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91.
This paper explores the information nature of culture. It is represented as an extragenetic and nonorganizational information process and system. Information is regarded as a universal property of matter that is essentially associated with development processes and realizes various forms and ways of storage and circulation at various development stages of global evolution. The socio-cultural principle of exogenous accumulation, transmission, and transformation of information is analyzed in the context of the continuing growth of the information content of material systems on the superhighway of global-universal evolution. It is noted that the information concept of culture evolves into a new area of cultural studies, that is information and cultural studies, advancing our understanding of the nature of culture and cultural genesis.  相似文献   
92.
Journalists and readers of celebrity news regularly bash celebrities online, a behavior that is easily accepted among adolescents. This study investigates whether these attitudes of acceptance differ according to the perpetrator of the bashing (media versus public) and the likeability of the involved celebrity (liked versus disliked). Using a vignette study, we examine adolescent girls’ attitudes toward media (journalists’) and public (readers’) bashing of a generally disliked celebrity (Miley Cyrus) and a generally liked celebrity (Selena Gomez). All participants read an identical negative news story (media bashing) and two related negative reader comments (public bashing). Participants were randomly assigned to read this information about either Miley Cyrus or Selena Gomez. Results of a mixed-design ANOVA showed that the girls had less negative attitudes toward media bashing compared with public bashing. Moreover, they more easily accepted the bashing of a disliked celebrity than the bashing of a liked celebrity.  相似文献   
93.
Automatic detection of source code plagiarism is an important research field for both the commercial software industry and within the research community. Existing methods of plagiarism detection primarily involve exhaustive pairwise document comparison, which does not scale well for large software collections. To achieve scalability, we approach the problem from an information retrieval (IR) perspective. We retrieve a ranked list of candidate documents in response to a pseudo-query representation constructed from each source code document in the collection. The challenge in source code document retrieval is that the standard bag-of-words (BoW) representation model for such documents is likely to result in many false positives being retrieved, because of the use of identical programming language specific constructs and keywords. To address this problem, we make use of an abstract syntax tree (AST) representation of the source code documents. While the IR approach is efficient, it is essentially unsupervised in nature. To further improve its effectiveness, we apply a supervised classifier (pre-trained with features extracted from sample plagiarized source code pairs) on the top ranked retrieved documents. We report experiments on the SOCO-2014 dataset comprising 12K Java source files with almost 1M lines of code. Our experiments confirm that the AST based approach produces significantly better retrieval effectiveness than a standard BoW representation, i.e., the AST based approach is able to identify a higher number of plagiarized source code documents at top ranks in response to a query source code document. The supervised classifier, trained on features extracted from sample plagiarized source code pairs, is shown to effectively filter and thus further improve the ranked list of retrieved candidate plagiarized documents.  相似文献   
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This case study presents the development and implementation of a personal librarian program for a cohort-based, executive-style higher education administration doctoral program. Librarians and the program director collaborated to create a student-centered program based on individual research needs. The personal librarian program was designed to build a close relationship between the librarian and individual students; to help identify their research knowledge gaps; and to identify resources to meet each individual students' research needs.  相似文献   
96.
Courses: This unit activity is intended for public relations (PR), crisis communication, or journalism courses.

Objectives: The purpose is to equip future PR professionals with critical thinking skills and experience to manage crises. Students demonstrate mastery in two ways: by crafting clear crisis response messages and materials in a narrow time frame, and by applying a crisis communication heuristic to manage a simulated crisis event.  相似文献   

97.
This study explores science communication on Twitter by investigating a sample of tweets referring to academic papers in five different scientific fields. The specifications of science communicators on Twitter, the characteristics of those who initiate actions (by tweeting), the extent and quality of reactions (retweeting), individual and group interactions, and the distribution of tweets across types of engagement in the process of science communication (i.e., dissemination, consultation, and evaluation) were explored. A broad array of actors is involved in the communication of science on Twitter, with individual citizens and individual researchers playing an important role. In principle, this is promising for creating direct interaction, which can be difficult through more traditional mass media. The vast majority of communication activities regarding academic papers is undigested dissemination with almost no sign of debate, contestation, or collective reflection. Another general finding of this study is that bot accounts play a major role in the science communication landscape on Twitter.  相似文献   
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Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
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