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91.
Previous theoretical frameworks used to research and explain creative design processes tend to privilege individual expression and not address the context in which the process occurs. This is problematic due to the ways in which creative activities are embedded in and shaped by socio-cultural and historic contexts. In this article we focus on the ways in which cultural historic activity theory (CHAT) and its analytical activity systems can be used to reveal creative processes in context. We draw on the tools and concepts of CHAT and data from a study of visual communication design (VCD) students and lecturers situated within a transnational higher education (TNHE) context at a university in China. An analytical framework was constructed to research practices used in creative design process learning. The dynamic nature of CHAT offers design process research methods a set of analytical tools to capture the powerful parts played by artifacts and interactions within specific sociocultural and historic learning contexts.  相似文献   
92.
Although visual arts teachers have free access to high quality online artwork images offering them immense teaching resources, making meaningful use of them remains a pedagogical challenge. During the COVID-19 pandemic, the transition from face-to-face to online teaching caused an immediate need for teachers to enhance their digital competencies and technological capability for planning and delivering a blended art curriculum. Herein, I propose a ‘teacher-curator pedagogy’ via a study in six primary and secondary schools in Hong Kong to assess its effectiveness. The study took place in the academic year of 2021-22 with 331 student participants. The proposed pedagogy puts visual arts teachers in the role of ‘digital curators’ who create virtual exhibitions for teaching art appreciation and artmaking. This paper addresses the theoretical framework, implementation strategies, and the results of the study highlighting its effectiveness, impact and limitations on teaching when using teacher-curated virtual exhibitions in both physical and virtual learning contexts. It was found that the technological capacity and confidence of the teacher participants was enhanced through the use of online resources and virtual exhibition tools. Making use of the 3D presentation of exhibits in themes and context through digital content curation, the teachers engaged students with deep interaction through the blending of online and face-to-face teaching. However, the proposed pedagogy was limited by the high demand of training and preparation work, hardware and software support, and difficulties in assessing and monitoring learning beyond class.  相似文献   
93.
Although there has been increasing international emphasis on creativity in education, many creativity training programmes have focused on enhancing students' creative thinking skills with few studies on how these skills can be integrated into the teaching of subject disciplines. As a member of a Community of Practice project that ran from spring 2021 to summer 2022 at my university, I worked with ten university teachers from multiple disciplines to develop and implement instructional strategies to foster students' creative thinking skills. The paper documented the development, implementation and evaluation of creative thinking skills teaching strategies for a higher education course in visual arts. Both the development of the teaching strategies and the measurement of the impact on student learning have undergone vigorous research procedures and made reference to the existing literature. The effectiveness of the activities was assessed using multiple methods including the Torrance Test of Creative Thinking, a self-report inventory, and a focus group interview. The results indicated the new learning activities enhanced students' creative thinking skills. They also showed that creativity can be developed through teaching while revealing that playfulness, freedom and structure, group interactions, and problem-solving activities are beneficial for the development of creative thinking skills. Readers may better understand the different ways in which creative thinking skills instruction materials can be developed and incorporated into teaching of visual arts by making reference to the strategies suggested and the process of development in the paper.  相似文献   
94.
In this article visual technologies and their use in three reconstructions after an incident are linked with accountability issues. Conclusions are drawn on the relation between administration, the choice of technology to create and distribute visual occurrences, and society and how visualizations are used to frame accountability issues.  相似文献   
95.
基于FEKO的典型目标,本文以F-117为例进行了建模。重点对其静态RCS的计算和曲线绘制进行了阐述,研究分析了以F-117为例的典型目标在静态不同极化状态下不同角度的RCS曲线。通过计算和分析拟构建了典型目标的静态RCS数据库,为进一步对目标动态RCS的分析提供模型和数据的支撑。  相似文献   
96.
利用传统算法在进行园林建筑设计的过程中,由于园林建筑层次受到设计人员主观因素的影响较大,难以进行准确的层次提取,造成设计效率和园林建筑层次感降低。为此,提出考虑视觉感官舒适度的园林建筑层次设计方法。根据韦伯-费普勒相关原理,建立园林中不同建筑物数目与视觉感官舒适度模型。针对模型中不同建筑物的主要特征进行提取,获取不同建筑物主要特征之间的映射关联性,从而完成视觉感官舒适度的园林建筑层次设计。实验结果表明,利用本文算法进行园林建筑层次设计,能够显著降低设计时间,提高园林建筑的层次感,效果令人满意。  相似文献   
97.
在一些高危的特殊行业中,操作人员的行为是否规范,一直是行业监督的重点。传统的监控方法以人工监控为主,无法做到高效与及时,为此提出一种特殊行业中操作人员高危行为视觉监控系统方案。利用员工操作区域固定场景采集操作人员行为图像,通过图像预处理、人体姿态定位与标准模式阀值识别等相关技术手段设计实现了一套特殊行业中操作人员高危行为视觉监控模型。在识别过程中通过利用手部姿态、相关货物飞行的位置关系与手臂连线的灰度直方图构建特征向量,完成判断。以物流行业为例,仿真实验表明,该方法取得了较好的识别效果,可以对物流分拣过程的标准化过程进行有效的监控。  相似文献   
98.
传统方法中采用二维层状纹理绘制方法生成草地动态视景,当草地出现层阶地势是草地视景的边界接缝处理不够理想,轮廓区域出现视觉的跳变。引入竖直纹理切片,对草地的视景生成进行优化,提出一种基于网络面偏移量递阶控制模型的草地视景生成算法,首先进行草地三维体纹理构造,采用高斯核平滑处理算法处理草叶数据,在草地动态模拟中,设计网络面偏移量递阶控制算法,根据草叶弯曲程度和地势平坦程度而自动进行网络面的层数调整的动态非均匀层递阶控制,消除视觉跳变现象。基于GPU可编程功能,实现不同大规模地形下风场作用下的草地动态视景生成模拟仿真。仿真实验表明,采用该方法进行草地动态实时模拟,能真实动态地模拟风力等作用下草地起伏视景,绘制执行效率和生动逼真性都优越于传统方法。  相似文献   
99.
耿东海  樊一阳 《现代情报》2014,34(3):162-167
人类进入信息时代尤其是进入大数据时代后,信息数量急剧增长,传统信息检索方式由于其自身不足已经满足不了人们的要求。在用户体验为中心的时代,本文通过对比传统信息检索和可视化信息检索的概念、模型,提出了基于用户体验的可视化信息检索的概念、模型和检索界面,对于提高检索效率和准确性有一定的帮助。  相似文献   
100.
Graphics are powerful tools to communicate research results and to gain information from data. However, researchers should be careful when deciding which data to plot and the type of graphic to use, as well as other details. The consequence of bad decisions in these features varies from making research results unclear to distortions of these results, through the creation of “chartjunk” with useless information. This paper is not another tutorial about “good graphics” and “bad graphics”. Instead, it presents guidelines for graphic presentation of research results and some uncommon, but useful examples to communicate basic and complex data types, especially multivariate model results, which are commonly presented only by tables. By the end, there are no answers here, just ideas meant to inspire others on how to create their own graphics.  相似文献   
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