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71.
Structured reference checks have been demonstrated to be a reliable and valid predictor of job performance. However, the reference check is a unique assessment method for personnel selection in that a third party, the reference provider, is the source of the critical information on the candidate. If a reference provider is unwilling to either partially or fully comply with a reference check request, the usefulness of the reference check is likely to be compromised. This study examined the factors affecting compliance of the potential reference provider with a reference check request. The sample consisted of 905 U.S. adults who were recruited through the Prolific online crowdsourcing platform ( https://prolific.ac ). We asked the participants a series of questions related to their actual experiences over the past year in responding to reference check requests. We also included a between‐subjects scenario that examined whether job candidate performance, relationship to job candidate, and method of providing the employment reference would affect hypothetical compliance. The results of the study can be used to more deeply understand the factors that are related to the compliance of the reference provider, and as a result, more fully understand the value of the reference check for selection.  相似文献   
72.
橡胶手错觉是一种健康个体将非肉体的假手视为自己真实身体的一部分的体验, 这种错觉可以通过同时轻刷被试面前可见的橡胶手及其不可见的真手而产生.橡胶手错觉已成为一种研究身体拥有感的重要范式, 其产生机制可以分为“自下而上的认知匹配”与“自上而下的认知匹配”两种加工方式.前者涉及视觉与触觉刺激的同步性; 而后者涉及被试心中预存的身体意象与身体图式(包括真假手之间模态特征,位置空间的相似性).综合上述证据, 身体模型假说与个人边缘空间理论进一步为拥有感产生的复杂机制提供了整合两种加工方式的解释.橡胶手错觉范式已经被用于探索精神分裂症患者等特殊被试病理分析,错觉产生和心理特质之间的关系, 以及神经外科和术后恢复上.未来的研究应该更加重视范式本身的拓展, 应用虚拟现实技术来提高身体模态的仿真效果, 利用橡胶手拥有感的易感性作为筛选与预测身体意象障碍疾病的指标.  相似文献   
73.
Social media usage has been popular for the last decade. Individuals use their social media environments for various reasons such as to socialize, play games, have fun and share posts. Overuse of these environments may lead to negative psychological and behavioral consequences for individuals. Additionally, it increases the worries about potential addicted/problematic use of social media. In this study, it is aimed to determine the level of problematic social media usage of participants who are active social media users and to analyze the relationships between problematic social media usage and various personal characteristics and social variables. Study in relational screening model is carried out with the participation of 580 volunteers. Partial least squares (PLS) structural equation modeling is used to analyze the data obtained through various scale according to the research model. The structural equation modeling analysis shows that there is a significant relationship between problematic social media usage and the daily time of social media usage, the use of frequency of social media for recognition, publicity, communication/interaction and education, loneliness, and social anxiety. The variable which shows higher correlation between problematic social media usage is social anxiety.  相似文献   
74.
张为威  黄建平  宛小昂 《心理学报》2019,51(11):1219-1228
人们通过整合自身运动信息进行的空间巡航称为路径整合。本研究采用头盔式虚拟现实和分段式虚拟迷宫, 探究个体的预期如何影响其路径整合的准确性。任务要求被试从包含4个或8个路段的外出路径的起点出发, 行经所有路段后到达外出路径的终点, 再从终点直接返回起点。三组被试在实验前接受不同的指导语, 并因此对正确返航距离产生不同的预期。实验结果表明, 个体返回起点的行为反应受到外出路径特点的影响, 而且反应的准确性在实际情形违背预期时比符合预期时更低。这样的研究结果表明, 预期作为一种非感知觉因素而影响人们进行路径整合, 体现了人类路径整合的高度适应性和策略性。  相似文献   
75.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.  相似文献   
76.
戴琨 《心理科学》2012,35(6):1358-1365
传统空间语言学研究范式已经难以适应符号学当前研究的需要,本文探讨了以虚拟现实技术为支持的虚拟空间语言学的现存研究范例及其在下列七大方面的创新点 :兼顾高内部效度和外部效度、保证个人空间的无意识加工特性、可精确控制非言语行为额外变量、保证凝视的平衡作用、实现拥挤压力源的实验研究、实现对实验环境和实验刺激精确的可重复性、优化传统数据收集方法。最终提出了该创新研究范式在本土化符号学和跨文化非言语交际学研究领域中所呈现出的重要理论价值和实践意义。  相似文献   
77.
The self in cyberspace   总被引:1,自引:0,他引:1  
Abstract: Jung's concept of the Self is compared with current theories of identity formation in post‐modern society concerning the question: is the self constituted through experience and cultural influences—as it is argued by current theories in the social sciences—or is it already preformed inside the person, as Jung argues? The impact of communication media on the formation of identity in today's societies is discussed with a focus on internet communication and virtual realities. The resulting types of identities are conceptualized as polycentric which has surprising parallels to Jung's idea of the Self. The epistemology of constructivism and parallels in Jung's thought are demonstrated. Jung's work in this respect often appears contradictory in itself but this can be dealt with by a postmodern approach which accepts a plurality of truths.  相似文献   
78.
虚拟学习有效性的影响因素研究   总被引:4,自引:0,他引:4  
唐宁玉  颜世富 《心理科学》2004,27(2):462-465
本研究以68名参加过国际远程合作课程的MBA学员为研究对象,采用问卷调查的方法对虚拟条件下学习有效性的影响因素进行了研究。结果表明:学员特点、效能感、对虚拟学习的态度、技术可靠性、媒体丰富性、虚拟团队支持和虚拟学习有效性不同程度地存在显著相关;回归分析显示,对虚拟学习的态度是虚拟学习有效性的一个重要影响因素,另外,一般自我效能感会对课程有效性产生影响.而技术效能感对总体有效性有影响;虚拟团队的学习环境支持对虚拟有效性产生影响。  相似文献   
79.
Two variations of a vocal paired-stimulus preference assessment were evaluated to determine whether the verbal reports of preference, given by individuals with developmental disabilities when no access to the activity was given, matched their verbal reports when access to the activity was given contingent on their choice. The results indicated different outcomes between the two methods for 6 of the 7 participants. Subsequent reinforcer assessments, conducted for 2 participants, showed that activities identified in the preference assessments that provided access contingent on selection resulted in more responding than did activities identified in the preference assessment that did not include access to items following their selection.  相似文献   
80.
Performance feedback has facilitated the acquisition and maintenance of a wide range of behaviors (e.g., health-care routines, seat-belt use). Most researchers have attributed the effectiveness of performance feedback to (a) its discriminative functions, (b) its reinforcing functions, or (c) the combination of the two. In this study, we attempted to evaluate the relative contributions of the discriminative and reinforcing functions of performance feedback by comparing a condition in which the discriminative functions were maximized and the reinforcing functions were minimized (i.e., performance-specific instructions without contingent money) with one in which the reinforcing functions were maximized and the discriminative functions were minimized (i.e., contingent money with no performance-specific instructions). We compared the effects of these two conditions on the acquisition of skills involved in conducting two commonly used preference assessments. Results showed that acquisition of these skills occurred primarily in the condition with performance-specific instruction without contingent money, suggesting that the delivery of performance-specific instructions was critical to skill acquisition, whereas the delivery of contingent money had little effect.  相似文献   
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