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Luciano Kay 《Minerva》2012,50(2):191-196
Inducement prizes have been long used to stimulate individuals and groups to accomplish diverse goals. Lately, governments have become more and more interested in these prizes and sought to include this kind of incentives within the set of policy tools available to promote science, technology, and innovation. To date, however, there has been little empirically-based scientific knowledge on how to design, manage, and evaluate innovation prizes. This note discusses aspects of the prize phenomenon and the opportunities and challenges related with the use of innovation prizes as a government policy instrument. Compared to other incentive mechanisms, prizes are likely to present advantages to, for example, accelerate the development and commercialization of technologies that are held back for diverse reasons and help to leverage public money with external ideas, collaborative efforts, and the participation of diverse individuals and organizations. Still, despite these advantages and other interesting features of prizes, there are key questions that policy-makers and scholars must address to better understand this kind of incentives and further improve prize designs and implementations before governments move forward to a more widespread use of innovation prizes in science and technology policies.  相似文献   
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Three-dimensional (3D) digital preservation aims at generating 3D models of objects that have cultural or scientific value. It allows realistic visualization of objects through virtual museums or scientific applications, and the restoration of the preserved object in case of natural wear or accidents. This work contributes to this research area by presenting a method to improve color texture quality of 3D models obtained from color and depth images of a laser scanner. Although this device offers precise depth information, the resulting color information is still poor and limits the generation of realistic textures. Our approach is to capture photographs of the object with a high-resolution digital camera and use them to generate a new color texture for the 3D model. Our work proposes a practical technique, easy to replicate, to generate high quality textures for 3D models from photographs. The method is composed by three main steps: (1) calibration of the image acquisition devices; (2) data acquisition; and (3) texture generation. In this paper, we detail our color texture generation method and apply it on the digital preservation of many artworks made by native Brazilians (indians) from the Wauja and Karaja communities. These indigenous communities are acknowledged as great ceramic artists, each bearing their own main themes, using a very rich symbolism in their paintings. Their artworks represent important aspects of the native South American culture and their digital preservation is motivated by three main reasons: (1) their fragility; (2) the paintings loose their original appearance with time; and (3) the possibility of extinction of these communities. We present several results of preserved artworks with enhanced quality realistic texture maps. Also, we present a methodology to analyze the quality and accuracy of texture maps. The resulting 3D models can be visualized through a tool we developed to support the virtual exhibit of 3D preserved heritage.  相似文献   
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We present our recent efforts in the digital preservation of a set of baroque sculptures made by Antônio Francisco Lisboa, known as O. Aleijadinho, which is an important American baroque artist. The set was made in the beginning of the xix century and is composed of 12 near real sized sculptures, hand-carved in soapstone. These sculptures represent 12 of the 16 prophets from the Holy Bible and are part of a UNESCO World Heritage Site. Our group has been collaborating with UNESCO in a project that aims to preserve all these statues. We hereby present our initial efforts, consisting of the 3D digital preservation of the Prophet Joel sculpture. We developed a complete 3D digital preservation pipeline composed of four main stages: data acquisition, 3D reconstruction, texture generation and 3D model visualization. By evaluating our results in this first sculpture, we discuss the improvements we conceived before applying our pipeline in the remaining ones. Finally, we present the 3D model of the Prophet which registers the sculpture's current state and will be used in restoration, research and educational activities. We believe this contribution may be useful to guide further research on similar scenarios, showing how to avoid some practical mistakes and achieve good results.  相似文献   
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Artificial evil and the foundation of computer ethics   总被引:1,自引:2,他引:1  
Moral reasoning traditionally distinguishes two types of evil:moral (ME) and natural (NE). The standard view is that ME is theproduct of human agency and so includes phenomena such as war,torture and psychological cruelty; that NE is the product ofnonhuman agency, and so includes natural disasters such asearthquakes, floods, disease and famine; and finally, that morecomplex cases are appropriately analysed as a combination of MEand NE. Recently, as a result of developments in autonomousagents in cyberspace, a new class of interesting and importantexamples of hybrid evil has come to light. In this paper, it iscalled artificial evil (AE) and a case is made for considering itto complement ME and NE to produce a more adequate taxonomy. Byisolating the features that have led to the appearance of AE,cyberspace is characterised as a self-contained environment thatforms the essential component in any foundation of the emergingfield of Computer Ethics (CE). It is argued that this goes someway towards providing a methodological explanation of whycyberspace is central to so many of CE's concerns; and it isshown how notions of good and evil can be formulated incyberspace. Of considerable interest is how the propensity for anagent's action to be morally good or evil can be determined evenin the absence of biologically sentient participants and thusallows artificial agents not only to perpetrate evil (and forthat matter good) but conversely to `receive' or `suffer from'it. The thesis defended is that the notion of entropy structure,which encapsulates human value judgement concerning cyberspace ina formal mathematical definition, is sufficient to achieve thispurpose and, moreover, that the concept of AE can be determinedformally, by mathematical methods. A consequence of this approachis that the debate on whether CE should be considered unique, andhence developed as a Macroethics, may be viewed, constructively,in an alternative manner. The case is made that whilst CE issuesare not uncontroversially unique, they are sufficiently novel torender inadequate the approach of standard Macroethics such asUtilitarianism and Deontologism and hence to prompt the searchfor a robust ethical theory that can deal with them successfully.The name Information Ethics (IE) is proposed for that theory. Itis argued that the uniqueness of IE is justified by its beingnon-biologically biased and patient-oriented: IE is anEnvironmental Macroethics based on the concept of data entityrather than life. It follows that the novelty of CE issues suchas AE can be appreciated properly because IE provides a newperspective (though not vice versa). In light of the discussionprovided in this paper, it is concluded that Computer Ethics isworthy of independent study because it requires its ownapplication-specific knowledge and is capable of supporting amethodological foundation, Information Ethics.  相似文献   
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Negative associations between physical activity (PA), physical fitness and multiple metabolic risk factors (MMRF) in youths from populations with low PA are reported. The persistence of this association in moderately-to highly active populations is not, however, well established. The aim of the present study was to investigate this association in a Brazilian city with high frequency of active youths. We assessed 122 subjects (9.9?±?1.3 years) from Muzambinho city. Body mass index, waist circumference, glycaemia, cholesterolaemia, systolic and diastolic blood pressures were measured. Maximal handgrip strength and one-mile walk/run test were used. Leisure time PA was assessed by interview. Poisson regression was used in the analysis. The model explained 11% of the total variance. Only relative muscular strength and one-mile walk/run were statistically significant (p?相似文献   
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