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231.
This paper is the first of a two‐part series which explores some of the theoretical and experiential reference points that have emerged in my work with people whose relationship to their body and/or sense of self is dominated by self‐hatred and (what Hultberg describes as) existential shame. The first paper focuses on self‐hatred and the second paper focuses on shame. This first paper is structured around vignettes taken from a 14‐year analysis with a woman who was bulimic, self‐harmed and repeatedly described herself as ‘feeling like a piece of shit’. It draws together elements of Jung's concepts of the complex and symbol, and Laplanche's enigmatic signifier to focus on experiences of ‘inner otherness’ around which we are unconsciously organized. It also brings Jung's understanding that emotion is the chief source of consciousness into conversation with Laplanche's approach to the transference which is that by being aware that they do not ‘know’, the analyst provides a ‘hollow’ in which the patient's analytic process can evolve. These combinations of ideas are linked speculatively to emerging understandings of the neuroscience of perception and throughout the paper clinical material is used to illustrate these discussions.  相似文献   
232.
探讨持续被动运动用于人工全膝关节置换术后的早期疗效。自2008年至2010年我科共完成人工全膝关节置换术36例(43膝),将全部病例随机分为2组,A组术后单纯应用物理治疗及自身锻炼,B组采用持续被动锻炼加主动锻炼。观察术后12小时、24小时引流量,术后1周、2周膝关节主动活动范围,切口拆线时间,患者平均住院时间。术后2...  相似文献   
233.
In the real world, decision making processes must be able to integrate non-stationary information that changes systematically while the decision is in progress. Although theories of decision making have traditionally been applied to paradigms with stationary information, non-stationary stimuli are now of increasing theoretical interest. We use a random-dot motion paradigm along with cognitive modeling to investigate how the decision process is updated when a stimulus changes. Participants viewed a cloud of moving dots, where the motion switched directions midway through some trials, and were asked to determine the direction of motion. Behavioral results revealed a strong delay effect: after presentation of the initial motion direction there is a substantial time delay before the changed motion information is integrated into the decision process. To further investigate the underlying changes in the decision process, we developed a Piecewise Linear Ballistic Accumulator model (PLBA). The PLBA is efficient to simulate, enabling it to be fit to participant choice and response-time distribution data in a hierarchal modeling framework using a non-parametric approximate Bayesian algorithm. Consistent with behavioral results, PLBA fits confirmed the presence of a long delay between presentation and integration of new stimulus information, but did not support increased response caution in reaction to the change. We also found the decision process was not veridical, as symmetric stimulus change had an asymmetric effect on the rate of evidence accumulation. Thus, the perceptual decision process was slow to react to, and underestimated, new contrary motion information.  相似文献   
234.
The human brain has a tendency to drift into the realm of internally-generated thoughts that are unbound by space and time. The term mind-wandering (MW) is often used describe such thoughts when they are perceptually decoupled. Evidence suggests that exposure to forward and backward illusory motion skews the temporal orientation of MW thoughts to either the future or past respectively. However, little is known about the impact of this manipulation on other features of MW. Here, using a novel experimental paradigm, we first confirmed that our illusory motion method facilitated the generation of MW thoughts congruent with the direction of motion. We then conducted content analyses which revealed that goal orientation and temporal distance were also significantly affected by the direction of illusory motion. We conclude that illusory motion may be an effective means of assaying MW and could help to elucidate this ubiquitous, and likely critical, component of cognition.  相似文献   
235.
The conceptual understanding that children display when predicting physical events has been shown to be inferior to the understanding they display when recognizing whether events proceed naturally. This has often been attributed to differences between the explicit engagement with conceptual knowledge required for prediction and the tacit engagement that suffices for recognition, and contrasting theories have been formulated to characterize the differences. Focusing on a theory that emphasizes omission at the explicit level of conceptual elements that are tacitly understood, the paper reports two studies that attempt clarification. The studies are concerned with 6‐ to 10‐year‐old children's understanding of, respectively, the direction (141 children) and speed (132 children) of motion in a horizontal direction. Using computer‐presented billiards scenarios, the children predicted how balls would move (prediction task) and judged whether or not simulated motion was correct (recognition task). Results indicate that the conceptions underpinning prediction are sometimes interpretable as partial versions of the conceptions underpinning recognition, as the omission hypothesis would imply. However, there are also qualitative differences, which suggest partial dissociation between explicit and tacit understanding. It is suggested that a theoretical perspective that acknowledges this dissociation would provide the optimal framework for future research.  相似文献   
236.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   
237.
Eighty-two participants listened to sentences and then judged whether two sequentially presented visual objects were the same. On critical trials, participants heard a sentence describe the motion of a ball toward or away from the observer (e.g., “The pitcher hurled the softball to you”). Seven hundred and fifty milliseconds after the offset of the sentence, a picture of an object was presented for 500 ms, followed by another picture. On critical trials, the two pictures depicted the kind of ball mentioned in the sentence. The second picture was displayed 175 ms after the first. Crucially, it was either slightly larger or smaller than the first picture, thus suggesting movement of the ball toward or away from the observer. Participants responded more quickly when the implied movement of the balls matched the movement described in the sentence. This result provides support for the view that language comprehension involves dynamic perceptual simulations.  相似文献   
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