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151.
According to action-centered models of attention, attention and action systems are tightly linked such that the capture of attention by an object automatically initiates response-producing processes. In support of this link, studies have shown that movements deviate towards or away from non-target stimuli. These deviations are thought to emerge because attentional capture by non-target stimuli generates responses that summate with target responses to develop a combined movement vector. The present study tested attention–action coupling by examining movement trajectories in the presence of non-target stimuli that do or do not capture attention. Previous research has revealed that non-target cue stimuli only capture attention when they share critical features with the target. Cues that do not share this feature do not capture attention. Following these studies and their findings, participants in the present study aimed to the location of a single white square (onset singleton target) or a single red square presented with two white squares (color singleton target). In separate blocks, targets were preceded by non-predictive cues that did or did not share the target feature (color or onset singleton cues). The critical finding of the present study was that trajectory effects mirrored the temporal interference effects in that deviations were only observed when cue and target properties matched. Deviations were not observed when the cue and target properties did not match. These data provide clear support for the link between attentional capture and the activation of response-producing processes.  相似文献   
152.
具身认知理论是目前认知科学领域中最新的研究范式和取向, 它认为人的认知过程依赖于感知和动作系统, 强调身体在认知中发挥重要作用。具身语言理解则认为, 身体、动作和知觉系统在语言认知中也起着不可或缺的作用。文章在简要回顾具身语言理解的相关理论如索引假设、浸入式经历者框架、语言神经理论的基础上, 重点从语言理解的四个层面的实证研究, 即音位、单词、句子、语篇, 证实具身语言理解的观点。未来的研究应该着眼于用具身认知观点来解释更高级的抽象语言表征, 具身单词、句子、语篇的具体表征形式, 并利用具身语言认知的观点进行认知的本土化研究。  相似文献   
153.
视觉表象是在记忆基础上产生的类似知觉的信息表征, 也是人们在日常生活中不可或缺的心理活动之一。本综述介绍了该领域中比较有影响力的表象计算理论模型, 并进一步归纳了视觉表象生成系统的成分及其对应的神经基础。分析结果强调了初级视觉皮层作为“视觉缓冲器”是生成表象的主要机能结构, 以“视觉缓冲器”为基础的表象生成系统的机能受多重因素影响。本综述有助于对视觉表象生成系统形成全面的认识, 促进视觉表象实质的进一步研究。  相似文献   
154.
The main purpose of this study was to examine whether the use of internal imagery would affect high jumping performance for active high jumping athletes. Over a period of six weeks, a group of active high jumpers were trained with an internal imagery program for a total of 72 minutes. This group was compared to a control group consisting of active high jumpers that only maintained their regular work-outs during the same time period. Four variables were measured; jumping height, number of failed attempts, take-off angle, and bar clearance. There was a significant improvement on bar clearance for the group that trained imagery (p < 0.05) but not for the control group. No other differences were found. The results suggest that internal imagery training may be used to improve a component of a complex motor skill. Possible explanations and future recommendations are discussed.  相似文献   
155.
In this exploratory study, we investigated whether or not people who stutter (PWS) show motor practice and learning changes similar to those of people who do not stutter (PNS). To this end, five PWS and five PNS repeated a set of non-words at two different rates (normal and fast) across three test sessions (T1, T2 on the same day and T3 on a separate day, at least 1 week apart). The results indicated that PWS and PNS may resemble each other on a number of performance variables (such as movement amplitude and duration), but they differ in terms of practice and learning on variables that relate to movement stability and strength of coordination patterns. These findings are interpreted in support of recent claims about speech motor skill limitations in PWS.

Educational objectives: The reader will be able to: (1) define oral articulatory changes associated with motor practice and learning and their measurement; (2) summarize findings from previous studies examining motor practice and learning in PWS; and (3) discuss hypotheses that could account for the present findings that suggest PWS and PNS differ in their speech motor learning abilities.  相似文献   

156.
Prospective and positive mental imagery deficits in dysphoria   总被引:1,自引:0,他引:1  
We know less about positive mental imagery than we do about negative mental imagery in depression. This study examined the relationship between depressed mood and the subjective experience of emotion in imagined events; specifically, prospective imagery, and imagery in response to emotionally ambiguous stimuli. One hundred and twenty-six undergraduates completed measures of depression, imagery vividness for future events, and a homograph interpretation task in which they generated images and subsequently rated image pleasantness and vividness. As predicted, compared to low dysphoria, high dysphoria was associated with poorer ability to vividly imagine positive (but not negative) future events. These findings were augmented by the observation that high dysphorics provided lower pleasantness ratings of images generated in response to homographs they interpreted as positive. We suggest that an imbalance in the inability to vividly imagine positive but not negative future events may curtail the ability of high dysphorics to be optimistic. High dysphoric individuals are further disadvantaged: even when they interpret ambiguity positively, the resulting images they generate are associated with less positive affect. Therapeutic strategies that address both such positive-specific imagery biases hold promise for depression treatment innovation.  相似文献   
157.
Visualizing spatial material is a cornerstone of human problem solving, but human visualization capacity is sharply limited. To investigate the sources of this limit, we developed a new task to measure visualization accuracy for verbally-described spatial paths (similar to street directions), and implemented a computational process model to perform it. In this model, developed within the Adaptive Control of Thought-Rational (ACT-R) architecture, visualization capacity is limited by three mechanisms. Two of these (associative interference and decay) are longstanding characteristics of ACT-R’s declarative memory. A third (spatial interference) is a new mechanism motivated by spatial proximity effects in our data. We tested the model in two experiments, one with parameter-value fitting, and a replication without further fitting. Correspondence between model and data was close in both experiments, suggesting that the model may be useful for understanding why visualizing new, complex spatial material is so difficult.  相似文献   
158.
A substantial amount of research has addressed how people learn and control movement sequences. Recent results suggested that practice with discrete key pressing sequences results in two types of sequence learning: associative learning and motor chunk development (Verwey & Abrahamse, 2012). In the present study, we addressed whether in keying sequences of limited length associative learning develops also when the use of the chunking mode is prevented by introducing during practice random deviants. In line with the notion of two different learning mechanisms, the present results indicate that associative sequence learning develops when motor chunks cannot be developed during practice. This confirms the notion that motor chunks do not rely on these associations. In addition, experience with a particular execution mode during the practice phase seems to benefit subsequent use of that mode with unfamiliar and random sequences. Also, participants with substantial video-gaming experience were faster in executing discrete keying sequences in the chunking mode. These last two results may point to the development of a general ability to produce movement sequences in the chunking mode.  相似文献   
159.
ABSTRACT— Most research on perceptual–motor development has focused on changes occurring during infancy and toddlerhood. In this paper, we describe our work on the development of perceptual–motor development during late childhood and early adolescence in the context of an important applied problem: bicycling across traffic-filled roads. Specifically, we have examined the gaps between cars that children and adults accept when bicycling across intersections, using an immersive, interactive bicycling simulator. This work highlights both methodological advances in using immersive, interactive virtual environments to study perceptual–motor functioning as well as theoretical advances in understanding the problem of moving the self in relation to other moving objects. We conclude with ideas for future research and practical implications of this work.  相似文献   
160.
ABSTRACT— Skilled performance, whether it involves rapid and accurate motor movements (such as playing a video game or using a scalpel in the operating room) or a high degree of domain knowledge (such as finding a small tumor in an X-ray or writing a journal article) typically involves learning and practice over an extended period of time. In light of recent theory and empirical research, I consider two enduring issues associated with skill acquisition: whether individuals become more alike in performance or more different over the course of skill acquisition, and what the determinants of individual differences in skilled performance are. Two broad classes of tasks are considered: tasks that involve speed and accuracy of motor movements and tasks that primarily involve domain knowledge. Issues of practice, ability, and other determinants of skilled performance such as gender and aging are discussed.  相似文献   
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