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191.
The purpose of the present study was to investigate the character and extent of negative thought content in panic disorder (PD) and the relation between thinking and bodily sensations. Content of thinking was explored in several areas, some of which are not exclusively related to anxiety. A structured diagnostic interview (SCID), a self-rating scale (SCL-90R), a sentence construction test (The Incomplete Sentences Blank (ISB)), and an inventory of childhood memories of parental rearing (the EMBU) were administered to 47 PD patients, 15 patients with major depression (MD), and 30 normal subjects. Thus, measures of implicit as well as explicit thinking, measures of thinking on present as well as past issues, and methods allowing negative as well as positive thought content to be expressed, were used. We found that PD was characterized by more negative thinking of anxiogenic, depressive, and dependent nature and less neutral or positive thinking than the normal subjects, primarily in issues related to the present. These negative thoughts were correlated with bodily symptoms. Very few significant differences were found between PD and MD, but a subgroup of PD with comorbidity of MD exceeded the other groups on measures of negative thoughts as well as bodily symptoms.  相似文献   
192.
本文指出了自我报告法中项目前后关系效应的普遍存在性及其危害性。讨论了用信息加工的观点对项目前后关系效应所作的认知上的理论解释,以及测量工具中促使产生这种项目前后关系效应的关键特征。同时也讨论了项目序列位置的作用。  相似文献   
193.
194.
Metacontrast masking occurs when a mask follows a target stimulus in close spatial proximity. Target visibility varies with stimulus onset asynchrony (SOA) between target and mask in individually different ways leading to different masking functions with corresponding phenomenological reports. We used individual differences to determine the processes that underlie metacontrast masking. We assessed individual masking functions in a masked target discrimination task using different masking conditions and applied factor-analytical techniques on measures of sensitivity. Results yielded two latent variables that (1) contribute to performance with short and long SOA, respectively, (2) relate to specific stimulus features, and (3) differentially correlate with specific subjective percepts. We propose that each latent variable reflects a specific process. Two additional processes may contribute to performance with short and long SOAs, respectively. Discrimination performance in metacontrast masking results from individually different weightings of two to four processes, each of which contributes to specific subjective percepts.  相似文献   
195.
Klein H  Shiffman KS 《Body image》2006,3(4):353-363
Relying upon a content analysis of one specific type of medium to which young people are exposed beginning at an early age, on a regular basis, and for many years (i.e., animated cartoons), the present study examines what types of messages are provided about being physically unattractive, physically attractive, and ordinary-looking. This research concerns itself with identifying the characteristics that tend to be associated with being good-looking or unattractive, and then discussing the implications of the findings. Results indicate that many variables were found to differ based on cartoon characters’ physical attractiveness, including gender, age, intelligence, body weight, emotional states experienced, prosocial behaviors, antisocial behaviors, and overall goodness/badness. Whenever differences were found, the overriding tendency was for cartoons to provide positive messages about being attractive and negative messages about being unattractive.  相似文献   
196.
Many Christians resonated with Mel Gibsons film, The Passion of the Christ. The films sympathetic portrayal of Pontius Pilate reinforces the sense of victimization Americans have experienced since 9/11, however, and obscures the real meaning of Christs suffering.Marian Ronan is Assistant Professor of Contemporary Theology and Religion at the American Baptist Seminary of the West, a member seminary of the Graduate Theological Union in Berkeley, CA.  相似文献   
197.
The persistence of antisemitism in Christian cultures despite the irrationality and destructiveness of its myths and attitudes has led more than one writer to consider that it may be deeply rooted in psychological dynamics, both individual and social. Likewise, much has been written about how the New Testament writings, especially certain passages in the Gospels, reflect a bitter split between the emerging Christian community and other Jewish groups. Seldom, however, are these two avenues of exploration brought together, asking how psychological mechanisms of defense and the formation of the biblical texts interact. In a recent book, The Jew and Deicide: The Origin of an Archetype (Davis, 2003), psychologist Frederick B. Davis attempted to do just that. Unfortunately, his presentation is deeply flawed by his lack of familiarity with basic New Testament studies and methods. His fundamental premise is sound—that the interplay of the texts, the communities that created them, and their subsequent interpreters evidence psychological dynamics that fuel an ongoing conflict. In this paper, I will suggest how those dynamics were active within the first century Christian community and were expressed in New Testament writings, and how those same dynamics are stimulated in later readers.Paper originally presented March 22, 2004. In D. MacDonald (Chair), New Testament Texts and Traditions. Session conducted at the Western regional meeting of the Society of Biblical Literature, Whittier, CA  相似文献   
198.
Although research suggests that stress and rewards experienced in a social role are associated with changes in the centrality (or personal importance) of that role over time, little attention has been given to the mechanisms that account for this relationship. This study was conducted to examine change in role mastery as a mediator in the relationship between changes in role experiences (stress and rewards) and changes in centrality among 195 women who simultaneously occupied the roles of parent care provider, mother, wife, and employee. Regression analyses indicated that increases in parent care, mother, and employee stress eroded mastery in those roles. In addition, increases in rewards were associated with a bolstered sense of mastery in each of the four roles. Mastery was found to be a mediating mechanism in the relationship between stress/rewards and centrality in one of the four roles examined, the employee role. However, changes in womens perceptions of mastery were unrelated to the extent to which women changed the importance of their three family roles. These findings extend prior research by demonstrating that mastery is a mechanism through which stress and rewards are associated with centrality in the employee role.  相似文献   
199.
We assessed parent satisfaction with childrens mental health services with a new instrument: The Youth Services Survey for Families (YSSF). The Dillman method was used to administer the survey to a random sample of 1,500 parents of Medicaid youth from Kentuckys 14 community mental health centers (CMHCs). The response rate was 37% (n = 534 parents). A factor analysis of YSSF identified five parent-perceived factors: (a) Appropriateness, (b) Outcome, (c) Participation in Treatment, (d) Access, and (e) Cultural Sensitivity. About 70% of parents reported a high level of endorsement with the Appropriateness factor, but only 47% reported high levels of endorsement with the Outcome factor. Results were interpreted as providing support for the reliability of the YSSF in evaluating childrens mental health services in CMHCs.  相似文献   
200.
Since the introduction of commercial video games in the 1970s, video game players have attracted the perhaps undeserving but negative stereotype of being unpopular and socially dysfunctional. However, with gamers increasing in numbers that now reach billions worldwide, the contents of gamer stereotypes may be in flux. The current study investigated the content of gamer stereotypes along the dimensions of physical/social attractiveness, warmth, competence, and morality as a function of genre violence level and gamer identity. Male and female participants (656 U.S. and 428 Indian) completed an online survey on the MTurk platform, rating social stereotypes of gamers in high-violence and low-violence genres on 22 adjective pairs and answering questions about gamer identity. Results revealed positive gamer stereotypes, especially in the low-violence genres in both the United States and India. Low-identifiers' stereotypes were less favourable in the high-violence than in the low-violence genres; this tendency diminished among high-identifiers. This study suggests that, whereas once gamers were seen negatively, they are now seen remarkably positively. The implications of such positive views of those engaging in violent gaming are discussed.  相似文献   
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