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1.
To test the effects of variations in the structure of tasks used to assess limb apraxia, eight tasks—differing in their modes of elicitation (tactile, verbal, visual, imitation) and/or types of movement elicited (transitive, intransitive, meaningless)—were administered to 25 carefully selected subjects with idiomotor limb apraxia. When standardized scores (based on the performance of 10 nonneurologically impaired control subjects) were used to measure the differences between tasks, no clinically significant task effects were found. Additional investigation was made of two causal hypotheses regarding the processes underlying limb apractic performance. The results of factor analyses and a search for double dissociations among individual subjects were consistent with the (severity) hypothesis that differences in task performances (raw scores) reflect degrees of task difficulty; and they failed to support the (disconnection) hypothesis that posits separate and independent neural/mental processes underlying task performances.  相似文献   
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Self-esteem is defined as sense of self-worth and self-respect, being crucial for understanding people’s well-being and success. It is one of the most studied constructs in the social sciences, with the Rosenberg Self-Esteem Scale (RSES) being the most used measure. Across four studies (N = 1450), we tested the psychometric parameters of an abbreviated version of the RSES. Through Item Response Theory, the five best items were selected to form the unidimensional Brief Rosenberg Self-Esteem Scale (B-RSES), a reliable and valid measure of self-esteem, which is invariant across age groups and gender. In addition, both RSES and B-RSES correlated very similarly with the Big Five Personality Factors. Also, the B-RSES was strongly correlated with three other short measures of self-esteem, besides being more strongly associated with a range of variables such as conscientiousness and self-competence in comparison to the other three short scales. Together, the B-RSES is especially useful in research that requires rapid evaluation and the use of multiple variables.

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This experiment explored whether the benefits of a complete recategorization and a dual identity might effectively be translated into an intervention program designed to reduce prejudice among European Portuguese and African Portuguese 9‐ to 11‐year‐old children. Participants interacted for 45 minutes in weekly sessions for a month. One month after the last interaction, measures were administered to the children. Results revealed that only recategorization reduced prejudice over time relative to the control condition. Consistent with a functional perspective regarding which representation would most effectively promote their group's goals, a one‐group representation was more effective for the African Portuguese minority group.  相似文献   
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This paper systematically reviews empirical research published from 2002 to July 2015 investigating journalists’ occupational stressors, coping strategies, and the impacts of these variables on the health and well-being of such professionals, whether on their daily work or as special envoys to critical scenarios. A meta-analytic approach was displayed to analyse the association between exposure to traumatic events during work and journalists’ symptoms of post-traumatic stress disorder (PTSD). Twenty eight articles met the inclusion criteria and revealed that very few studies distinguish (and none compare) the distress of journalists in their daily work from the distress of reporting major disasters, not a single study addressed positive emotional responses and only one research study focused on an in-depth analysis of the most commonly used coping strategies by journalists. The impacts of occupational stress among these professionals were sorely negative (e.g., burnout, PTSD), and no study was found to address the design and assessment of preventive interventions for these impacts on the health and well-being of journalists. Thirteen studies were included in a random-effects model meta-analysis and a small to moderate effect size (r = 0.272) between exposure to traumatic events during assignments and PTSD was found. The article closes with directions for future studies.  相似文献   
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Thought-shape fusion (TSF) is a cognitive distortion that can be induced experimentally and is associated with eating pathology. The current study was conducted in order to elucidate the effects of TSF induction in females with eating disorders (n=35), as well as in restrained eaters (n=38) and unrestrained eaters (n=39). It was hypothesized that TSF induction would result in anxiety, guilt, increased feelings of fatness, perceived weight gain and feelings of moral wrong-doing relative to an anxiety and control induction. It was further hypothesized that restrained eaters and individuals with eating disorders would exhibit a stronger reaction to a TSF induction than would unrestrained eaters. The results indicated that, as predicted, TSF can be induced in individuals both with and without eating disorders, and individuals with eating disorders reported the highest levels of "state" TSF after the induction relative to the non-clinical controls. However, contrary to expectations, restrained eaters reported higher levels of perceived weight gain and moral wrong-doing after the anxiety induction (but not the TSF induction) relative to the control induction. Potential mechanisms for this pattern of results are discussed, and the clinical implications of research on TSF are also considered.  相似文献   
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The aim of the present study was to evaluate the occurrence of fear sensitization in rats previously treated with an inhibitor of the NO syntheses and submitted to Trial1/Trial2 plus-maze (PM) procedure. Male Wistar rats received a systemic treatment with N(omega)-nitro-L-Arginine-methyl ester (L-NAME; 5, 10 or 50 mg kg(-1)) and were submitted to PM Trial1. In the following day the animals were re-exposed to the PM with no drug administration (Trial2). Some standards spatial-temporal measures, such as the percentage of entries (% Open arm entries) and time spent (% Open arm time) in the open arms and risk assessment frequency were recorded and used to estimate the animal level of fear sensitization in PM Trial2. The results showed that animals receiving L-NAME (50 mg kg(-1)) displayed increased % Open arm entries and % Open arm time in Trial2 in relation to the group receiving 0.9% saline, which is compatible with impaired fear/anxiety acquisition during Trial1/Trial2 PM procedure. In addition, rats treated with L-NAME (50 mg kg(-1)) exhibited low level of risk assessment in Trial2 in relation to the group treated with 0.9% saline, which indicates low level of fear/anxiety during PM re-exposure. The number of entries into the enclosed arms was not changed by any L-NAME treatment, which suggests no bias of the drug treatments on animal locomotor activity. The data suggest that NO synthesis may mediate the fear sensitization process in the PM.  相似文献   
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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   
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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   
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