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A modern approach to the diagnosis of artistic heritage makes use of non-destructive techniques which avoid damage to artworks or signs of interaction with the analytical technique used. For this reason, today, the employment of X-rays to study artistic heritage is quite widespread. Computed tomography (CT) Imaging was first used as specialized medical diagnostic tool in the early 1970s. Today, CT scanners have become more common, and non-destructive three-dimensional imaging has found an increasing number of uses in different areas such as materials research, geology, archaeology, and museum conservation. In this work, a new generation of clinical CT (based on the Dual Energy and multi-slice acquisition principle) is used to investigate an Egyptian wooden mummy board with a total acquisition time of 93.23 seconds and a voxel size of 0.078?×?0.078?×?1.5?mm. The use of two distinct techniques of image post-processing, the two-dimensional multi-planar reconstruction (MPR) and the three-dimensional volume rendering technique (VRT) allowed us to: evaluate the state of conservation of the mummy board, determine how the wooden object was implemented, recognize a nineteenth-century intervention of consolidation, and advance the hypothesis that the wooden planks were reused. In particular, we highlight the use of the cardiovascular and pulmonary filter with VRT reconstruction, which allows a virtual elimination of different parts of the mummy board to investigate those areas otherwise accessible only by removing parts of the board and thus damaging the work.  相似文献   
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This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals’ LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers.  相似文献   
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Dribbling speed in soccer is considered critical to the outcome of the game and can assist in the talent identification process. However, little is known about the biomechanics of this skill. By means of a motion capture system, we aimed to quantitatively investigate the determinants of effective dribbling skill in a group of 10 Under-13 sub-elite players, divided by the median-split technique according to their dribbling test time (faster and slower groups). Foot-ball contacts cadence, centre of mass (CoM), ranges of motion (RoM), velocity and acceleration, as well as stride length, cadence and variability were computed. Hip and knee joint RoMs were also considered. Faster players, as compared to slower players, showed a 30% higher foot-ball cadence (3.0 ± 0.1 vs. 2.3 ± 0.2 contacts · s?1, < 0.01); reduced CoM mediolateral (0.91 ± 0.05 vs. 1.14 ± 0.16 m, < 0.05) and vertical (0.19 ± 0.01 vs. 0.25 ± 0.03 m, < 0.05) RoMs; higher right stride cadence (+20%, < 0.05) with lower variability (< 0.05); reduced hip and knee flexion RoMs (< 0.05). In conclusion, faster players are able to run with the ball through a shorter path in a more economical way. To effectively develop dribbling skill, coaches are encouraged to design specific practices where high stride frequency and narrow run trajectories are required.  相似文献   
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Median based smoothing algorithms have received considerable attention in the last few years. Their properties make them sometimes superior to linear smoothers. In this paper we develop an expression for the bivariate distribution of a median- smoothed Markov chain and we illustrate one application of it by comparing the power spectra of the input and the output of a median smoother when the input is binary valued.  相似文献   
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Contemporary museums are much more than places devoted to the placement and the exhibition of collections and artworks; indeed, they are nowadays considered as a privileged means for communication and play a central role in making culture accessible to the mass audience. One of the keys to approach the general public is the use of new technologies and novel interaction paradigms. These means, which bring with them an undeniable appeal, allow curators to modulate the cultural proposal by structuring different courses for different user profiles. Immersive Virtual reality (VR) is probably one of the most appealing and potentially effective technologies to serve this purpose; nevertheless, it is still quite uncommon to find immersive installations in museums. Starting from our 10 years’ experience in this topic, and following an in-depth survey about these technologies and their use in cultural contexts, we propose a classification of VR installations, specifically oriented to cultural heritage applications, based on their features in terms of interaction and immersion. On the basis of this classification, aiming to provide a tool for framing VR systems which would hopefully suggest indications related to costs, usability and quality of the sensorial experience, we analyze a series of live examples of which we point out strengths and weak points. We then summarize the current state and the very next future, identifying the major issues that prevent these technologies from being actually widespread, and outline proposals for a more pervasive and effective use of Immersive VR for cultural purposes.  相似文献   
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In this article, the author who is the present Director‐General of Unesco, gives both an overview of the development of links between culture and higher education in Europe and suggestions for the continued expansion of these links. Universities are called upon to assume major roles in the Plan of Action of the World Decade for Cultural Development (1988‐1997) and in other Unesco activities, in Europe as well as world‐wide. For the university has a role to play not only in preserving that which is best in European culture but in furthering cultural innovation and cultural dialogue in Europe itself and between Europe and other regions of the world. The university is equally well‐suited to bridge the gap between the technical and the humanistic cultures, humanizing the one while making the other more rigorous, as well as the gap between popular and academic culture. In fulfilling its role, world‐wide, as preserver, transmitter, synthesizer, and innovator in the realm of culture, the universities will contribute greatly to the accomplishment of the universal mission of Unesco.  相似文献   
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Abstract

The aim of this study was to compare the reliability, internal responsiveness and interchangeability of the Yo-Yo intermittent recovery test level 1 (YY1), level 2 (YY2) and submaximal YY1 (YY1-sub). Twenty-four young soccer players (age 17 ± 1 years; height 177 ± 7 cm; body mass 68 ± 6 kg) completed each test five times within pre- and in-season; distances covered and heart rates (HRs) were measured. Reliability was expressed as typical error of measurement (TEM) and intraclass correlation coefficient (ICC). Internal responsiveness was determined as effect size (ES) and signal-to-noise ratio (ESTEM). Interchangeability was determined with correlation between training-induced changes. The TEM and ICC for distances in the YY1 and YY2 and for HR in YY1-sub were 7.3% and 0.78, 7.1% and 0.93 and 2.2% and 0.78, respectively. The ESs and ESTEMs were 0.9 and 1.9 for YY1, 0.4 and 1.2 for YY2 and ?0.3 and ?0.3 for YY1-sub. Correlations between YY1 vs. YY2 and YY1-sub were 0.56 to 0.84 and ?0.36 to ?0.81, respectively. Correlations between change scores in YY1 vs. YY2 were 0.29 and ?0.21 vs. YY1-sub. Peak HR was higher in YY1 vs. YY2. The YY1 and YY2 showed similar reliability; however, they were not interchangeable. The YY1 was more responsive to training compared to YY2 and YY1-sub.  相似文献   
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