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991.
为探讨我国体育产业与文化产业融合状况并推动其深度融合发展,运用灰色关联和耦合协调度模型,对2015-2020年我国体育产业及其子行业分别与文化产业及其下属类别统计数据进行实证分析。结果表明:我国体育产业和文化产业融合态势明显,整体呈上升趋势;产业关联水平差距较大,内部融合发展不均衡;产业逐渐协同发展,处于勉强协调阶段。建议从产业制度、产业结构、产业资源配置三个维度出发,优化融合管理机制和发展体制,推动产业纵深融合;培育体育服务业新业态,探索融合创新路径;整合产业优质资源,促进产业协同联动。 相似文献
992.
聚丙烯生产的连续性对供电电源的可靠性和连续性提出了较高的要求。文章结合生产实际对原设备的抗晃电能力进行了技术分析,并提出了采用新型动态电压调节器PCS100AVC进行改造的可行性及具体措施,设备的抗晃电性能显著提高,对生产装置安全、稳定、长期运行和提高经济效益发挥了重要的作用。 相似文献
993.
王文义 《襄樊职业技术学院学报》2013,(5):114-116,120
本文在对中高职衔接进行认识的基础上,提出中高职衔接工作应遵循的五个基本原则.在五个基本原则中,统筹管理是基础,有效合作是条件,能力递增是目标,课程整合是关键,持续发展是目的. 相似文献
994.
中高职院校实行学分制,是职业教育主动适应社会发展的需要.中高职衔接中会计专业的发展离不开学分制,文章就学分制的特点及其发展的必要性进行探讨. 相似文献
995.
论述图书档案数字化融合服务提出的背景与意义,系统梳理国内外相关研究成果与实践,解析目前国内学者基于这一领域研究深度与维度的欠缺性,并在此基础上,阐述基于对文化资源有效保存与利用的共同愿景,从用户需求探索、融合模式构建、保障机制寻求等角度提出图书馆、档案馆数字化融合服务的理论研究框架,展望未来这一主题研究由宏观架构趋向微观求索的发展路径。 相似文献
996.
997.
David Gruber 《Media History》2013,19(3):341-356
This paper explores Apple and Microsoft television commercials from the last 25 years and argues that they visualize three phases of the human–computer relationship through the changing positions of the computer and the human body. The three phases are: disembodied cyberspace, embodied hybridity and ubiquity. Ultimately, what becomes apparent is the extent to which these television commercials demonstrate what Henry Jenkins calls a ‘cultural convergence’ in relation to the human–computer relationship and why this convergence experienced a shift from phase one to phase two around the turn of the millennium. The paper ends by examining more recent Apple and Microsoft television commercials in order to explore the possibility of a new, third phase in the human–computer relationship. 相似文献
998.
999.
The convergence of gaming practices with other media forms: what potential for learning? A review of the literature 总被引:1,自引:1,他引:0
Nowhere in the current digital technology landscape is the process of ‘blurring the lines between media’ more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces are becoming significant as games technologies and practices are becoming more pervasive as commonplace social practices. This article reviews literature for evidence of these trends of convergent media forms as a starting point for a wider debate for using games technologies and practices to support learning practices. The article outlines convergences between gaming and cinema, gaming and the Internet, and gaming and emergent technologies and interfaces (e.g. mobile phones and social software). The article aims to foreground major dimensions of convergence in relation to the potential of innovations in educational practice and activities. The article concludes that variant forms of gaming are widespread. But while the converging forms of gaming with other media forms provide potential for supporting educational practices, these new forms still need to be considered in relation to clear pedagogic strategies, supported peer interactions and tutor engagement. 相似文献
1000.
Ming-Yi Wu 《Journal of Intercultural Communication Research》2020,49(4):313-329
ABSTRACT By surveying 115 social media marketing professionals in 17 different countries and regions, this study extends Technology Acceptance Model (TAM) and digital divide research at the organizational level in the cross-cultural context. There are three major findings. First, there are significant differences in perceived ease of use (PEU), perceived usefulness (PU), and behavioural intention (BI) among different types of organizations (U.S. vs. Non-U.S. and global vs. domestic). Second, cultural convergence and cultural divergences theories may complement, instead of contradict, with each other. Finally, second-level digital divide may exist between non-U.S. based domestic organizations and the other three types of organizations. 相似文献