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61.
从理论上构建了基于多媒体、网络技术的三种物理实验教学模式:多媒体物理实验室、网络物理实验室及虚拟现实物理实验室,并对它们进行了实践性探究。  相似文献   
62.
Social network sites (SNSs) enable users to self-disclose to broad and anonymous audiences. Drawing on social cognitive theory (SCT) and the uses and gratifications (U&G) approach, this study investigates how reality television (RTV) cultivates desire for fame in its audience, which is operationalized as a human desire motivating nondirected self-disclosure (NDSD) online, a technique seeking fame. Results from an online survey (N = 221) show that whether watching RTV with friends interacted with time spent viewing RTV to affect desire for fame, which in turn affected the use of SNSs to pursue fame. In addition, exhibitionism, a motive of SNS use for the purpose of fame, fully mediated the relationship between desire for fame and NDSD. These results have implications for refining U&G and new media research.  相似文献   
63.
Parents of dyslexic children encounter many difficulties in understanding and accepting their children’s disability. This affects the child’s self-image and the way s/he copes (Hallahan and Kauffman 1991; Einat 2003). The goal of this study was to develop VR immersive simulated states. The simulation was designed to help the parents of dyslexic children experience the kind of errors their children make when reading. Two groups of parents of dyslexic children participated in this experiment, an experimental group (N = 37), which experienced ten 3D worlds simulating different kinds of reading errors, and a control group (N = 30), that watched a movie describing and explaining similar errors. All the subjects were administered a cognitive questionnaire (Shavit 2005) before and after the intervention. In addition, the participants in the experimental group were interviewed before and after the intervention. The results indicate that experiencing a variety of simulated types of dyslexia with virtual reality can bring about improvement in parents’ awareness of the dyslexic child’s cognitive experiences, and that this improvement is significantly greater than that achieved by watching a film about dyslexia.  相似文献   
64.
《墨经》中蕴涵了丰富的语言学思想,它的语言学思想是围绕名实关系展开的,共有七方面的特点。  相似文献   
65.
The present study aims to gain an understanding of the patterns of representation and appearances of Palestinian citizens of Israel in the genre of reality shows in Israel. This genre has become extremely dominant in the television-broadcasting schedule. The mere fact that Arab people are visually present in TV entertainment, and in reality shows more specifically, should not lead us to conclude that Israeli TV is witnessing a move toward pluralism. It is important to examine the precise mode of representation of the “others.” That is to say: we must look at the visibility of Arab participants in those reality shows in which they appear (research question 1); how Arabs are represented in such programs (research question 2), and at the types of interaction between Arabs and other, Jewish-majority, participants in the program (research question 3). Content analyses were conducted for all reality shows broadcast on Israel's commercial TV channels between 2003 and 2007 that included Arab participants. Results show the reality show genre is still firmly ruled by a Jewish hegemony that represents the Palestinian Arab as the “other” and that the overwhelming majority of spectators are Jewish.  相似文献   
66.
Museums are interested in the digitizing of their collections not only for the sake of preserving the cultural heritage, but to also make the information content accessible to the wider public in a manner that is attractive. Emerging technologies, such as VR, AR and Web3D are widely used to create virtual museum exhibitions both in a museum environment through informative kiosks and on the World Wide Web. This paper surveys the field, and while it explores the various kinds of virtual museums in existence, it discusses the advantages and limitation involved with a presentation of old and new methods and of the tools used for their creation.  相似文献   
67.
Advances in computing hardware coupled with its software counterparts have, for the past decades, influenced to a greater extent both the workflow of archaeologists and their interpretation of archaeological data. On the leisurely periphery, the synergy that arises between entertainment demands and commercial driven developments of interactive 3D (i3D) computer games has pushed these technologies beyond the expectations of the Virtual Reality (VR) community. This phenomenal growth in useable technology and its proportionate decrease in price have benefited the applicability of VR which in turn, have made it more accessible for researchers wishing to harness its benefits. The last 10 years have seen a steady increase in the use of VR technology to restore, preserve, reconstruct, recreate, and visualise ancient sites, monuments and artefacts. But, is technology ready for virtual time travel (VTT)? This article examines the possibility of experiential archaeology in voltage and silicon with the aim of formulating a strategy for VTT.  相似文献   
68.
There is little empirical attention in the literature to how beginning teacher perceptions in relation to inclusion change as they progress from the pre-service to novice teacher year. This paper reports on a panel study of a cohort of pre-service teachers in the Republic of Ireland, which tracks their transition to the novice teacher year using a new scale. Analysis of the data indicates that this transition results in a significant drop in attitude, perceived knowledge and self-efficacy in relation to inclusion.  相似文献   
69.
There is a general consensus that augmented reality (AR), once it becomes a mainstream medium, can disrupt marketing and management in many ways. One frequently discussed – but mostly unanswered – question is whether AR will render existing physical products and services obsolete or not. Based on a holistic deliberation of AR Marketing and four studies with more than 2,000 respondents, this article investigates consumer acceptance of holographic AR substitutes for real products. The findings show fairly high acceptance rates for some product categories (e.g., Post-it notes, manuals, navigation technology) and low ones for others (e.g., pets, memorabilia). This study also identifies certain product and consumer characteristics (e.g., utilitarian benefits, not visible to others, digitalized products, familiarity with AR) as drivers of substitution. Finally, this paper presents multiple marketing implications, such as the disruptive potential of AR, the possibility of “copying and pasting” the real world including the threat of virtual counterfeits, the role of offline ad blockers, and four generic response strategies for companies.  相似文献   
70.
社会地位过低与社会期望过高之间的反差,经济待遇较低与职业角色多重之间的反差,公众评价过低与职业形象圣化之间的反差以及准专业性质与专业化要求之间的反差,是现时我国中小学教师从业面临的境遇。这些反差已影响到了部分教师的职业认同、从业动力和工作积极性,应引起全社会的重视。  相似文献   
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