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   469篇
  免费   37篇
  2024年   1篇
  2023年   8篇
  2022年   3篇
  2021年   14篇
  2020年   19篇
  2019年   10篇
  2018年   29篇
  2017年   24篇
  2016年   23篇
  2015年   20篇
  2014年   24篇
  2013年   59篇
  2012年   60篇
  2011年   33篇
  2010年   17篇
  2009年   22篇
  2008年   23篇
  2007年   19篇
  2006年   15篇
  2005年   13篇
  2004年   6篇
  2003年   14篇
  2002年   13篇
  2001年   4篇
  2000年   4篇
  1999年   3篇
  1998年   3篇
  1997年   1篇
  1996年   1篇
  1995年   4篇
  1994年   3篇
  1993年   3篇
  1992年   2篇
  1991年   1篇
  1989年   1篇
  1984年   1篇
  1982年   2篇
  1979年   1篇
  1977年   1篇
  1969年   1篇
  1965年   1篇
排序方式: 共有506条查询结果,搜索用时 15 毫秒
1.
2.
3.
The purpose of the present study was to analyse the arousing effects of noise on sleep inertia as a function of circadian placement of a one-hour nap. In a first experiment, we measured the effects of sleep inertia in a neutral acoustic environment after a one-hour nap placed either at 0100 or 0400 on response time during a spatial memory test. In a second experiment were analysed the effects of an intense continuous noise on sleep inertia. The results showed that noise produced a total abolition of sleep inertia after an early nap (0000 to 0100). This may be due to the arousing effect of noise; however, results are less clear after a late nap 0300 to 0400 as noise seems to be ineffective. This result is discussed in terms of either a function of time-of-day effect or of prior sleep intensity. Moreover, our data suggest a possible interaction of noise with partial sleep deprivation leading to a slight deleterious effect those subjects who did not sleep at all.  相似文献   
4.
Although visuoconstructive impairment has been reported in both Alzheimer's (DAT) and Huntington's (HD) disease, there is little knowledge concerning how this cognitive deficit differs quantitatively and qualitatively in these two progressive dementias. To address this issue, the present study compared performances on the Clock Drawing Test (CDT: command and copy) of 25 DAT patients, 25 equally demented HD patients, and 25 elderly normal controls (NC). In the command condition, both patients groups were significantly impaired compared to the NC group. Although there was no significant difference between DAT and HD patients' total quantitative scores, a qualitative error analysis revealed a number of dissociations between the two patient groups. Graphic difficulties, very common in HD patients, were virtually absent in DAT patients; in contrast, conceptual errors were almost exclusively seen in DAT patients and were related to the severity of their dementia. Perseveration and "stimulus-bound" responses were also more frequent in DAT patients, and both groups made visuospatial errors. In the copy condition, the DAT, but not the HD, patients evidenced a marked improvement in performance. These results indicate that while both DAT and HD patients have significant visuoconstructive difficulties even in the early stages of their disorders, the specific cognitive processes underlying their quantitative impairments are quite different. It is possible that the DAT patients' conceptual errors are yet another indicator of the deterioration of their semantic knowledge.  相似文献   
5.
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG), negative parenting and conflictual family dynamics increasing the risk, whereas positive parenting and developmentally supportive family dynamics protecting against PG. This suggests that a treatment for adolescent PG should not only address the gaming behaviors and personal characteristics of the youth, but also the parental and family domains. An established research-supported treatment meeting these requirements is multidimensional family therapy (MDFT), which we adapted for use as adolescent PG treatment. We report here on one adaptation, applying in-session gaming. In-session demonstration of the “problem behavior” is feasible and informative in PG. In the opening stage of therapy, we use in-session gaming to establish an alliance between the therapist and the youth. By inviting them to play games, the therapist demonstrates that they are taken seriously, thus boosting treatment motivation. Later in treatment, gaming is introduced in family sessions, offering useful opportunities to intervene in family members' perspectives and interactional patterns revealed in vivo as the youth plays the game. These sessions can trigger strong emotions and reactions from the parents and youth and give rise to maladaptive transactions between the family members, thus offering ways to facilitate new discussions and experiences of each other. The insights gained from the game demonstration sessions aid the therapeutic process, more so than mere discussion about gaming.  相似文献   
6.
Cybervetting, or reviewing applicants' social media profiles, has become a central part of the hiring process for many organizations. Yet, extant cybervetting research is largely limited to Western platforms and samples. The present study examines the three core elements of attitudes toward cybervetting (ATC—perceived justice, privacy invasion, and face validity) using a sample of 200 Chinese job seekers providing their views on three popular platforms in China (WeChat, QQ, and Weibo). Attitudes were negative across all platforms, although slightly more positive for WeChat. ATC were associated with job seekers' social media posting habits (e.g., posting positive content more frequently) and individual differences (i.e., gender and extraversion). Organizations should be mindful that cybervetting might impede the recruitment of talents.  相似文献   
7.
Rats were injected with scopolamine before every daily session of water reinforcement on a fixed-interval (FI) schedule. Initially the drug decreased the rate of responding. Control injections of scopolamine following each session did not. Over 119 sessions, the typical FI performance developed more slowly in the animals drugged before the sessions. Their rates of responding increased from session to session, to a level slightly greater than that of the animals drugged after the sessions. Their rates did not increase. The effects of injections before the session were not duplicated by increasing the deprivation of animals drugged after the session.  相似文献   
8.
A translation is given of Hirsch's pioneering paper of 1862 on chronoscopic experiments On the speed of different senses and nerve transmission. Hirsch was the first (1) to use Hipp's chronoscope in scientific literature, (2) to study reaction time in connection to psychological interest, and (3) to study velocity of conduction in humans with appropriate techniques. Using Hipp apparatus, Hirsch showed differences in time for manual response (1) to auditory, visual, and tactile stimulation; (2) between observers; (3) in Hirsch's own results when fresh and when fatigued; (4) according to the locus of tactile stimulation and the hand used for response; and (5) according to whether the stimulus was expected or unexpected. Moreover, observations made on one of his colleagues relate the conduction speed in nerves, from which he concludes that the differences in reaction time were due to the varying lengths of nerves. The speed of transmission in sensory nerves was evaluated by Hirsch at about 34 m/s. This work constitutes a prelude of Donders' research on the speed of mental processes.  相似文献   
9.
The purpose of this study was to determine the extent to which lobectomy affects ability to discriminate facial identity or facial expression. Fifteen right temporal, 15 left temporal, 5 right frontal, and 4 left frontal lobectomy patients, pair-matched for age, sex, and education to normal control subjects, participated in this study. Tasks included a Facial Identity Matching Task and a Facial Affect Matching task. The lobectomized patients as a whole were significantly impaired on both tasks (22% decrement in performance). The patients made twice as many errors resulting from perseveration of response-set of the first condition (identity or emotion matching) into the second condition. The site of lobectomy did not influence general performance on any one task or selective performance on any subset of affective categories. It was concluded that all four brain regions play a significant and equal role in face processing, and that circuits more specifically dedicated to visual face processing, which are responsible for hemispheric dominance affects and affect/identity dissociations, are probably located more posteriorly in the brain. Finally, it was concluded that perseveration of acquired habit may, under specific conditions, characterize temporal lobe dysfunction just as much as frontal lobe dysfunction.  相似文献   
10.
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