全文获取类型
收费全文 | 388篇 |
免费 | 101篇 |
国内免费 | 60篇 |
出版年
2024年 | 5篇 |
2023年 | 18篇 |
2022年 | 15篇 |
2021年 | 29篇 |
2020年 | 36篇 |
2019年 | 37篇 |
2018年 | 33篇 |
2017年 | 25篇 |
2016年 | 28篇 |
2015年 | 28篇 |
2014年 | 31篇 |
2013年 | 45篇 |
2012年 | 20篇 |
2011年 | 29篇 |
2010年 | 17篇 |
2009年 | 27篇 |
2008年 | 9篇 |
2007年 | 24篇 |
2006年 | 15篇 |
2005年 | 12篇 |
2004年 | 14篇 |
2003年 | 14篇 |
2002年 | 5篇 |
2001年 | 2篇 |
2000年 | 3篇 |
1999年 | 3篇 |
1998年 | 2篇 |
1997年 | 3篇 |
1996年 | 2篇 |
1995年 | 1篇 |
1993年 | 2篇 |
1992年 | 2篇 |
1990年 | 1篇 |
1989年 | 2篇 |
1988年 | 1篇 |
1987年 | 1篇 |
1986年 | 2篇 |
1984年 | 1篇 |
1983年 | 1篇 |
1980年 | 1篇 |
1977年 | 1篇 |
1976年 | 1篇 |
1975年 | 1篇 |
排序方式: 共有549条查询结果,搜索用时 15 毫秒
541.
Kristin White 《The International journal of psycho-analysis》2010,91(4):811-820
This short paper looks at Freud’s use of the term ‘Bemächtigungstrieb’ and its translation by Strachey as ‘instinct for mastery’ when Freud was describing the motives behind his grandson’s game with the wooden reel and string in Beyond the Pleasure Principle. The word ‘Macht’ [power], which is contained in the word ‘Bemächtigung’ points to Freud’s difficult relationship with Alfred Adler, whose early theories on the aggressive drive and later theories on ‘striving for power’ were initially rejected by Freud. Looking at the changes in Freud’s reception of Adlerian terms, some of which he later integrated into his own theory, throws light on his choice of the word ‘Bemächtigungstrieb’ in 1920, when he was just beginning to introduce his thoughts on the death instinct. A slightly different translation of the word ‘Bemächtigungstrieb’, one which takes these historical and theoretical aspects into account, could make these connections clearer for the English reader. 相似文献
542.
Young children exhibit a video deficit for spatial recall, learning less from on-screen than in-person demonstrations. Some theoretical accounts emphasize memory constraints (e.g., insufficient retrieval cues, competition between memory representations). Such accounts imply memory representations are graded, yet video deficit studies measuring spatial recall operationalize memory retrieval as dichotomous (success or failure). The current study tested a graded-representation account using a spatial recall task with a continuous search space (i.e., sandbox) rather than discrete locations. With this more sensitive task, a protracted video deficit for spatial recall was found in children 4–5 years old (n = 51). This may be due to weaker memory representations in the screen condition, evidenced by higher variability and greater perseverative bias. In general, perseverative bias decreased with repeated trials. The discussion considers how the results support a graded-representation account, potentially explaining why children might exhibit a video deficit in some tasks but not others.
Research Highlights
- The task used a continuous search space (sandbox), making it more difficult and sensitive than spatial recall tasks used in prior video deficit research.
- Spatial recall among 4- and 5-year-old children was more variable after watching hiding events on screen via live video feed than through a window.
- Children's spatial recall from screens was more susceptible to proactive interference, evidenced by more perseverative bias in an A-not-B design.
- The results demonstrate memory representations blend experiences that accumulate over time and explain why the video deficit may be protracted for more difficult tasks.
543.
《International Journal of Clinical and Health Psychology》2023,23(4):100389
Background/objectivePatients with major depressive disorder (MDD) have altered learning rates for rewards and losses in non-social learning paradigms. However, it is not well understood whether the ability to learn from social interactions is altered in MDD patients. Using reinforcement learning during the repeated Trust Game (rTG), we investigated how MDD patients learn to trust newly-met partners in MDD patients.MethodSixty-eight MDD patients and fifty-four controls each played as ‘investor’ and interacted with ten different partners. We manipulated both the level of trustworthiness by varying the chance of reciprocity (10, 30, 50, 70 and 90%) and reputation disclosure, where partners’ reputation was either pre-disclosed or hidden.ResultsOur reinforcement learning model revealed that MDD patients had significantly higher learning rates for losses than the controls in both the reputation disclosure and non-disclosure condition. The difference was larger when reputation was not disclosed than disclosed. We observed no difference in learning rates for gains in either condition.ConclusionsOur findings highlight that abnormal learning for losses underlies the social learning process in MDD patients. This abnormality is higher when situational unpredictability is high versus low. Our findings provide novel insights into social rehabilitation of MDD. 相似文献
544.
Furthering a prior research on two‐person bi‐level multi‐objective decision‐making problems of the leader‐follower Stackelberg game, we present an extended model of bi‐level multi‐objective decision‐making with multiple interconnected decision makers at the lower level. In the model, the upper level decision maker acts as a leader and the lower level decision makers behave as the followers, and inter‐connections and interactions exist among these followers in decision‐making scenarios. Following the rules of leader‐follower Stackelberg game, we develop an interactive algorithm of the model for solving multi‐objective decision‐making problems and reflecting the interactive natures among the decision makers. Finally, the authors exemplify the model and algorithm, and draw a conclusion on points of contributions and the significance of this study in decision‐making and support. Copyright © 2001 John Wiley & Sons, Ltd. 相似文献
545.
546.
Lasse Suonperä Liebst Richard Philpot Wim Bernasco Kasper Lykke Dausel Peter Ejbye-Ernst Mathias Holst Nicolaisen Marie Rosenkrantz Lindegaard 《Aggressive behavior》2019,45(6):598-609
Are individuals willing to intervene in public violence? Half a century of research on the “bystander effect” suggests that the more bystanders present at an emergency, the less likely each of them is to provide help. However, recent meta-analytical evidence questions whether this effect generalizes to violent emergencies. Besides the number of bystanders present, an alternative line of research suggests that pre-existing social relations between bystanders and conflict participants are important for explaining whether bystanders provide help. The current paper offers a rare comparison of both factors—social relations and the number of bystanders present—as predictors of bystander intervention in real-life violent emergencies. We systematically observed the behavior of 764 bystanders across 81 violent incidents recorded by surveillance cameras in Copenhagen, Denmark. Bystanders were sampled with a case–control design, their behavior was observed and coded, and the probability of intervention was estimated with multilevel regression analyses. The results confirm our predicted association between social relations and intervention. However, rather than the expected reversed bystander effect, we found a classical bystander effect, as bystanders were less likely to intervene with increasing bystander presence. The effect of social relations on intervention was larger in magnitude than the effect of the number of bystanders. We assess these findings in light of recent discussions about the influence of group size and social relations in human helping. Further, we discuss the utility of video data for the assessment of real-life bystander behavior. 相似文献
547.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure. 相似文献
548.
惯例是一种群体的程序化行为,类似于思维定势,其实验测量最早源于 Cohen 与 Bacdayan (1994)发明的TTT扑克牌游戏。研究选取35对两人组被试,在问题解决的框架下采用微观发生法的思路重新设计实验任务,探讨了两人问题解决中惯例的表现,并在此基础上探讨了惯例从无到有的产生过程。结果表明:(1)修改后的40局TTT扑克牌游戏中存在明显的惯例现象,这可以从可靠性、速度、重复的行动序列、基于特定策略的行为模式和偶尔的次优性5个指标进行验证和描述。(2)惯例的产生是在行为掌握基础上,不断进行表征重述的结果。这一过程体现了惯例的产生是程序性知识转向陈述性知识、无意识转向有意识、稳定性与可变性的统一。 相似文献
549.
Trust is a vital element of any society. Previous studies using trust games have provided insight into understandings of trusting behavior. However, investors' behaviors can be confounded by their risk preferences in the game, and little is known about the relationship between stake size and beliefs of others' good intentions underlying trust. We thus used a variant of the trust game and conducted two experiments to examine how stake size affects investors' beliefs about receivers' trustworthiness, with model-based analyses. We showed that, when holding all else equal, investors trusted more, but their expectations of reciprocation declined as stake size increased. However, actual receivers' reciprocation rates showed the opposite trend to investors' pessimistic beliefs. Furthermore, following previous studies in social psychology, we hypothesized that investors' social preferences (social value orientation) moderated the beliefs underlying trust, but they had no explanatory powers in investors' expectations of reciprocation. These results suggest that peoples' naive beliefs about stake size play a more important role in trust decisions than expected. 相似文献