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运动技术录像解析是运动技术分析中的重要手段,也是大学体育专业学生应该了解和掌握的重要知识技能。但是由于受到各种条件的限制,与教学配套的相关实验并没有得到很好的实施和推广。为适用教学和实验的需要,改善当前的教学条件,作者设计了这样一个可用于运动技术录像解析教学实验的辅助软件。软件经实际使用收到了较好的教学效果。本文就是对这个软件的情况进行介绍,希望能得到同行的关注和见解。这个软件的意义并不在于理论上,而在于它的新型实用方面。  相似文献   
3.
计算机图像处理技术的发展,加速了情报学对图像/视频等较大信息量的快速存储、检索、应用。本文讨论将彩色数字图像信号按一定的规则分割成相同大小的子块,对其进行非均匀降速采样的过程,重采样频率的自动确定、选择原则,重构信号的质量、数据量与子块的尺寸等问题,并以实际的彩色数字图像文件全部用VC 6.0编程实现非均匀降速采样和Hermite插值重构;以实验数据得出了一些有益的结论,并进行了分析讨论。分析方法、实现程序不仅彩色数字图像文件有效,对视频信号也有效的。  相似文献   
4.
无盘网络与数字图书馆   总被引:2,自引:0,他引:2  
通过无盘网络与有盘网络的比较,提出无盘网络作为新图书馆部分网络选型的解决方案以及无盘网络在数字图书馆中的应用。  相似文献   
5.
视频数据库及其应用   总被引:1,自引:0,他引:1  
视频数据库是多媒体数据库研究的继承和深入。本文阐述了视频数据库研究的主要问题,介绍了视频数据库系统的发展,并通过Hampapur提出的视频数据库的框架,旨在向读者展示视频数据库的优越性以及在各方面的应用。  相似文献   
6.
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages.  相似文献   
7.
This study examines how social comparison information provided by video game leaderboards may influence players’ retrospective judgments of autonomy, competence, and relatedness need fulfillment. Participants played a video game and were randomly assigned to receive no postgame feedback or were shown a leaderboard that placed them in the top or bottom quartile of players. Results indicate downward social comparisons increase enjoyment by increasing competence and relatedness perceptions. However, upward comparisons did not have an opposite effect, nor did either type of social comparison influence players’ autonomy perceptions. Implications for applying Self-Determination Theory to video game enjoyment in the context of social comparison feedback is discussed.  相似文献   
8.
Sian Barber 《Media History》2018,24(1):99-114
This article explores the relationship between the British Board of Film Classification (BBFC) and government during the implementation of the Video Recordings Act (VRA). It considers the public Parliamentary debates about the VRA, and places them alongside private correspondence between the Home Office and the BBFC, and internal BBFC material from the recently catalogued James Ferman papers held at the BFI. As well as exploring the introduction of the VRA, this article also aims to briefly consider its implications for the BBFC, how they set about interpreting and implementing its stringent recommendations and how this impacted upon the organisational working practices of the Board. While the VRA was without doubt one of the most significant pieces of legislation within the history of film regulation in Britain, the time is ripe for its reappraisal and with it a re-evaluation of the role played by the BBFC in securing statutory regulatory powers.  相似文献   
9.
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.  相似文献   
10.

Objective

The authors explored the feasibility and possible benefit of tablet-based educational materials for patients in clinic waiting areas.

Methods

We distributed eight tablets preloaded with diagnosis-relevant information in two clinic waiting areas. Patients were surveyed about satisfaction, usability, and effects on learning. Technical issues were resolved.

Results

Thirty-seven of forty patients completed the survey. On average, the patients were satisfied in all categories.

Conclusions

Placing tablet-based educational materials in clinic waiting areas is relatively easy to implement. Patients using tablets reported satisfaction across three domains: usability, education, and satisfaction.  相似文献   
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