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141.
RESUMEN

La autora comienza explicando que el conflicto entre psicólogos de la personalidad respecto a la permanencia o cambio -identificados respectivamente con individuo y situación- no tendría porqué haber sido así, puesto que las personas cambian y algunas situaciones permanecen. Coincide con Bem y Allen en que hay más consistencia de la que los teóricos situacionales han señalado y en que el conflicto consistencia-variabilidad es una falsa dicotomía, que ellos sitúan entre enfoques nomotéticos e idiográficos en vez de entre individuo y situación. Se resalta del trabajo de Bem y Allen que ofrece soluciones y abre nuevas vías de investigación. Respecto al de Ben y Funder, destaca la posibilidad de clasificar situaciones indicando las conductas que tienden a elicitar en diferentes individuos-tipo. La viabilidad de este enfoque se pone a prueba en tres situaciones experimentales diferentes, de las cuales la autora comenta la primera -en la que se estudia el comportamiento de niños en situación de demora en la gratificación- con relación a sus propios trabajos. Finalmente, se aportan algunas reflexiones en torno a las limitaciones de la disciplina psicológica para predecir exactamente la conducta humana.  相似文献   
142.
杨付  张丽华  霍明 《应用心理学》2013,19(2):177-186
采用问卷调查法,以国内十二家企业520名在职女性管理者为研究对象,运用层级回归分析方法,探讨了互动公平对管理者责任心的影响及其内在作用机制。结果表明:互动公平通过组织支持感的完全中介效应影响管理者责任心;职业承诺和组织承诺在互动公平与管理者责任心的关系中,分别起到了调节作用;当两者进入同一个调节模型时,组织承诺的调节作用掩盖了职业承诺的作用。文章最后讨论了本研究的理论价值和实践启示。  相似文献   
143.
144.
Discrete‐trial instruction (DTI) is a behavioral method of teaching young children with autism spectrum disorders (ASD) that has received a significant amount of research support. Because of a lack of qualified trainers in many areas of the world, researchers have recently begun to investigate alternative methods of training professionals to implement behavioral teaching procedures. One promising training method is interactive computer training, in which slides with recorded narration, video modeling, and embedded evaluation of content knowledge are used to teach a skill. In the present study, the effectiveness of interactive computer training developed by Pollard, Higbee, Akers, and Brodhead (2014), translated into Brazilian Portuguese, was evaluated with 4 university students (Study 1) and 4 special education teachers (Study 2). We evaluated the effectiveness of training on DTI skills during role‐plays with research assistants (Study 1) and during DTI sessions with young children with ASD (Studies 1 and 2) using a multiple baseline design. All participants acquired DTI skills after interactive computer training, although 5 of 8 participants required some form of feedback to reach proficiency. Responding generalized to untaught teaching programs for all participants. We evaluated maintenance with the teachers in Study 2, and DTI skills were maintained with 3 of 4 participants.  相似文献   
145.
教师的眼神注视是在视频学习中重要但易被忽视的元素。以往理论存在两种对立的观点:其中准社会交往理论和社会代理理论支持教师的眼神注视促进学习; 而基于多媒体学习认知理论与认知负荷理论认为教师的眼神注视会阻碍学习效果。通过汇总以往实证研究得出如下结论:首先, 教师的眼神注视对学习效果具有小的促进效应, 即教师的眼神注视能够促进学习者的保持成绩(d保持 = 0.41)和迁移成绩(d迁移 = 0.39); 其次, 在主观体验上, 教师的眼神注视对准社会交往也具有小的促进效应(d准社会交往 = 0.35), 而教师的眼神注视对认知负荷影响十分微弱(d认知负荷 = -0.02); 最后, 在对学习材料的注意加工上, 教师的眼神注视总体上影响比较微弱(d注视时间 = 0.06, d首次注视时间 = -0.15)。未来研究需要对不同注视类型、先前知识经验、学习材料性质以及认知神经方法进一步探究。  相似文献   
146.
利用元分析考察了言语节奏在言语加工中起作用的时间进程及影响因素。对36篇脑电文献(共43个独立效应量)进行分析,发现节奏影响言语加工主要表现在早期阶段的N100和P200成分、中后期阶段的P300、LAN、N400和晚期正成分上;个体对节奏违反非常敏感,言语节奏加工早于句法加工,在言语加工的中后期阶段,节奏与语义和句法发生交互;任务类型调节言语节奏对言语加工过程的影响,在外显任务中,言语节奏对言语加工过程的影响大于内隐任务和同时包含多项任务要求的混合任务。注意和预期是言语节奏加工的内在机制,研究结果支持交互论的观点。  相似文献   
147.
We examined the effects of two emotions, fear and anger, on risk‐taking behavior in two types of tasks: Those in which uncertainty is generated by a randomizing device (“lottery risk”) and those in which it is generated by the uncertain behavior of another person (“person‐based risk”). Participants first completed a writing task to induce fear or anger. They then made choices either between lotteries (Experiment 1) or between actions in risky two‐person decisions (Experiments 2 and 3). The experiments involved substantial real‐money payoffs. Replicating earlier studies (which used hypothetical rewards), Experiment 1 showed that fearful participants were more risk‐averse than angry participants in lottery‐risk tasks. However—the key result of this study—fearful participants were substantially less risk‐averse than angry participants in a two‐person task involving person‐based risk (Experiment 2). Experiment 3 offered options and payoffs identical to those of Experiment 2 but with lottery‐type risk. Risk‐taking returned to the pattern of Experiment 1. The impact of incidental emotions on risk‐taking appears to be contingent on the class of uncertainty involved. For lottery risk, fear increased the frequency of risk‐averse choices and anger reduced it. The reverse pattern was found when uncertainty in the decision was person‐based. Further, the effect was specifically on differences in willingness to take risks rather than on differences in judgments of how much risk was present. The impact of different emotions on risk‐taking or risk‐avoiding behavior is thus contingent on the type, as well as the degree, of uncertainty the decision maker faces. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
148.
基于利益相关者营销、自反与身份演化、螺旋等理论,系统探讨企业如何在消费旅程中针对数字化交互平台(DIP)产品提供定制和丰富的客户体验以增加客户投入,进而与其他参与者共同创造价值。分别针对消费旅程中DIP产品参与者价值共创的连续性,DIP产品的客户体验旅程的结构与生成,DIP产品的客户体验旅程双元的张力及调和机理,DIP产品的客户投入的结构、管理与有效性,DIP产品的客户体验旅程和客户投入的相互关系等问题进行深入研究,为企业提出相应的实务性策略和建议。  相似文献   
149.
The development in the interface of smart devices has lead to voice interactive systems. An additional step in this direction is to enable the devices to recognize the speaker. But this is a challenging task because the interaction involves short duration speech utterances. The traditional Gaussian mixture models (GMM) based systems have achieved satisfactory results for speaker recognition only when the speech lengths are sufficiently long. The current state-of-the-art method utilizes i-vector based approach using a GMM based universal background model (GMM-UBM). It prepares an i-vector speaker model from a speaker’s enrollment data and uses it to recognize any new test speech. In this work, we propose a multi-model i-vector system for short speech lengths. We use an open database THUYG-20 for the analysis and development of short speech speaker verification and identification system. By using an optimum set of mel-frequency cepstrum coefficients (MFCC) based features we are able to achieve an equal error rate (EER) of 3.21% as compared to the previous benchmark score of EER 4.01% on the THUYG-20 database. Experiments are conducted for speech lengths as short as 0.25 s and the results are presented. The proposed method shows improvement as compared to the current i-vector based approach for shorter speech lengths. We are able to achieve improvement of around 28% even for 0.25 s speech samples. We also prepared and tested the proposed approach on our own database with 2500 speech recordings in English language consisting of actual short speech commands used in any voice interactive system.  相似文献   
150.
In interactive multiobjective optimization systems, the classification of objective functions is a convenient way to direct the solution process in order to search for new, more satisfactory, solutions in the set of Pareto optimal solutions. Classification means that the decision maker assigns the objective functions into classes depending on what kind of changes in their values (in relation to the current values) are desirable. Here we study the role of user interfaces in implementing classification in multiobjective optimization software and how classification should be realized. In this way, we want to pay attention to the usability of multiobjective optimization software. Typically, this topic has not been of interest in the multiobjective optimization literature. However, usability aspect is important because in interactive classification‐based multiobjective optimization methods, the classification is the core of the solution process. We can say that the more convenient the classification is, the more efficient the system or the method is and the better it supports the work of the decision maker. We report experiments with two classification options, graphic and symbolic ones, which are used in connection with an interactive multiobjective optimization system WWW‐NIMBUS. The ideas and conclusions given are applicable for other interactive classification‐based method, as well. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   
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