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1.
影响我国足球联赛上座率的因素与对策研究   总被引:10,自引:0,他引:10  
王景波 《体育科研》2003,24(6):27-29
上座率是联赛的根本。研究表明影响观众出席人数的主要因素包括:球迷动机因素、比赛吸引力、经济因素、竞争因素、人口统计学因素、体育场因素、体育对社会的价值、体育专注和体育迷地位。除此之外,国家队比赛成绩、比赛公正程度、赛制安排等也影响比赛的上座率。  相似文献   
2.
互联网似乎是一把双刃剑 ,它为受众调查和内容分析提供了新的机遇 ,但是多年来研究者们所遇到的一些老问题依然存在。大众传播研究趋于改善还是恶化 ,将取决于研究者使用互联网的技能。  相似文献   
3.
采用问卷调查、文献资料法,对“情商”进行评定,得出“情商”的高低,也就是理智控制感情,道德规范行为,纪律约束冲动,思维管理情绪的能力,它能在一定程度反应足球运动员心理素质。为有目的地训练和提高“情商”,进而全面提高运动员心理素质,最终取得优异的比赛成绩提供了借鉴。  相似文献   
4.
西方公共电视的节目评估:收视率悖论   总被引:3,自引:0,他引:3  
在经营和编辑上试图独立于政府控制和商业影响的西方公共电视系统在评估节目时面临着使命与效率的冲突。收视率依然是公共电视系统在判定理想节目时的关键指标 ,但是并不是唯一的“指南针” ,各公共电视系统往往是综合使用收视率和收视质的表现评估节目价值。  相似文献   
5.
As academic library collections are moved off site to make room for learning commons-type collaboration spaces, exploratory research processes (e.g. stacks browsing activities) are threatened. Given the range of benefits associated with chance information encounters in the physical book stacks, the disappearance of accessible collections is problematic. Fortunately, by focusing on embodied aspects of the physical browsing experience we can leverage emerging technologies to preserve instances of serendipitous information retrieval. Virtual reality, in this case, provides a browsing platform that allows for the type of search activity typically associated with research in the physical books stacks and preserves the benefits thereof.  相似文献   
6.
Libraries have been the key to preserving culture and historic legacy for centuries. One such treasure cataloged in The Pennsylvania State University (Penn State) Libraries is a collection of over 33,000 Sanborn? Fire Insurance Maps. Originally kept safe in metal drawers, the library has embarked on a journey to digitize this abundance of information, combine it with other media such as photographs, and make it accessible through a web interface. Inspired by these efforts, we accessed this information and took it to the next level. Using state of the art 3D modeling and immersive technologies, we created a historic 3D model and immersive experiences of Penn State, exemplarily for the 1922 campus. The resulting experiences can be accessed through the web but also through head mounted displays (HMDs) and mobile phones in combination with VR viewers such as the Google Cardboard. Additionally, they can be used anywhere in the world or on the campus itself as a way to enable remote and in situ experiences and learning. Immersive experiences let us connect to the past, the present and the future, and as such offer value to digital cultural heritage efforts.  相似文献   
7.
When considering the role of local journalism in a networked media environment, it is crucial to examine how audiences attribute news with the power to define social knowledge. In particular, television news programs need to appeal to audiences by reinforcing a sense of local journalistic authority to assert the parameters of who and what is worthy of coverage. This article presents the findings from interviews with a range of commercial television news viewers in Sydney, Australia. It positions viewership in the context of people’s wider engagement with news, and in relation to their interpersonal and digital social interactions. The paper argues that local audiences have conflicting attitudes to the role of television news, both contesting and re-inscribing the programs with the power to demarcate social, political, and cultural knowledge. It traces how local audiences challenge the ability of news to convey boundaries within the community through processes of exclusion, connecting the contestations to the lived experiences of the individuals. It identifies that television news programs nurture journalistic authority in terms of their local relevance, and it contributes insights on the significance of local news by engaging with the means by which audiences themselves attach social power to journalism.  相似文献   
8.
Human anatomical specimen museums are commonly used by medical, nursing, and paramedical students. Through dissection and prosection, the specimens housed in these museums allow students to appreciate the complex relationships of organs and structures in more detail than textbooks could provide. However, it may be difficult for students, particularly novices, to identify the various parts of these anatomical structures without additional explanations from a docent or supplemental illustrations. Recently, augmented reality (AR) has been used in many museum exhibits to display virtual objects in videos captured from the real world. This technology can significantly enhance the learning experience. In this study, three AR-based support systems for tours in medical specimen museums were developed, and their usability and effectiveness for learning were examined. The first system was constructed using an AR marker. This system could display virtual label information for specimens by capturing AR markers using a tablet camera. Individual AR markers were required for all specimens, but their presence in and on the prosected specimens could also be obtrusive. The second system was developed to set the specimen image itself as an image marker, as most specimens were displayed in cross section. Visitors could then obtain the label information presented by AR without any markers intruding on the display or anatomical specimens. The third system was comprised of a head-mounted display combined with a natural click interface. The system could provide visitors with an environment for the natural manipulation of virtual objects with future scalability.  相似文献   
9.
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a pretest (extended matching questions, double-choice questions and a test on cross-sectional anatomy) and a mental rotation test (MRT) were completed. Sex and MRT scores were used to stratify students over the two groups. The two practical assignments were designed to study (1) general brain anatomy and (2) subcortical structures. Subsequently, participants completed a posttest similar to the pretest and a motivational questionnaire. Finally, a focus group interview was conducted to appraise participants’ perceptions. Medical and biomedical students (n = 31); 19 males (61.3%) and 12 females (38.7%), mean age 19.2 ± 1.7 years participated in this experiment. Students who worked with cross-sections (n = 16) showed significantly more improvement on test scores than students who worked with GreyMapp-AR (P = 0.035) (n = 15). Further analysis showed that this difference was primarily caused by significant improvement on the cross-sectional questions. Students in the cross-section group, moreover, experienced a significantly higher germane (P = 0.009) and extraneous cognitive load (P = 0.016) than students in the GreyMapp-AR group. No significant differences were found in motivational scores. To conclude, this study suggests that AR applications can play a role in future anatomy education as an add-on educational tool, especially in learning three-dimensional relations of anatomical structures.  相似文献   
10.
Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   
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