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排序方式: 共有2148条查询结果,搜索用时 15 毫秒
101.
蒋玉想 《黑龙江科技信息》2014,(14):113+115-113
虚拟仿真技术可以模拟现实世界的真实系统,学生可以进行机械设计、零部件建模与整体装配、艺术设计与建筑设计,可以虚拟特殊领域的实验,如化工爆破、电力系统的极限运行状态等现实难于进行的实验操作,有助于培养学生的创新实践能力,同时具有成本低、效率高、安全性好的特点。  相似文献   
102.
品牌企业热衷于创建虚拟品牌社区并对其规范管理,目的是为了进一步稳固忠实队伍和开发更多的潜在客户以获取更大的利润。越来越多消费者参与到虚拟品牌社区进行价值共创,其目的何在?本文将多角度对消费者参与虚拟品牌社区价值共创的动机进行分析。  相似文献   
103.
深度学习指要求学习者能够批判性地进行学习,反思自身原有的认知结构并在此基础上建构新知识的一种学习方式,它有利于培养学习者的高级思维能力。在终身学习的大背景下,学习者要不断提升自己的学习层次,适应新情况,探索新问题,拥有较强的学习能力,因而深度学习的教学价值潜力不言而喻。在转化学习理论的指导下,借助学习共同体环境,对深度学习的发生机制进行了设计,期望引导学习者在解决问题的过程中提升学习能力。  相似文献   
104.
虚拟手术是虚拟现实技术在医学领域的一个重要应用,人机交互水平是决定仿真系统好坏的关键部分。介绍了手术仿真系统的硬件接口设计,该系统采用Wiimote控制器作为硬件接口,利用其陀螺仪数据捕获其在三维空间的旋转信息,其加速度感应器追踪其三维平移运动轨迹。结合二者的数据完整地实现手术器械6个自由度,可以为使用者提供较好的手术仿真体验。  相似文献   
105.
The Australian Services cricket teams of both WWI and WWII played an important role in the immediate post-war period. A number of the players involved went on to forge successful Test cricket careers. This paper mentions the exploits of some of the players involved in these matches with particular focus on Cecil (Cec) Pepper. Cec Pepper represented the WWII Australian Services Team with distinction during the exhausting schedule of matches played in England, India and Australia from June 1945. However, in the match between the Australian Services Team and South Australia played at the Adelaide Oval over the Christmas–New Year period of 1945/1946, Pepper was involved in a controversial incident with the South Australian captain Donald Bradman and umpire Jack Scott. The incident and its subsequent ramifications were to have a huge impact on Pepper's cricket career. Pepper should have been in contention as a future Australian Test player. Instead, his career took another direction completely. This paper discusses Pepper's career and traces further links between the three Adelaide protagonists, Bradman, Scott and Pepper. A comparison is also made between Cec Pepper and other Australian spin bowlers of the era.  相似文献   
106.
Contemporary museums are much more than places devoted to the placement and the exhibition of collections and artworks; indeed, they are nowadays considered as a privileged means for communication and play a central role in making culture accessible to the mass audience. One of the keys to approach the general public is the use of new technologies and novel interaction paradigms. These means, which bring with them an undeniable appeal, allow curators to modulate the cultural proposal by structuring different courses for different user profiles. Immersive Virtual reality (VR) is probably one of the most appealing and potentially effective technologies to serve this purpose; nevertheless, it is still quite uncommon to find immersive installations in museums. Starting from our 10 years’ experience in this topic, and following an in-depth survey about these technologies and their use in cultural contexts, we propose a classification of VR installations, specifically oriented to cultural heritage applications, based on their features in terms of interaction and immersion. On the basis of this classification, aiming to provide a tool for framing VR systems which would hopefully suggest indications related to costs, usability and quality of the sensorial experience, we analyze a series of live examples of which we point out strengths and weak points. We then summarize the current state and the very next future, identifying the major issues that prevent these technologies from being actually widespread, and outline proposals for a more pervasive and effective use of Immersive VR for cultural purposes.  相似文献   
107.
An experimental 2 (channel) × 2 (gender) × 3 (time) mixed factorial design (N = 159) was applied to test and compare how individual dimensions of intercultural sensitivity might be affected by two channels: a virtual environment (i.e., Second Life®) versus a Web environment. Using a modified version of Chen and Starosta's Intercultural Sensitivity Scale (ISS), the study sought to identify which of the five ISS dimensions played the most influential role in intercultural sensitivity outcomes: interaction enjoyment, interaction engagement, interaction confidence, interaction attentiveness, or respect for cultural differences. Results showed that one's willingness and effort toward understanding an intercultural interaction – interaction attentiveness – played the greatest and most statistically significant role in intercultural sensitivity outcomes, and that this effect was greatest within the virtual environment channel. Gender effects were also found, in which men experienced greater enjoyment but women expressed more attentiveness.  相似文献   
108.
ABSTRACT

This bibliographic essay examines recent (1994–2006) research into the evaluation of reference effectiveness. Different methods for evaluating traditional in-person reference services are compared and contrasted from an unobtrusive or obtrusive methodology perspective, including those that use the “Willingness to Return” factor and the Wisconsin-Ohio Reference Evaluation Program (WOREP). A review of emerging trends is provided as well as recommendations for future research.  相似文献   
109.
意大利大学图书馆   总被引:14,自引:0,他引:14  
文章从组织机构、服务、人员聘任及图书馆之间的协作介绍了意大利大学图书馆的情况。  相似文献   
110.
ISI Web of Knowledge INSPEC数据库检索系统   总被引:6,自引:0,他引:6  
介绍了美国 ISI出版的 Web of Knowledge INSPEC数据库检索系统 ,探讨了该系统的特点、检索方法、结果处理方法等  相似文献   
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