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1.
谈对位联防的集优防守特征   总被引:1,自引:0,他引:1  
随着篮球进攻技术的提高,战术的完善,规则的不断修改,对防守技、战术的要求越来越高,就对位联防战术的针对性、综合性、攻击性特点,探讨在篮球比赛实战中的应用。  相似文献   
2.
采用问卷调查、文献资料法,对“情商”进行评定,得出“情商”的高低,也就是理智控制感情,道德规范行为,纪律约束冲动,思维管理情绪的能力,它能在一定程度反应足球运动员心理素质。为有目的地训练和提高“情商”,进而全面提高运动员心理素质,最终取得优异的比赛成绩提供了借鉴。  相似文献   
3.
论中国民族传统体育文化与西方竞技体育文化的冲突与互补   总被引:16,自引:0,他引:16  
分析了中国民族传统体育文化与西方竞技体育文化的冲突与互补,对两者的对立统一进行了理论思辩,并指出了两者矛盾存在对各自健康发展的意义。  相似文献   
4.
通过观看现场直播及比赛录像,采用对比方法对参加第二十一届世界大学生运动会女子排球决赛的中国大学生女排和俄罗斯大学生女排的发球,进攻,拦网,对方失误进行统计分析,试找出两队之间的差距。结果表明:在决赛中,无论是在发球,进攻和拦网上,中国女排都占有一定的优势,但同时失误也很多。  相似文献   
5.
As academic library collections are moved off site to make room for learning commons-type collaboration spaces, exploratory research processes (e.g. stacks browsing activities) are threatened. Given the range of benefits associated with chance information encounters in the physical book stacks, the disappearance of accessible collections is problematic. Fortunately, by focusing on embodied aspects of the physical browsing experience we can leverage emerging technologies to preserve instances of serendipitous information retrieval. Virtual reality, in this case, provides a browsing platform that allows for the type of search activity typically associated with research in the physical books stacks and preserves the benefits thereof.  相似文献   
6.
Libraries have been the key to preserving culture and historic legacy for centuries. One such treasure cataloged in The Pennsylvania State University (Penn State) Libraries is a collection of over 33,000 Sanborn? Fire Insurance Maps. Originally kept safe in metal drawers, the library has embarked on a journey to digitize this abundance of information, combine it with other media such as photographs, and make it accessible through a web interface. Inspired by these efforts, we accessed this information and took it to the next level. Using state of the art 3D modeling and immersive technologies, we created a historic 3D model and immersive experiences of Penn State, exemplarily for the 1922 campus. The resulting experiences can be accessed through the web but also through head mounted displays (HMDs) and mobile phones in combination with VR viewers such as the Google Cardboard. Additionally, they can be used anywhere in the world or on the campus itself as a way to enable remote and in situ experiences and learning. Immersive experiences let us connect to the past, the present and the future, and as such offer value to digital cultural heritage efforts.  相似文献   
7.
Human anatomical specimen museums are commonly used by medical, nursing, and paramedical students. Through dissection and prosection, the specimens housed in these museums allow students to appreciate the complex relationships of organs and structures in more detail than textbooks could provide. However, it may be difficult for students, particularly novices, to identify the various parts of these anatomical structures without additional explanations from a docent or supplemental illustrations. Recently, augmented reality (AR) has been used in many museum exhibits to display virtual objects in videos captured from the real world. This technology can significantly enhance the learning experience. In this study, three AR-based support systems for tours in medical specimen museums were developed, and their usability and effectiveness for learning were examined. The first system was constructed using an AR marker. This system could display virtual label information for specimens by capturing AR markers using a tablet camera. Individual AR markers were required for all specimens, but their presence in and on the prosected specimens could also be obtrusive. The second system was developed to set the specimen image itself as an image marker, as most specimens were displayed in cross section. Visitors could then obtain the label information presented by AR without any markers intruding on the display or anatomical specimens. The third system was comprised of a head-mounted display combined with a natural click interface. The system could provide visitors with an environment for the natural manipulation of virtual objects with future scalability.  相似文献   
8.
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a pretest (extended matching questions, double-choice questions and a test on cross-sectional anatomy) and a mental rotation test (MRT) were completed. Sex and MRT scores were used to stratify students over the two groups. The two practical assignments were designed to study (1) general brain anatomy and (2) subcortical structures. Subsequently, participants completed a posttest similar to the pretest and a motivational questionnaire. Finally, a focus group interview was conducted to appraise participants’ perceptions. Medical and biomedical students (n = 31); 19 males (61.3%) and 12 females (38.7%), mean age 19.2 ± 1.7 years participated in this experiment. Students who worked with cross-sections (n = 16) showed significantly more improvement on test scores than students who worked with GreyMapp-AR (P = 0.035) (n = 15). Further analysis showed that this difference was primarily caused by significant improvement on the cross-sectional questions. Students in the cross-section group, moreover, experienced a significantly higher germane (P = 0.009) and extraneous cognitive load (P = 0.016) than students in the GreyMapp-AR group. No significant differences were found in motivational scores. To conclude, this study suggests that AR applications can play a role in future anatomy education as an add-on educational tool, especially in learning three-dimensional relations of anatomical structures.  相似文献   
9.
Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   
10.
The use of the internet and social media have changed consumer behavior and the ways in which companies conduct their business. Social and digital marketing offers significant opportunities to organizations through lower costs, improved brand awareness and increased sales. However, significant challenges exist from negative electronic word-of-mouth as well as intrusive and irritating online brand presence. This article brings together the collective insight from several leading experts on issues relating to digital and social media marketing. The experts’ perspectives offer a detailed narrative on key aspects of this important topic as well as perspectives on more specific issues including artificial intelligence, augmented reality marketing, digital content management, mobile marketing and advertising, B2B marketing, electronic word of mouth and ethical issues therein. This research offers a significant and timely contribution to both researchers and practitioners in the form of challenges and opportunities where we highlight the limitations within the current research, outline the research gaps and develop the questions and propositions that can help advance knowledge within the domain of digital and social marketing.  相似文献   
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