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11.
INTRODUCTION Video streaming is becoming one of the major driving forces of next generation wireless networks. For the currently deployed cellular networks, the practical data rates are not enough to support full rate, high quality video applications. As a result, many research efforts have been devoted to adapting video content to reconcile the conflict between the high demand of video quality and the limited wireless communication resources among users. A large body of literature utiliz…  相似文献   
12.
基于录像分析背景下的初中统计课堂教学提问研究   总被引:1,自引:0,他引:1  
在课堂教学中,教师的提问是最重要的活动.对两节初中统计课的课堂录像进行实录和量化分析,结合教师课堂提问的类型与学生回答之间的联系,得出:在统计课堂教学中(1)教师提问的数量相对比较少,提示类和理解类的提问类型所占比例较高;(2)学生无答的情况较少,但在问题回答中,学生机械性回答占了较大的比例,教师创新性问题较少;(3)教师提问难度与学生回答水平有直接的关系;(4)教师应围绕统计的特点进行提问,使学生经历统计的全过程,有助于提高课堂教学的有效性.  相似文献   
13.
This article chronicles the coordination and better integration of existing institutional resources to support cocurricular themes embedded in the provision of a large enrollment, video‐mediated undergraduate operations management (OM) course. The name Project Cheddarfield refers to a 2008 initiative in which two professors team‐taught an OM course to over 600 undergraduates on two different continents through the repeated rapid exchange of digital video between the United States and Singapore. Simultaneously infused in this core curricular delivery were themes of global awareness and study‐abroad, including the promotion of one particular opportunity that bridged the two campuses. This action research narrative spans over 5 years of related activity leading up to the initiative, as this project is best understood as a trajectory, or the evolving result of design adapting to unfolding realities.  相似文献   
14.
研究了一种视频数据挖掘的系统结构.介绍了该系统中各主要模块的功能;描述了视频数据预处理和视频数据立方体;讨论了视频数据挖掘方法并探讨了典型的视频挖掘技术.  相似文献   
15.
阐述了实现Web视频点播的两种方法。通过综合运用HTML、ASP和VbScript等多方面的技术,对网页文件中的主要标记和代码的原理以及具体应用进行了分析。  相似文献   
16.
互联网的出现不仅对传统媒体造成了很大冲击,而且改变着电视剧创作趋势、创作者的理念,对电视剧的传播产生了极大影响。  相似文献   
17.
当前民族传统体育对抗类项目训练分析主要是以教练员主观经验判断为主,缺乏客观性和时效性.本研究搭建了一个ARM+ DSP+ CPLD技术框架平台,采用视频图像智能分析与处理技术对运动员的训练及比赛实况进行实时记录和智能诊断,得出可供教练员与运动员参考的处理结果,达到提高训练效率,提高比赛成绩的目的.  相似文献   
18.
【目的】 视频化时代下,通过《协和医学杂志》开展知识类视频内容传播的具体实践,总结医学期刊知识类视频内容传播的有效运营方法及现存问题,为期刊同仁提供思路及借鉴。【方法】 介绍《协和医学杂志》新媒体开展知识类视频内容传播的优势及效果,并从视频选题、内容制定、类型把控、视觉表现和传播渠道5个方面分享运营策略及典型案例。【结果】 《协和医学杂志》新媒体在知识类视频内容传播发展中通过锚定黄金栏目开展高起点系列选题策划,基于不同用户需求差异化制定视频内容,打破藩篱实施短中长视频全线发展,并创新探索MG动画与AI语音融合的视听表现,结合多平台分发、多渠道引流等综合运营措施,增强期刊内容传播力和品牌影响力,成效显著。【结论】 医学期刊应抓住视频发展机遇,以多维度综合运营开创知识类视频新干线,为医学期刊视频内容传播拓新局。同时在实践中应注意发布规律、编辑素养、资金投入及长效发展布局等问题,从而坚实期刊市场竞争力,提升中国学术期刊知识内容传播影响力。  相似文献   
19.
In recent years there has been a growing interest in questions related to embodiment and learning. Within the field of ‘body pedagogics’ great efforts have been made to develop theory and methodology that can deal with the corporeal aspects of experience and knowledge without adopting any form of dualistic conceptions of body/mind and organism/environment. This article connects to this body of research. The purpose is to first present a synthesis of James' radical empiricism, Dewey's transactional understanding of experience and learning and Marcel Mauss' concept of ‘body techniques’ and the notion of education embedded in it. Against the background of this theoretical development, and with a Transactional Model of Analyzing Bodying (TMAB), we then show how we can analytically come to terms with different dualistic problems that research into ‘body pedagogics’ has to deal with. We use an empirical example of dinghy sailing to create knowledge about what we learn when learning embodied knowledge, and how this learning takes place. We argue that experience is an important concept for understanding the acting knowing human being, describing how experience is organized and developed and outlining how this organization can be understood as learning. We hold that situations where someone learns to embody certain knowledge are cases of overt actions, in which we can see what kinds of relations are created and how these relations become meaningful for further action.  相似文献   
20.
In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   
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