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   258篇
  免费   36篇
  国内免费   100篇
  2023年   9篇
  2022年   19篇
  2021年   20篇
  2020年   24篇
  2019年   38篇
  2018年   34篇
  2017年   21篇
  2016年   28篇
  2015年   17篇
  2014年   17篇
  2013年   40篇
  2012年   16篇
  2011年   8篇
  2010年   10篇
  2009年   6篇
  2008年   12篇
  2007年   9篇
  2006年   15篇
  2005年   16篇
  2004年   12篇
  2003年   5篇
  2002年   5篇
  2001年   2篇
  2000年   1篇
  1999年   2篇
  1998年   2篇
  1997年   2篇
  1996年   2篇
  1995年   1篇
  1994年   1篇
排序方式: 共有394条查询结果,搜索用时 15 毫秒
271.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   
272.
People show a robust tendency to gaze at other human beings when viewing images or videos, but were also found to relatively avoid gaze at others in several real-world situations. This discrepancy, along with theoretical considerations, spawned doubts about the appropriateness of classical laboratory-based experimental paradigms in social attention research. Several researchers instead suggested the use of immersive virtual scenarios in eliciting and measuring naturalistic attentional patterns, but the field, struggling with methodological challenges, still needs to establish the advantages of this approach. Here, we show using eye-tracking in a complex social scenario displayed in virtual reality that participants show enhanced attention towards the face of an avatar at near distance and demonstrate an increased reactivity towards her social gaze as compared to participants who viewed the same scene on a computer monitor. The present study suggests that reactive virtual agents observed in immersive virtual reality can elicit natural modes of information processing and can help to conduct ecologically more valid experiments while maintaining high experimental control.  相似文献   
273.
张辉华 《心理科学进展》2021,29(8):1381-1395
据估计, 60%的团队都没有达到它们的目标, 这给学术界提出了重要且具有挑战性的研究课题。情绪智力(emotional intelligence)是在人际关系基础上发展起来的重要概念。研究发现, 基于微观个体或宏观整体的团队情绪智力在团队成功达到目标过程中起到重要作用。然而, 当前尚无研究探讨基于团队局部成员间情绪智力行为交换而产生的团队情绪智力对团队的影响。为此, 本课题从配对层次(一对一关系中两个人, 即actor-target)这一新角度探讨团队情绪智力, 通过把它看做团队过程中一种产生的状态(emergent state), 在整合团队成员交换理论和社会网络方法基础上对它进行研究。具体围绕团队内配对单元存在的交换关系(指目标者感受到行动者对其实施的情绪智力行为)在团队中形成的网络所代表的团队情绪智力开展实证研究, 以期从理论上揭示团队内情绪智力行为交换的特征, 情绪智力自下而上(bottom-up)由个体发展到团队的过程, 以及配对基础的团队情绪智力的影响效应, 从而为团队管理实践提供具体的改善建议。  相似文献   
274.
Despite the noted potential for team flow to enhance a team's effectiveness, productivity, performance, and capabilities, studies on the construct in the workplace context are scarce. Most research on flow at the group level has been focused on performance in athletics or the arts, and looks at the collective experience. But, the context of work has different parameters, which necessitate a look at individual and team level experiences. In this review, we extend current theories and essay a testable, multilevel model of team flow in the workplace that includes its likely prerequisites, characteristics, and benefits.  相似文献   
275.
With the goal of understanding how Christopher Southgate communicates his in‐depth knowledge of both science and theology, we investigated the many roles he assumes as a teacher. We settled upon wide‐ranging topics that all intertwine: (1) his roles as author and coordinating editor of a premier textbook on science and theology, now in its third edition; (2) his oral presentations worldwide, including plenaries, workshops, and short courses; and (3) the team teaching approach itself, which is often needed by others because the knowledge of science and theology do not always reside in the same person. Southgate provides, whenever possible, teaching contexts that involve students in experiential learning, where they actively participate with other students. We conclude that Southgate's ultimate goal is to teach students how to reconcile science and theology in their values and beliefs, so that they can take advantage of both forms of rational thinking in their own personal and professional lives. The co‐authors consider several examples of models that have been successfully used by people in various fields to integrate science and religion.  相似文献   
276.
Losing oneself in a story, a film or a picture is nothing but another step in the suspension of disbelief that permits one to become immersed in the 'novel' of reality. It is not by chance that the text-world metaphor informs classical aesthetics that, more than anything else, emphasizes emotional involvement. On the contrary, as in much of modern art, self-reflexivity and metafictional attention to the rhetoric of the real, to the framework, to the conventions and to the processes of meaning production, all involve a disenchanted, detached and sceptic vision--in short, an aesthetics of the text as game. By analogy, any analytic style or model that aims to produce a transformative experience must satisfactorily resolve the conflict between immersion (the analyst's emotional participation and sticking to the dreamlike or fictional climate of the session, dreaming knowing it's a dream) and interactivity (for the most part, interpretation as an anti-immersive device that 'wakes' one from fiction and demystifies consciousness). In analytic field theory the setting can be defined--because of the weight given to performativity of language, to the sensory matrix of the transference and the transparency of the medium--the place where an ideal balance is sought between immersion and interaction.  相似文献   
277.
团队情绪氛围对团队创新绩效的影响机制   总被引:1,自引:0,他引:1  
刘小禹  刘军 《心理学报》2012,44(4):546-557
基于85个团队的团队领导和475名团队成员的配对数据, 考察了团队情绪氛围、情绪劳动及团队效能感对团队创新绩效的影响机制。结果发现:团队中有两种类型的情绪交换—— 团队情绪氛围是团队内部的情绪交换, 而情绪劳动是团队成员对外的情绪交换。高强度的情绪劳动(高外部情绪交换)具有情绪资源攫取的效果, 削弱了团队积极情绪氛围与团队创新绩效之间的关系; 当团队工作的情绪劳动程度较高时, 团队较低的积极情绪氛围对于团队创新反而有更强的促进作用。团队积极情绪氛围(团队内部的积极情绪交换)对于团队效能感有促进作用。团队情绪氛围与情绪劳动的交互作用以团队效能感为完全中介进而影响团队创新绩效。  相似文献   
278.
团队既是当今组织中的重要工作方式, 又是集体竞技的组织形式, 故成为众多学科关注的焦点。共享心智模型是团队成员共享的团队相关情境关键要素的有组织理解、知识心理表征或信念。近年来, 中国足、篮、排三大球集体陷入低谷, 输球又输人的状况屡见取端, 引发举国关注。振兴“三大球”成为建设体育强国必然要迈过的坎。研究提出从网络与演化视角出发, 以“三大球”为主要研究对象, 通过对主题专家的深度访谈与“三大球”标杆球队的进球(或得分)录像分析, 寻找“三大球”共享心智模型演化的共性与殊性, 并为后续研究提供素材与参数; 接着, 采用多重个案设计与追踪研究范式, 交叉检定与复现共享心智模型的演化理论与作用机制理论; 再次, 实证检验成员社会网络类型、结构与演化对共享心智模型与团队效能的影响; 最后, 运用Repast 软件对共享心智模型的形成与演化进行模拟, 以为预测与实时干预提供参考。  相似文献   
279.
航空模拟舱飞行行为的EPIC理论仿真   总被引:1,自引:0,他引:1  
利用计算机技术,以执行过程交互控制(EPIC)理论框架为基础,建立了一个虚拟飞行员飞行过程的计算模型,并对人在复杂任务下的作业绩效进行了仿真。结果表明:(1)该研究在原有EPIC理论基础上发展的仿真模型合理可行;(2)仿真结果和实验结果拟合良好,模型具有良好的预测能力。该研究为以仿真方法研究复杂任务的心理过程提供了一次有益的尝试。  相似文献   
280.
跨职能知识共享对团队创新绩效的影响机制探索   总被引:1,自引:0,他引:1  
以扎根理论的研究方法,从知识有效共享的角度分析了跨职能整合对团队创新绩效的影响。结果证明:(1)成员之间的知识共享是实现跨职能整合和提高产品创新绩效的关键机制;(2)知识共享行为受到创新氛围、共同目标和组织支持的共同影响;(3)认知障碍是观点冲突产生的主要原因,而知识共享有助于冲突的解决。在此基础上,本研究对比了不同管理措施对团队创新绩效的作用,为组织管理实践提供了借鉴。  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