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1.
This paper explores the correlation between metropolitan social and economic conditions and corporate arts support in the United States. It is hypothesized that the transition from a manufacturing sector economy to an advanced service sector economy is an important local factor for the increase in corporate arts support.By panel analysis, in eleven metropolitan areas between 1977 and 1991 changes in corporate arts support have been correlated with changes in social and economic conditions, i.e., service sector and manufacturing sector employment, service sector and manufacturing sector income, population's educational attainment, and the degree of dominance by the leading local arts supporting industry.Corporate arts support is higher in metropolitan areas where the population is better educated (=+0.60), the local service sector generates more income (=+0.37) and the local manufacturing sector generates less income (=–0.22).Corporations from the manufacturing sector are mostly indifferent towards arts support. In contrast, corporations from the service sector are supportive of the local arts but they also respond swiftly to a loss in their earnings by discontinuing their arts support.  相似文献   
2.
This study targeted to examine the effect of the ToyBox-intervention, a kindergarten-based, family-involved intervention, aiming to improve preschooler’s energy-related behaviours (e.g., physical activity) on motor performance ability. Physical activity sessions, classroom activities, environmental changes and tools for parents were the components of the 1-year intervention. The intervention and control were cluster-randomised, and children’s anthropometry and two motor test items (jumping from side to side, JSS and standing long jump, SLJ) were assessed. A total of 1293 (4.6 ± 0.69 years; 52% boys) from 45 kindergartens in Germany were included (intervention, n = 863; control, n = 430). The effect was assessed using generalised estimating equation. The intervention group showed a better improvement in JSS (Estimate 2.19 jumps, P = 0.01) and tended to improve better in SLJ (Estimate 2.73 cm, P = 0.08). The intervention was more effective in boys with respect to SLJ (P of interaction effect = 0.01). Children aged <4.5 years did not show a significant benefit while older children improved (JSS, Estimate 3.38 jumps, P = 0.004; SLJ, Estimate 4.18 cm, P = 0.04). Children with low socio-economic status improved in JSS (Estimate 5.98 jumps, P = 0.0001). The ToyBox-intervention offers an effective strategy to improve specific components of motor performance ability in early childhood. Future programmes should consider additional strategies specifically targeting girls and younger aged children.

Abbreviations: BMI: body mass index; SES: socio-economic status; JSS: jumping from side to side; SLJ: standing long jump; SD: standard deviation; GEE: generalised estimating equation  相似文献   

3.
When the need to record and track the point of view of different actors in organizational processes becomes a key point for decision makers, a common representation of knowledge from different perspectives and a map of the situation and the decision and action needs could be useful. A methodology that easily and transparently integrates different ‘soft’ and ‘hard’ tools in a common knowledge structuring approach is proposed to deal with complexities and uncertainties in a socio-technical contest. The purpose of this paper is to show the potentialities of this methodology in a real case, in terms of organizational knowledge acquisition and structuring in a multi-actor public context, a university faculty, in relation to a radical change.  相似文献   
4.
Gears are part of everyday experience from very early childhood. This paper analyses a teaching experiment conducted with 4th graders in the field of experience of gears. The aim is to identify the characteristics which, given a suitable sequence of tasks and proper teacher guidance, have enabled the pupils to approach theoretical thinking, and in particular mathematical theorems. We have focused on the relationships between the epistemological analysis of some pieces of mathematical knowledge brought into play in tasks concerning gears, cognitive analysis of pupil construction of those pieces of mathematical knowledge, and didactic analysis of the teacher's role in designing tasks and in offering cultural mediation. This paper presents the early findings of the teaching experiments, both at the external level of interpersonal classroom processes and at the inner level of individual mental processes. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   
5.
Abstract

Non-motorised underwater treadmills are commonly used in fitness activities. However, no studies have examined physiological and biomechanical responses of walking on non-motorised treadmills at different intensities and depths. Fifteen middle-aged healthy women underwent two underwater walking tests at two different depths, immersed either up to the xiphoid process (deep water) or the iliac crest (shallow water), at 100, 110, 120, 130 step-per-minute (spm). Oxygen consumption (VO2), heart rate (HR), blood lactate concentration, perceived exertion and step length were determined. Compared to deep water, walking in shallow water exhibited, at all intensities, significantly higher VO2 (+13.5%, on average) and HR (+8.1%, on average) responses. Water depth did not influence lactate concentration, whereas perceived exertion was higher in shallow compared to deep water, solely at 120 (+40%) and 130 (+39.4%) spm. Average step length was reduced as the intensity increased (from 100 to 130 spm), irrespective of water depth. Expressed as a percentage of maximum, average VO2 and HR were: 64–76% of peak VO2 and 71–90% of maximum HR, respectively at both water depths. Accordingly, this form of exercise can be included in the “vigorous” range of exercise intensity, at any of the step frequencies used in this study.  相似文献   
6.
Abstract Sociologists have described “scenes” as voluntary social groupings or figurations that are “… thematically focused cultural networks of people who share certain material and/or cognitive forms of collective stylization,” according to Hitzler, Bucher, and Niederbacher (2001, 20). This terminology is quite useful for thinking about Stephen Weil's assertion that visitors play a role in shaping museums. Through “scenes,” we see how this might happen, and how visitors might already be exerting subtle pressure on the forms and contents of museums. The study of scenes could help us develop a tool that would offer a unique vision of the influences that visitors have on museums.  相似文献   
7.
The quality of content is a key attribute for assessing the globalquality of a museum application. Unfortunately, producing good content,especially in multimedia digital form, is expensive and time-consuming.One way to reduce the costs without sacrificing quality is to exploitthe concept of information reuse. The idea is to use (portions of) thesame multimedia material in different applications, possibly adapting itfor different contexts, for different categories of users, and fordifferent delivery channels (e.g., on-line and off-line). Informationreuse does not come free. To be effective, it requires a well-organizedenvironment in which information can be easily stored, inspected,retrieved, and adapted for different purposes. This paper describes theapproach adopted in the project ``The Virtual Museum of Italian ComputerScience History', funded by the Italian National Council of Research(CNR). In this project, all the digital material (documents, images,video interviews, etc.) is stored in a digital archive based on amultimedia database with a WWW front-end. The archive is designed forspecialists only: members of the editorial board of the project;researchers in the history of science; application developers (whoare looking for interesting content to include in their CD-ROMs or Websites). Each research group involved in the project extracted andadapted from the digital archive the multimedia material needed to builda different hypermedia application in two ``versions' – WWW andCD-ROM. These applications, both on-line and off-line, strongly reuse(portions of) the digital archive content, but organize and present itwith a totally different style, to address the needs of non-specialists(e.g., people who have some interest, or curiosity, in the history ofItalian computer science).  相似文献   
8.
This article is a result of a comprehensive and international literature review of corresponding sociological and urban studies publications on functions of museums in a city. A two‐dimensional taxonomy of functions is presented. In the first dimension, cities are considered in physical space (here labeled as Firstspace), mental space (Secondspace), and political space (Thirdspace). In the second dimension, museum functions are dichotomized in manifest functions that are intended and openly propagated, and latent functions that are hidden from the public and often unintended. This article will list examples for museum functions in First‐, Second‐, and Thirdspace from Europe and America. Museums shape cities, and are themselves shaped by cities in multiple ways.  相似文献   
9.
Dyads of 8-year-old friends identified by sociometric friendship nominations were followed through the end of the school year to determine if they remained friends. These dyads as well as a control group of nonfriends were observed while participating in two structured tasks designed to simulate real life social situations of potential conflict. When negotiating the sharing of an object, friends made more proposals than nonfriends, spent more time negotiating, and compromised more in making their counterproposals. Compared with dyads in which the friendship did not continue through the end of the school year, dyads of continuing friends exhibited greater sensitivity in their negotiations. During a fast-paced, competitive game, friends engaged in more competitive behavior and followed the rules more closely than did nonfriends. However, behavior in this game was unrelated to the continuation of friendship.  相似文献   
10.
How do visitors to fine art museums experience exhibitions? Can we classify their experiences? What are the factors that drive different types of visitor experience? We set out to answer these questions by analyzing from sociological, psychological, physiological, and behavioral perspectives the responses of 576 visitors to a special exhibition 11: 1 (+ 3) = Eleven Collections for One Museum mounted at the Kunstmuseum St. Gallen, Switzerland, from June to August 2009. Our five‐year research project, eMotion: Mapping the Museum Experience, interpreted computer‐modeled movement‐tracking and physiological maps of the visitors in complement with entrance and exit surveys. We tested individual aspects of the visitor, such as her or his expectations of the exhibition prior to seeing it; his or her socio‐demographic characteristics; her or his affinity for art, mood just before and receptivity just after the visit; and spatial, individual, and group‐related behavior patterns. Our study breaks down three types of exhibition experience that we call “the contemplative,” “the enthusing,” and “the social experience.” The results yield new information about aesthetic arousal, cognitive reaction, patterns of social behavior, and the diverse elements of the exhibition experience.  相似文献   
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