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ABSTRACT

The role and importance of peripheral vision have been discussed across various sports. Yet, its functionality remains unclear and the terms employed in the literature to characterize the use of peripheral vision are not well defined. We present a review of 29 studies focusing on the use of peripheral vision in sports. We focus on the methodological approaches employed to study its use and identify the mechanisms that may underlie the effective use of peripheral vision in sport. We define key differences between ‘gaze anchors’ and ‘visual pivots’ and introduce the concept of a ‘foveal spot’. All three gaze behaviors, while being characterized by a consistent, dynamically adjustable gaze location, have different functionalities. A gaze anchor is a cue-optimized position used for the monitoring of peripheral cues and avoiding the negative consequences of saccades (i.e. information suppression), especially under time pressure. A visual pivot is a distance-optimized location between relevant cues which allows athletes to optimally initiate saccades to those cues, especially if the costs of eye-movements are low. A foveal spot is primarily used for information processing via the fovea. Finally, we highlight suggestions for future research to improve our understanding of the functional differences between these gaze behaviors.  相似文献   
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Hypocrea/Trichoderma is a genus of soil-borne or wood-decaying fungi containing members important to mankind as producers of industrial enzymes and biocontrol agents against plant pathogens, but also as opportunistic pathogens of immuno-compromised humans and animals, while others can cause damage to cultivated mushroom. With the recent advent of a reliable, BarCode-aided identification system for all known taxa of Trichoderma and Hypocrea, it became now possible to study some of the biological fundamentals of the diversity in this fungal genus in more detail. In this article, we will therefore review recent progress in (1) the understanding of the geographic distribution of individual taxa; (2) mechanisms of speciation leading to development of mushroom diseases and facultative human mycoses; and (3) the possible correlation of specific traits of secondary metabolism and molecular phylogeny.  相似文献   
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Integration of medical imaging into preclinical anatomy courses is already underway in many medical schools. However, interpretation of two-dimensional grayscale images is difficult and conventional volume rendering techniques provide only images of limited quality. In this regard, a more photorealistic visualization provided by Cinematic Rendering (CR) may be more suitable for anatomical education. A randomized, two-period crossover study was conducted from July to December 2018, at the University Hospital of Erlangen, Germany to compare CR and conventional computed tomography (CT) imaging for speed and comprehension of anatomy. Sixteen students were randomized into two assessment sequences. During each assessment period, participants had to answer 15 anatomy-related questions that were divided into three categories: parenchymal, musculoskeletal, and vascular anatomy. After a washout period of 14 days, assessments were crossed over to the respective second reconstruction technique. The mean interperiod differences for the time to answer differed significantly between the CR–CT sequence (−204.21 ± 156.0 seconds) and the CT–CR sequence (243.33 ± 113.83 seconds; P < 0.001). Overall time reduction by CR was 65.56%. Cinematic Rendering visualization of musculoskeletal and vascular anatomy was higher rated compared to CT visualization (P < 0.001 and P = 0.003), whereas CT visualization of parenchymal anatomy received a higher scoring than CR visualization (P < 0.001). No carryover effects were observed. A questionnaire revealed that students consider CR to be beneficial for medical education. These results suggest that CR has a potential to enhance knowledge acquisition and transfer from medical imaging data in medical education.  相似文献   
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The proliferation of information and communication technologies (ICTs) into all aspects of life poses unique ethical challenges as our modern societies become increasingly dependent on the flawless operation of these technologies. As we increasingly entrust our privacy, our well-being and our lives to an ever greater number of computers we need to look more closely at the risks and ethical implications of these developments. By emphasising the vulnerability of software and the practice of professional software developers, we want to make clear the ethical aspects of producing potentially flawed software. This paper outlines some of the vulnerabilities associated with software systems and identifies a number of social and organisational factors affecting software developers and contributing to these vulnerabilities. Scott A. Snook’s theory of practical drift is used as the basis for our analysis. We show that this theory, originally developed to explain the failure of a military organisation, can be used to understand how professional software developers “drift away” from procedures and processes designed to ensure quality and prevent software vulnerability. Based on interviews with software developers in two Norwegian companies we identify two areas where social factors compel software developers to drift away from a global set of rules constituting software development processes and methods. Issues of pleasure and control and difference in mental models contribute to an uncoupling from established practices designed to guarantee the reliability of software and thus diminish its vulnerability.  相似文献   
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Considerable research has compared how students learn science from computer simulations with how they learn from “traditional” classes. Little research has compared how students learn science from computer simulations with how they learn from direct experience in the real environment on which the simulations are based. This study compared two college classes studying introductory oceanography. One class learned using an interactive computer simulation based on a dynamic, three‐dimensional model of physical oceanography. The other class learned by spending a day on a research ship using scientific tools and instruments to measure physical properties of the ocean directly. In classes preceding and following the simulation or field experience, students performed the same exercises regarding currents and salinity, had the same instructor presentations, and did the same homework. The study found that the field experience helped contextualize learning for students with little prior experience of the ocean while the simulation made it easier for students to connect what they learned from it to other content they learned in class. These and other findings shed light on what computer simulations can and cannot help students learn, and what concepts are best learned in the real environment. © 2005 Wiley Periodicals, Inc. J Res Sci Teach 43: 25–42, 2006  相似文献   
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The goal of this study was to investigate the nature of online comprehension monitoring, its predictors, and its relation to reading comprehension. Questions were concerned with (a) beginning readers’ sensitivity to inconsistencies, (b) predictors of online comprehension monitoring, and (c) the relation of online comprehension monitoring to reading comprehension over and above word reading and listening comprehension. Using eye tracking technology, online comprehension monitoring was measured as the amount of time spent rereading target implausible words and looking back at surrounding contexts. Results from 319 second graders revealed that children spent greater time fixating on inconsistent than consistent words and engaged in more frequent lookbacks. Comprehension monitoring was explained by both word reading and listening comprehension. However, comprehension monitoring did not uniquely predict reading comprehension after accounting for word reading and listening comprehension. These results provide insight into the nature of comprehension monitoring and its role in reading comprehension for beginning readers.  相似文献   
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