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121.
    
《Behavior Therapy》2021,52(6):1489-1501
The current study employed machine learning to investigate whether the inclusion of observer-rated therapist interventions and skills in early sessions of psychotherapy improved dropout prediction beyond intake assessments. Patients were treated by postgraduate clinicians at a university outpatient clinic. Psychometric instruments were assessed at intake and therapeutic interventions and skills in the third session were routinely rated by independent observers. After variable preselection, an elastic net algorithm was used to build two dropout prediction models, one including and one excluding observer-rated session variables. The best model included observer-rated variables and was significantly superior to the model including intake variables only. Alongside intake variables, two observer-rated variables significantly predicted dropout: therapist use of feedback and summaries and treatment difficulty. Although not retained in the final prediction model, the observer-rated use of cognitive techniques was also significantly correlated with dropout. Observer ratings of therapist interventions and skills in early sessions of psychotherapy improve predictors of dropout from psychotherapy beyond intake variables alone. Future research could work toward personalizing dropout predictions to the specific dyad, thereby improving their validity and aiding therapists to recognize and react to increased dropout risk.  相似文献   
122.
    
This paper describes the use of video installation as a creative means of engaging audiences in visual research. A detailed image-based overview of the project, 1247 Days on Whymark Avenue, is also presented. This interactive video installation offered viewers a level of phenomenological immersion in the compressed temporality and asynchronous dialogue captured by this visual research project. This film is part of a larger research project on the longitudinal photo-documentation of urban life (Hansen & Flynn 2015a). The project uses repeat photography to study street art and graffiti as visual dialogue.  相似文献   
123.
    
People routinely seek out activities they believe will relieve stress. There has always been debate regarding the extent to which different activities, particularly those with aggressive content, successfully manage mood or worsen it. It is routinely believed that engaging in highly aggressive activities after becoming stressed worsens mood. However, unlike experiments, in real life people generally select activities that match their interests. In the present study, 105 university students were exposed to an acute stressor then randomized to either (a) a time filler control task; (b) to hit a bobo doll; or (c) given a choice of five different activities, some aggressive, some not. Results indicated that those who were given a choice of activities experienced the greatest reductions in stress and hostility. Furthermore, evidence did not suggest that more aggressive activities made participants more hostile, stressed, or aggressive.  相似文献   
124.
张春燕 《社会心理科学》2006,21(4):75-78,118
暴力性的电子游戏在青少年中的普及率相当高。研究发现,暴力性电子游戏对青少年的攻击行为和情感都有影响,对于那些本身就有暴力倾向的青少年来讲更是如此。而且,这种影响存在着年龄和性别差异。其影响的机制主要有:建立并激活与攻击有关的思维网络:削弱了对攻击行为的抑制;模仿和强化;降低了对受害者的同情心等。  相似文献   
125.
徐亮  区诵宜  郑希付  陈婷  冯彪  闫沛 《心理学报》2016,(12):1507-1518
恐惧的过度泛化是焦虑障碍患者重要的潜在病因,探索焦虑对恐惧泛化的影响具有重要意义。本研究在恐惧习得后,通过恐惧创伤电影范式诱发状态焦虑组被试的焦虑水平,采用主观预期值和皮电反应值作为指标,考察状态焦虑对条件性恐惧泛化的影响。结果表明,恐惧创伤电影范式显著提高了状态焦虑组被试的焦虑水平。在泛化阶段,状态焦虑组被试表现出更强的恐惧泛化,对与条件刺激相似的泛化刺激表现出更强烈的恐惧以及更高的预期。状态焦虑使得被试恐惧泛化的消退更慢,持续时间更长。研究同时发现,在状态焦虑下,被试对条件刺激的辨识出现增强趋势。研究结果提示在对经历负性事件个体进行临床干预时,可通过降低其焦虑水平来减少过度泛化。  相似文献   
126.
The authors investigated whether the salience of dynamic visual information in a video-aiming task mediates the specificity of practice. Thirty participants practiced video-aiming movements in a full-vision, a weak-vision, or a target-only condition before being transferred to the target-only condition without knowledge of results. The full- and weak-vision conditions resulted in less endpoint bias and variability in acquisition than did the target-only condition. Going from acquisition to transfer resulted in a large increase in endpoint variability for the full-vision group but not for the weak-vision or target-only groups. Kinematic analysis revealed that weak dynamic visual cues do not mask the processing of other sources of afferent information; unlike strong visual cues, weak visual cues help individuals calibrate less salient sources of afferent information, such as proprioception.  相似文献   
127.
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   
128.
分段原则是多媒体和视频学习中通过分段促进学习的重要原则。本研究探讨了测验和反馈对分段的影响。实验1对比了观看分段视频和在分段中进行测验两种情境,结果表明分段中测验会提高学习表现。实验2对比了分段视频、分段中测验和分段中测验并提供反馈三种情境。结果发现分段组与分段测验组之间没有差异,接受反馈的学习者学习表现最好。结果表明在分段视频中测验和反馈具有积极效应,对多媒体和线上学习具有潜在的意义。  相似文献   
129.
李稚  朱春红 《心理科学进展》2021,29(9):1561-1575
随着互联网飞跃发展, 弹幕视频应运而生。这种新型的用户与视频交互方式具有新特性, 如用户情感表达实时动态性、情感分布多峰性。同时, 新特性也给实际研究工作带来挑战, 如用户画像刻画难度增大, 视频推荐和广告推送所需精度提高。现有研究尚未对弹幕视频的新特性进行深入分析, 也没有充分挖掘其本身所蕴含的学术研究价值。本文利用深度学习、自然语言处理技术、系统动力学方法, 结合心理学、市场营销学等多学科交叉前沿知识, 从数据驱动角度对弹幕视频数据进行分析和建模, 深度挖掘视频大数据潜在的商业价值。重点研究弹幕与视频双模态融合的情感识别方法; 构建带有用户情感特征的动态用户画像, 并建立基于用户画像的网络视频粘性营销机制; 分析用户情感与视频广告插播方式的相关性, 提出视频广告动态插播策略。丰富现有研究的同时, 为网络视频企业准确定位与分析用户需求, 创建高品质的智能营销平台供理论与决策支持。  相似文献   
130.
音乐表演影像材料的情绪诱发功能有音乐和影像的共同优势,但目前缺乏以音乐表演为内容的情绪音乐影像库。试图建立可供相关研究使用的情绪音乐影像系统。根据前期研究使用过的材料、相关研究结果及音乐专业人士的建议,收集分别表达愤怒、恐惧、悲伤和开心的音乐,包括歌剧、交响乐、民乐等,剪辑为30秒左右的片段,非音乐专业被试对材料的情绪类型和强度进行评定,最终筛选出能有效诱发目标情绪的64条音乐影像材料。未来可在测量指标的客观性和审美性及被试和音乐材料的样本量两方面改进。  相似文献   
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