首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   333篇
  免费   10篇
教育   213篇
科学研究   12篇
各国文化   7篇
体育   26篇
文化理论   5篇
信息传播   80篇
  2023年   1篇
  2022年   3篇
  2021年   6篇
  2020年   2篇
  2019年   11篇
  2018年   24篇
  2017年   17篇
  2016年   18篇
  2015年   13篇
  2014年   15篇
  2013年   73篇
  2012年   13篇
  2011年   14篇
  2010年   9篇
  2009年   6篇
  2008年   8篇
  2007年   4篇
  2006年   4篇
  2005年   11篇
  2004年   6篇
  2003年   5篇
  2002年   9篇
  2001年   3篇
  2000年   5篇
  1999年   6篇
  1998年   1篇
  1997年   4篇
  1996年   5篇
  1995年   3篇
  1994年   3篇
  1993年   2篇
  1992年   3篇
  1991年   6篇
  1990年   9篇
  1989年   2篇
  1988年   7篇
  1987年   3篇
  1986年   3篇
  1984年   2篇
  1981年   1篇
  1980年   1篇
  1978年   1篇
  1973年   1篇
排序方式: 共有343条查询结果,搜索用时 15 毫秒
1.
2.
3.
The analysis of the joint kinematics during swimming plays a fundamental role both in sports conditioning and in clinical contexts. Contrary to the traditional video analysis, wearable inertial-magnetic measurements units (IMMUs) allow to analyse both the underwater and aerial phases of the swimming stroke over the whole length of the swimming pool. Furthermore, the rapid calibration and short data processing required by IMMUs provide coaches and athletes with an immediate feedback on swimming kinematics during training. This study aimed to develop a protocol to assess the three-dimensional kinematics of the upper limbs during swimming using IMMUs. Kinematics were evaluated during simulated dry-land swimming trials performed in the laboratory by eight swimmers. A stereo-photogrammetric system was used as the gold standard. The results showed high coefficient of multiple correlation (CMC) values, with median (first–third quartile) of 0.97 (0.93–0.95) and 0.99 (0.97–0.99) for simulated front-crawl and breaststroke, respectively. Furthermore, the joint angles were estimated with an accuracy increasing from distal to proximal joints, with wrist indices showing median CMC values always higher than 0.90. The present findings represent an important step towards the practical use of technology based on IMMUs for the kinematic analysis of swimming in applied contexts.  相似文献   
4.
This survey of official U.S. tribal websites examined sites for documentary materials of importance to each tribe that have been archived online, including such materials as historical essays, photos, videos, maps, newspapers, legal and historical documents, historical images, books, pamphlets, bibliographies, cultural and language materials. The materials found on those websites appear to be intended for the use of both tribal members and the general public. The result of the survey was to show that many of the same types of documentary materials held in tribal archives are also available on official websites, and to produce a current snapshot of the large array of tribal records which have been made openly available, although the length of time each document will be available on each site is unknown.  相似文献   
5.
Distance education planners face two basic, yet difficult decisions: which students should be targeted and which programs should be offered? This paper reports the process and results of the planning committee of a consortium of engineering schools in the United States that was tasked with these very decisions. A market research study measured the program preferences of potential students. Three program characteristics (course type, delivery method, and time availability) were examined. The results show there is no ‘average’ student and no single program will satisfy all the needs of the student population. Rather, the committee must choose one or more segments based on the program preferences of the students and the resources required to provide the programs.  相似文献   
6.
7.
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in “gameplay.” These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation presents a review of game design strategies and the implications of appropriating these strategies for instructional design. Specifically, this study presents an overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design. A comparison of engagement strategies in popular games and characteristics of engaged learning is also presented to examine how strategies of game design might be integrated into the existing framework of engaged learning. The preparation of this article was supported in part by the Proctor & Gamble Interactive Media Fellows grant. The ideas expressed in this paper do not necessarily reflect the position of the grant agency. R Thanks to the ETR&D Development Editor, J. Michael Spector, and the reviewers for their insightful comments and suggestions. Thanks, too, to John C. Belland and Keith A. Hall for their advice and mentoring.  相似文献   
8.
9.
10.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号