首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   285篇
  免费   31篇
  国内免费   92篇
  2023年   11篇
  2022年   11篇
  2021年   14篇
  2020年   23篇
  2019年   14篇
  2018年   18篇
  2017年   19篇
  2016年   18篇
  2015年   15篇
  2014年   23篇
  2013年   54篇
  2012年   13篇
  2011年   19篇
  2010年   11篇
  2009年   14篇
  2008年   19篇
  2007年   26篇
  2006年   11篇
  2005年   15篇
  2004年   13篇
  2003年   12篇
  2002年   5篇
  2001年   7篇
  2000年   5篇
  1999年   4篇
  1998年   2篇
  1997年   1篇
  1996年   1篇
  1995年   1篇
  1994年   2篇
  1991年   1篇
  1989年   1篇
  1988年   1篇
  1983年   1篇
  1979年   1篇
  1978年   2篇
排序方式: 共有408条查询结果,搜索用时 15 毫秒
61.
采用启动Stroop范式, 对刻板印象激活的无意图性及其大脑神经活动特征进行了探讨。操纵了启动和“无启动”条件以及与启动所激活的刻板印象一致、冲突和无关的3类靶子词, 记录了36名大学生被试对靶子词进行颜色判别的行为反应和脑电图(EEG, electroencephalogram)。结果发现:(1)“无启动”条件下对3类靶子的反应时基本一致; 启动条件下对一致靶子做出颜色判别的反应时显著快于对冲突靶子的, 对无关靶子的反应时介于两者之间。(2)“无启动”条件下无关靶子诱发的N400波幅最大--显著大于一致和冲突靶子诱发的, 后两者诱发的N400无差异; 启动条件下一致靶子诱发的N400波幅显著小于冲突和无关靶子诱发的N400波幅, 无关靶子诱发的N400波幅也小于冲突靶子诱发的N400波幅。这表明刻板印象激活是一个发生在知觉后加工阶段的具有无意图性的自动化加工过程, 刻板印象激活效应具有抑制冲突信息加工同时促进一致信息加工的“双刃剑”模式, N400可以作为考察这一认知过程特征的电生理学指标。  相似文献   
62.
选取生态效度较高的科学发明问题材料(分为高启发量与低启发量两类),采用“1对1”和“8对8”的“学习-测试”实验范式,考察午睡剥夺对科学发明问题解决中的原型启发效应的影响.结果发现:午睡剥夺处理、范式(“1对1”和“8对8”)和材料启发量高低在原型激活率和问题解决率上主效应均显著,午睡剥夺和范式以及启发量高低在问题解决率以及原型激活率上的交互作用不显著.这一结果说明,午睡剥夺影响科学发明问题解决中的原型启发效应,这种影响是通过对启发信息应用和原型激活两个加工过程的影响而实现的.  相似文献   
63.
认知储备是指个体自适应利用神经网络对不断增加的脑损伤进行补偿的能力, 它能显著影响个体的生理功能、认知功能和行为结果。当前有关认知储备的研究主要集中在认知储备的测量及其在认知老化研究中的应用方面。现有研究尽管已在认知储备的测量及其与认知老化的关系上取得越来越多的共识, 但在诸如认知储备测量的标准化、认知储备与认知衰退率、认知储备与脑病理的关系等问题上还存在较大争议。未来研究除应进一步标准化对认知储备的测量, 进而探讨认知储备的病理机制, 还应关注认知储备对老化的干预研究。  相似文献   
64.
There are 5 independent, although not mutually exclusive, styles used by military officers when making decisions: rational, intuitive, dependent, avoidant, and spontaneous (Scott & Bruce, 1995). The rational and intuitive styles are part of the cognitive style concept, whereas the conceptual foundation of the remaining 3 styles is less clear. The dependent and the avoidant styles were expected to be accompanied by increased levels of negative stress, while this was not expected of the remaining 3 styles. This hypothesis was put to test. Twenty-three male Swedish Army majors were asked to make decisions in 2 different military situations. Their decision styles were measured by the General Decision Making Style inventory (GDMS; Scott & Bruce, 1995). Saliva cortisol release indicated negative stress and was measured on 4 occasions: twice before, after the first decision, and after the second decision. The avoidant style was related to negative stress, as predicted. There was, however, no difference between the base-line measurements and the after-decision measurements, suggesting that officers with an avoidant decision style may, in general, have higher levels of cortisol secretion (i.e., being more of the worrying kind).  相似文献   
65.
Janse E 《Brain and language》2008,105(3):185-198
Two studies were carried out to investigate the effects of presentation of primes showing partial (word-initial) or full overlap on processing of spoken target words. The first study investigated whether time compression would interfere with lexical processing so as to elicit aphasic-like performance in non-brain-damaged subjects. The second study was designed to compare effects of item overlap and item repetition in aphasic patients of different diagnostic types. Time compression did not interfere with lexical deactivation for the non-brain-damaged subjects. Furthermore, all aphasic patients showed immediate inhibition of co-activated candidates. These combined results show that deactivation is a fast process. Repetition effects, however, seem to arise only at the longer term in aphasic patients. Importantly, poor performance on diagnostic verbal STM tasks was shown to be related to lexical decision performance in both overlap and repetition conditions, which suggests a common underlying deficit.  相似文献   
66.
王新波  单洪雪 《心理科学》2008,31(6):1413-1416,1412
采用信号检测论技术,以人格词单记忆为实验任务,探讨社会认知过程中样例激活效应与内-外群体效应对记忆过程的干扰作用.实验结果表明,(1)样例激活与群体范畴的交互效应对社会信息加工过程存在显著干扰作用.(2)与外群体相比,内群体的信息加工更不易受到干扰;与积极样例特质相比,消极他相关样例特质的信息加工更不易受到干扰.(3)在加工内群体成员信息而激活的是反面样例时,被试的判断标准最严.  相似文献   
67.
Patrick McDonald 《Zygon》2008,43(3):605-625
The development of a methodologically naturalistic approach to physiological and experimental psychology in the nineteenth century was not primarily driven by a naturalistic agenda. The work of R. Hermann Lotze and G. T. Fechner help to illustrate this claim. I examine a selected set of central commitments in each thinkers philosophical outlook, particularly regarding the human soul and the nature of God, that departed strongly from a reductionist materialism. Yet, each contributed significantly to the formation of experimental and physiological psychology. Their work was influenced substantively by their respective philosophical commitments. Nevertheless, the evaluation of the merits of their specific proposals, Fechner's psychophysics and Lotze's local sign hypothesis respectively, did not depend upon sharing their metaphysical views regarding the human soul or the nature of God. A moderate, but significant, distinction between the contexts of discovery and of justification aids in understanding this balancing act.  相似文献   
68.
创新思维中原型激活促发顿悟的认知神经机制   总被引:1,自引:0,他引:1  
创造性是人类智能的高级表现, 创新思维则是个体创造性的核心过程。我们以创造性问题解决中的顿悟过程为研究对象, 提出并验证了创新思维中原型激活促发顿悟的理论构想; 综合运用事件相关电位(ERP)和功能性核磁共振(fMRI)的技术优势, 初步揭示了原型激活促发顿悟的大脑机制。具体表现为, 楔前叶的激活可能与原型激活和关键信息提取有关; 左侧额下回/额中回的激活可能与与思维定势打破和新异联结形成有关; 同时研究也表明大脑的特定准备状态(额中回/扣带前回的激活)对顿悟的产生有积极的促进作用。  相似文献   
69.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc.  相似文献   
70.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号