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71.
Digital libraries of scientific articles contain collections of digital objects that are usually described by bibliographic metadata records. These records can be acquired from different sources and be represented using several metadata standards. These metadata standards may be heterogeneous in both, content and structure. All of this implies that many records may be duplicated in the repository, thus affecting the quality of services, such as searching and browsing. In this article we present an approach that identifies duplicated bibliographic metadata records in an efficient and effective way. We propose similarity functions especially designed for the digital library domain and experimentally evaluate them. Our results show that the proposed functions improve the quality of metadata deduplication up to 188% compared to four different baselines. We also show that our approach achieves statistical equivalent results when compared to a state-of-the-art method for replica identification based on genetic programming, without the burden and cost of any training process.  相似文献   
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73.
Our work concerns the design of robust information retrieval environments that can successfully handle queries containing misspelled words. Our aim is to perform a comparative analysis of the efficacy of two possible strategies that can be adopted.  相似文献   
74.
Recent empirical findings have questioned the use of patent citations as a measure. This points to the need of validation of patent citations methodologies, which we address by testing a recent methodology for studying technological evolution, namely connectivity analysis of citation networks. We find connectivity analysis to be a valid tool to identify the reliable knowledge which opens the way to further technological evolution of a surgical prosthesis, the artificial spinal disc. We also illustrate how connectivity analysis represents how this reliable knowledge differs depending on the stage of technological evolution. The corroborated validity of connectivity analysis of patent citations may trigger a renaissance in the use of this kind of patent data.  相似文献   
75.
The critical task of predicting clicks on search advertisements is typically addressed by learning from historical click data. When enough history is observed for a given query-ad pair, future clicks can be accurately modeled. However, based on the empirical distribution of queries, sufficient historical information is unavailable for many query-ad pairs. The sparsity of data for new and rare queries makes it difficult to accurately estimate clicks for a significant portion of typical search engine traffic. In this paper we provide analysis to motivate modeling approaches that can reduce the sparsity of the large space of user search queries. We then propose methods to improve click and relevance models for sponsored search by mining click behavior for partial user queries. We aggregate click history for individual query words, as well as for phrases extracted with a CRF model. The new models show significant improvement in clicks and revenue compared to state-of-the-art baselines trained on several months of query logs. Results are reported on live traffic of a commercial search engine, in addition to results from offline evaluation.  相似文献   
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This article presents the results of two research projects on the emotions of men engaged in achievement outdoor sports. The conditions were analyzed under which emotions carry out positive functions. The question strikes us as a fundamental one, because it is of crucial importance when it comes to increasing sportspeople's success. The theoretical framework applied was that of microfunctionalism. The method, of a qualitative nature, was based on in-depth interviews, each lasting between 1.5 and 2 hr with a total of 14 sportspersons. The results show that in order for emotions to fulfill positive functions, three conditions must be met: (a) existence of passion, which, with its dialectical character of pleasure and suffering underlies all the other emotions and acts as a motor that pushes the sportsperson forward, despite all the contretemps he might meet on the way; (b) intense emotion work, which may be conducted only if accompanied by knowledge and experience of the natural environment acquired over the years; and (c) conciliation between emotion work and the feeling rules characteristic of each sport subculture. For those individuals who pursue achievement in outdoor sports, these results will provide more concrete indications regarding how to carry out the emotional preparation required for these sports.  相似文献   
78.
Education and Information Technologies - Mobile apps represent a resource with great potential for encouraging the development of many skills, given the high number of apps available and the quick...  相似文献   
79.
This paper focuses on institutionally powered personal learning environments (iPLEs). The concept of the iPLE can be seen as a way universities can incorporate learner-centred approach into the architecture of their technology-enhanced learning environments. The aim of this paper is to pose that there are other ways to learn complementary to virtual learning environments, such as using distributed Web 2.0 tools from personal learning environments (PLEs). With that aim in mind, this paper presents an exploratory study with two different iPLE configurations, analyses how they modify the learning–teaching process, and reports their perceived usefulness from the students' point of view. These two case studies were carried out by a research group of educational technology from a Spanish university in graduate and postgraduate courses. As reported by other case studies, the results revealed that students use the environment basically in the academic context and this usage is conceived as another time and effort requiring task. This fact can be observed in the low level iPLEs customization. The overall conclusions we can extract are, on the one hand, that the new environment to integrate informal and formal learning should be flexible and adaptable to the student's needs and preferences and, on the other hand, that academic tools might someday become personal tools.  相似文献   
80.
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
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