the spatial secondary task. These interferences were even stronger than the interference of wayfinding knowledge with the visual secondary task. These findings are consistent with a dual-coding approach of wayfinding knowledge.  相似文献   
170.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.  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