全文获取类型
收费全文 | 209篇 |
免费 | 3篇 |
专业分类
教育 | 148篇 |
科学研究 | 23篇 |
各国文化 | 2篇 |
体育 | 6篇 |
文化理论 | 2篇 |
信息传播 | 31篇 |
出版年
2021年 | 2篇 |
2020年 | 8篇 |
2019年 | 5篇 |
2018年 | 6篇 |
2017年 | 7篇 |
2016年 | 2篇 |
2015年 | 4篇 |
2014年 | 10篇 |
2013年 | 52篇 |
2012年 | 4篇 |
2011年 | 5篇 |
2010年 | 4篇 |
2009年 | 5篇 |
2008年 | 4篇 |
2007年 | 7篇 |
2006年 | 6篇 |
2005年 | 2篇 |
2003年 | 5篇 |
2002年 | 5篇 |
2000年 | 2篇 |
1999年 | 5篇 |
1998年 | 3篇 |
1996年 | 2篇 |
1995年 | 4篇 |
1991年 | 1篇 |
1990年 | 1篇 |
1989年 | 1篇 |
1985年 | 1篇 |
1984年 | 3篇 |
1983年 | 2篇 |
1982年 | 1篇 |
1981年 | 2篇 |
1980年 | 2篇 |
1979年 | 2篇 |
1977年 | 2篇 |
1974年 | 1篇 |
1972年 | 1篇 |
1967年 | 2篇 |
1966年 | 1篇 |
1960年 | 2篇 |
1945年 | 1篇 |
1942年 | 2篇 |
1938年 | 1篇 |
1880年 | 1篇 |
1872年 | 2篇 |
1871年 | 1篇 |
1870年 | 4篇 |
1868年 | 8篇 |
1867年 | 2篇 |
1865年 | 1篇 |
排序方式: 共有212条查询结果,搜索用时 218 毫秒
71.
Vicki Mayer 《传播与批判/文化研究》2013,10(2-3):291-294
These words critique the ongoing tendency to create false dichotomies between different approaches in media studies. Delivered as part of a panel on the future of media studies at the 2013 Society for Cinema and Media Studies, I offer a definition of critique that all critical media scholars should share. 相似文献
72.
73.
Igor Mayer Harald Warmelink Geertje Bekebrede 《European Journal of Engineering Education》2013,38(1):85-106
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students’ motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students’ learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development. 相似文献
74.
75.
76.
Tobias Vogt Simon Gassen Sören Wrede Jan Spielmann Martin Jedrusiak-Jung Sascha Härtel Jan Mayer 《Sportwissenschaft》2018,48(3):341-348
In today’s leading football training centres, state-of-the-art performance diagnostic systems such as the “Footbonaut” allow controlled and standardized assessments of physical and mental components of agility, e.g. speed of action and ball control, that are considered to be decisive for talent identification and development. However, effects of induced physical and mental strain on performing football-specific practice patterns remain to be elucidated, particularly in youth players, and, thus, characterize the purpose of this study. 33 randomly assigned competitive football players (U14 to U16) performed a standardized Footbonaut practice pattern (i.e. 20 balls randomly drawn at 50?km/h each), prior to and immediately after either mentally demanding tasks (MDT; n?=?11; continuous Vienna Test System’s Stroop task and determination test), physically demanding tasks (PDT; n?=?11; consisted of 4?×?4?min of football-specific high-intensity intervals with 3?min of active recovery in between) or a control condition (CON; n?=?11). Continuous heart rates (HR) as well as self-perceptions of fatigue were assessed. Main findings revealed performances for speed of action (p?=?0.44; f?=?0.01) and ball control (p?=?0.15; f?=?0.03) that were not modulated in the face of induced physical and mental strain as indicated by increased HR following PDT (p?<?0.001; d?>?0.8), or in the face of increased self-perceptions of fatigue following PDT and MDT (both p?<?0.001; both d?>?0.8) compared to CON. This is in line with a suggested talent factor and previous reports on motivational trade-off aspects in youth players. However, the present study’s short-timed practice patterns make it difficult to reliably compare a measuring sensitivity to complex football-specific movement behavioural and technical proficiencies with respect to mental and physical strain of longer-lasting football games and, thus, need further investigation in favour of improving talent identification and development using the Footbonaut. 相似文献
77.
78.
H. Evers T. Weing?rtner T. Salb A. Mayer C. Gie? H.P. Meinzer R. Dillmann 《Informatik - Forschung und Entwicklung》1999,24(5):9-15
Der vorliegende Artikel beschreibt aktuelle Ans?tze zur Visualisierung und weiteren Bearbeitung medizinischer Volumendaten. Die Methodik verfolgt das Ziel, die pr?operative Planung chirurgischer Eingriffe zu unterstützen, in dem Volumendaten interaktiv visualisiert und Gewebe wie auch funktionelle Einheiten simuliert werden. Eingebettet in ein Radiologiesystem kann der Benutzer mit den Visualisierungen im dreidimensionalen Raum interagieren. Ein hybrider Ansatz erlaubt die Integration von oberfl?chen- und volumenorientierten Objektmodellen. Die Client/Server Architektur erlaubt die Nutzung zentraler, leistungsf?higer Ressourcen zur Berechnung der Volumenvisualisierung und Methoden der Bildverarbeitung. 相似文献
79.
H. Evers T. Weing?rtner T. Salb A. Mayer C. Gie? H.P. Meinzer und R. Dillmann 《Informatik - Forschung und Entwicklung》1999,14(1):9-15
Zusammenfassung. Der vorliegende Artikel beschreibt aktuelle Ans?tze zur Visualisierung und weiteren Bearbeitung medizinischer Volumendaten.
Die Methodik verfolgt das Ziel, die pr?operative Planung chirurgischer Eingriffe zu unterstützen, in dem Volumendaten interaktiv
visualisiert und Gewebe wie auch funktionelle Einheiten simuliert werden. Eingebettet in ein Radiologiesystem kann der Benutzer
mit den Visualisierungen im dreidimensionalen Raum interagieren. Ein hybrider Ansatz erlaubt die Integration von oberfl?chen-
und volumenorientierten Objektmodellen. Die Client/Server Architektur erlaubt die Nutzung zentraler, leistungsf?higer Ressourcen
zur Berechnung der Volumenvisualisierung und Methoden der Bildverarbeitung.
Eingegangen am 11. Juli 1998 / Angenommen am 7. Januar 1999 相似文献
80.