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In this contribution the norm of reciprocity is defined as a basic internal motivation. Using formal tools of game theory, a model of social utility function is presented. The reciprocity model predicts that social actors should reciprocate costs and benefits they receive, even when there are costs in conforming to the norm. Hypotheses about actors' behavior, expectations and evaluations are derived from the model. The hypotheses were tested in an experimental situation, the reciprocity game, consisting of a prisoner's dilemma game (PD) followed by a dictator game (DG). The sample was composed of 74 Italian undergraduate students. In line with the model's predictions, the experimental results showed that participants reciprocate the behavior of the opponent in the PD. In the DG, if the opponent cooperated, participants gave back an almost equal share, whereas if the opponent defected, participants gave a minimal amount. These reciprocity effects are modulated by individual differences in the concern for reciprocity. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   
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Abstract

Patients who require neurological rehabilitation often do not comply with conventional programs because they find the therapy uninteresting. As a result, specialized interactive video games have been designed to be more enjoyable than conventional therapy (CT) tasks. This study aimed to assess the trunk control and gait ability of patients with chronic stroke after participation in driving-based interactive video games (DBIVG). Participants included 24 chronic stroke patients allocated to an experimental group (n?=?13, CT?+?DBIVG) or a control group (n?=?11, CT?+?treadmill walking training). Both groups received CT five days/week; the experimental and control groups participated in DBIVG and treadmill walking training, respectively, three days/week for four weeks. The primary outcome of trunk control was measured by the trunk impairment scale (TISall) and TIS subscales, including static sitting balance (TISssb), dynamic sitting balance (TISdsb), and trunk co-ordination (TISco). Gait ability was measured by the dynamic gait index (DGI), timed walking test (TWT), and time up and go test (TUGT). Both groups demonstrated significant improvements in TISall, TISdsb, and TUGT results. The experimental group showed significantly greater improvement in TISssb, TISco, and DGI than the control group. Our findings indicate that DBIVG can improve trunk control and gait ability in patients with chronic stroke.  相似文献   
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Furthering a prior research on two‐person bi‐level multi‐objective decision‐making problems of the leader‐follower Stackelberg game, we present an extended model of bi‐level multi‐objective decision‐making with multiple interconnected decision makers at the lower level. In the model, the upper level decision maker acts as a leader and the lower level decision makers behave as the followers, and inter‐connections and interactions exist among these followers in decision‐making scenarios. Following the rules of leader‐follower Stackelberg game, we develop an interactive algorithm of the model for solving multi‐objective decision‐making problems and reflecting the interactive natures among the decision makers. Finally, the authors exemplify the model and algorithm, and draw a conclusion on points of contributions and the significance of this study in decision‐making and support. Copyright © 2001 John Wiley & Sons, Ltd.  相似文献   
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Almost 2 million people in the UK live with sight loss, and this number is predicted to double by 2050. There is increasing recognition of the need to provide counselling services to people living with sight loss.  相似文献   
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In anonymous game tasks, individuals’ prosocial behaviour was shown to increase when those individuals were provided with social cues from a third party or bystander. It has been suggested that those social cues can be presented using a configuration suggestive of a face with ‘watching eyes’. This led us to question whether it was possible to provide the watching‐eyes configuration with even weaker facial information, such as a simple dot pattern. By using a minimal social cue paradigm, such as the one described above, the present research found that individuals’ trust toward the trustee increased when they detected the watching‐eyes dot pattern as a source of social cues in two settings: a hypothetical investment game for both college students (Study 1) and customs officers (Study 2); and an actual investment game for college students (Study 3).  相似文献   
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Economic inequality has a robust negative effect on a range of important societal outcomes, including health, wellbeing, and education. Yet, it remains insufficiently understood why, how, and by whom unequal systems tend to be perpetuated. In two studies we examine whether psychological mindsets adopted by the wealthy and the poor in their micro‐social transactions act to perpetuate or challenge inequality. We hypothesized that occupying a wealthier socioeconomic position promotes the pursuit of self‐interest and contributes to inequality maintenance; poorer socioeconomic position, on the other hand, should promote the pursuit of fairness and equality restoration. In Study 1, participants completed an ultimatum game as proposers after being primed to believe they are wealthier or poorer, offering money to either poor or wealthy responders. As expected, the wealthy pursued their self‐interest and the net effect of this behavior contributes to the maintenance of inequality. Conversely, the poor pursued fairness and the net effect of this behavior challenges inequality. In Study 2, participants were responders deciding whether to accept or reject unfair distributions. Compared to the wealthier, the poorer challenged inequality by rejecting unequal offers. The links between micro‐social processes and macro‐societal inequality are discussed.  相似文献   
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In the present work, we used the eye‐tracking methodology to investigate how affective reactions influence investment decision making. In addition, we looked at individual differences in terms of people's sensitivity to affective information and how efficiently they regulate it, that is, trait emotional intelligence. We demonstrated that people who are more sensitive to affective information have larger pupil dilation when looking at the past performance of a stock fund. In addition, we also found that participants' larger pupil dilation had an impact on their investment decisions (whether people were more likely to sell their shares, hold on to the investment, or buy more shares). A larger pupil dilation led people to be more consistent and willing to invest more money on a fund regardless from its past performance (positive or negative). We also tested the hypothesis that individuals with a larger pupil dilation should be more influenced by a fund's past performance (e.g., selling their shares more often when the past performance of the fund was negative and buying additional shares more often when the past performance was positive). However, results did not support this explanation. Finally, our data revealed that the effect of individual differences in trait emotional intelligence on investment decisions was significantly mediated by pupil dilation. In the discussion, we explored the relationship between our results and previous evidence on the role of pupil dilation in processing information under uncertainty and the role of affect in decision making. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
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