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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   
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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   
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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   
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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   
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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   
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Journal of Philosophical Logic - In linguistics, the dominant approach to the semantics of plurals appeals to mereology. However, this approach has received strong criticisms from philosophical...  相似文献   
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Cultural evolutionary theory has identified a range of cognitive biases that guide human social learning. Naturalistic and experimental studies indicate transmission biases favoring negative and positive information. To address these conflicting findings, the present study takes a socially situated view of information transmission, which predicts that bias expression will depend on the social context. We report a large-scale experiment (N = 425) that manipulated the social context and examined its effect on the transmission of the positive and negative information contained in a narrative text. In each social context, information was progressively lost as it was transmitted from person to person, but negative information survived better than positive information, supporting a negative transmission bias. Importantly, the negative transmission bias was moderated by the social context: Higher social connectivity weakened the bias to transmit negative information, supporting a socially situated account of information transmission. Our findings indicate that our evolved cognitive preferences can be moderated by our social goals.  相似文献   
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Journal of Religion and Health - Scholars have shown how the moral limitations and caveats that many religions pose against new assisted reproductive technologies have hindered women’s...  相似文献   
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