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91.
个体的社会阶层反映了其所掌控的客观社会资源(即客观社会阶层)和其主观上所感知到的自身社会地位(即主观社会阶层)的水平。收入(或财产)、职业、受教育程度是研究中常用来反映客观社会阶层的操作化指标。而主观社会阶层的操作化界定既包括对主观阶层进行问卷测量,也包括对其加以实验操纵。心理学研究要基于研究目的以及要考察的具体效应与机制对不同的操作化界定加以取舍,有时也要综合兼顾多种操作化方式。通过选取典型群体来代表不同阶层,这种做法宜慎重采用。同时研究的信效度问题有必要更多加以重视。未来研究应加强关注阶层认同偏差与阶层纵向流动等基础问题,以及因取样偏差而带来的阶层效应被简化的现象,并结合跨文化视角分析不同文化下社会阶层的内涵差异。  相似文献   
92.
Communicators often tune their message about a target to the audience's attitude toward that target. This tuning can shape a communicator's own evaluation of the target, which reflects the creation of a shared reality with the audience. So far, evidence for shared‐reality creation has been confined to one specific target. In two experiments, we examined whether and when a shared reality would generalize to other targets. In Experiment 1, shared‐reality creation about an ambiguous sexist target generalized to the evaluation of a new ambiguous sexist target for which no audience attitude was provided. However, this happened only when there was high (vs. low) commonality with the audience regarding previous judgments. In Experiment 2, we investigated conditions for the temporal persistence of generalization. One week after message tuning to a high‐commonality audience, a shared reality generalized to a new ambiguous sexist target when participants recalled the shared‐reality creation about the initial target, but it did not generalize in conditions without such recall. Also, no generalization occurred for non‐ambiguous or non‐sexist targets. Results suggest that shared reality generalization depends on perceived commonality with the audience, recollection of shared reality at time of judgment, and similarity between new and initial targets.  相似文献   
93.
Caregiving interest in men (N = 46) during the third trimester of their partner's pregnancy was examined. The study included both explicit and implicit measures of caregiving interest, assessments of basal urinary concentrations of oxytocin and vasopressin, and exogenous (intranasal) application of these hormones. Compared to control men (N = 20), fathers-to-be reported more interest in direct care for children. In an immersive virtual environment, fathers-to-be, in comparison to control men, stood closer to and tended to spend more time looking at the baby-related avatars, and stood further away and tended to spend less time looking at non-baby-related avatars. Basal oxytocin and vasopressin were not related to caregiving interest in fathers-to-be, and were not different from control men. When vasopressin was administered, fathers-to-be invested more time watching the baby-related avatars compared to control men. No effects were found of exogenous oxytocin on the behavior of fathers-to-be and control men in the immersive virtual environment. These results point in the direction of an adjustment of fathers-to-be for fatherhood, both consciously and unconsciously, and support the possible role of vasopressin in human behavior in the transition to fatherhood.  相似文献   
94.
SNARC效应是人类空间认知的重要组成部分。限于技术手段,现有SNARC研究的理论和技术多以小尺度空间环境为基础,致使其生态效度较低。基于增强现实技术和认知神经科学范式,通过增强现实技术生成的交互情境,从核心加工系统(静态空间SNARC、动态空间SNARC、静态-动态联合SNARC)和加工特性两个方面,研究建立起基于大尺度空间环境的SNARC加工模型。为人类空间认知研究提供了更加完备的知识领域。  相似文献   
95.
This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self‐healing. However, after leaving the game, conflicts and traumata re‐enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re‐experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes.  相似文献   
96.
This paper is a further contribution to dramatology, introduced in this journal in 2009. It focuses on the two basic modes of communication in any dramatic situation: (1) the nonverbal transfer of feelings and emotions, originating in the preverbal period of the love relationship between mother and child, and (2) the interchange of words and thoughts that develops with the acquisition of language. The early nonverbal mode of communication is the basis for proposing to rename Freud's concept of psychic reality “emotional reality.” On this view, emotional reality is seen as the primary fact of psychological life versus thoughts expressed in words as the derivative fact. Developmentally, emotions and ideas become united in complexes combining the emotional coloration of ideas and the ideational content of emotions. From the perspective of methodology, Freud, his followers, and his critics all conflated theories of disorder and theories of treatment. At the beginning of his journey, Freud was dyadic and interpersonal in formulating a unified theory of disorder and a method of treatment. In later years, he formulated monadic and intrapersonal theories of disorder while remaining interpersonal in his method of treatment, contributing to conflicts among the various psychoanalytic schools.  相似文献   
97.
We tested two pigeons in a continuously streaming digital environment. Using animation software that constantly presented a dynamic, three‐dimensional (3D) environment, the animals were tested with a conditional object identification task. The correct object at a given time depended on the virtual context currently streaming in front of the pigeon. Pigeons were required to accurately peck correct target objects in the environment for food reward, while suppressing any pecks to intermixed distractor objects which delayed the next object's presentation. Experiment 1 established that the pigeons’ discrimination of two objects could be controlled by the surface material of the digital terrain. Experiment 2 established that the pigeons’ discrimination of four objects could be conjunctively controlled by both the surface material and topography of the streaming environment. These experiments indicate that pigeons can simultaneously process and use at least two context cues from a streaming environment to control their identification behavior of passing objects. These results add to the promise of testing interactive digital environments with animals to advance our understanding of cognition and behavior.  相似文献   
98.
In the current research, we suggest that shared reality, the belief that one perceives the world the same way as another group, can predict attitudes towards that group. We tested shared reality theory in the context of American ethnic minority groups' (i.e., African Americans, Asian Americans, and Latinas/os) attitudes towards White Americans. In surveys of two samples recruited from different geographical locations in the USA, we tested predictions derived from different theories of intergroup relations. Using mediational analysis, we defined models to assess the extent to which shared reality theory predicted—directly and indirectly—prejudicial attitudes towards Whites. We tested the model derived from shared reality theory against other theoretical alternatives. Taken together, the results of the research indicated that shared reality predicts attitudes towards White Americans among these three ethnic groups. Thus, shared reality is a relevant, though largely overlooked, factor in intergroup dynamics.  相似文献   
99.
Two experiments were designed to study the time course of avoidance learning in spider fearfuls (SFs) under controlled experimental conditions. To achieve this, we employed an immersive virtual environment (IVE): While walking freely through a virtual art museum to search for specific paintings, the participants were exposed to virtual spiders. Unbeknown to the participants, only two of four museum rooms contained spiders, allowing for avoidance learning. Indeed, the more SF the participants were, the faster they learned to avoid the rooms that contained spiders (Experiment. 1), and within the first six trials, high fearfuls already developed a preference for starting their search task in rooms without spiders (Experiment 2). These results illustrate the time course of avoidance learning in SFs, and they speak to the usefulness of IVEs in fundamental anxiety research.  相似文献   
100.
ObjectivesThe aim of the study was to test the performance, motivational, and affective impact of aerobic exercise within an immersive virtual reality environment experienced alone or with another individual.DesignSixty female participants aged 18–30 years were assigned to one of three conditions: no virtual reality (NVR), individual virtual reality (IVR), or companion virtual reality (CVR).MethodParticipants completed 9 min of self-paced rowing on an ergometer without any visual input or performance feedback (NVR), individually within a virtual reality environment (IVR), or within a virtual reality environment that included a companion depicted as an avatar (CVR).ResultsThe two virtual reality groups rowed a further distance and at a higher power output than the NVR group. Furthermore, the CVR group outperformed the IVR group in distance and had a higher heart rate. Participants in the virtual reality groups did not perceive themselves to be exerting more physical effort and rated the task as more enjoyable than participants in the NVR group.ConclusionsVirtual reality improves performance and the affective response to aerobic exercise, and performance effects are further enhanced by the presence of others in the virtual environment.  相似文献   
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