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1.
ABSTRACT

Professional American football games are recorded in digital video with multiple cameras, often at high resolution and high frame rates. The purpose of this study was to evaluate the accuracy of a videogrammetry technique to calculate translational and rotational helmet velocity before, during and after a helmet impact. In total, 10 football impacts were staged in a National Football League (NFL) stadium by propelling helmeted 50th percentile male crash test dummies into each other or the ground at speeds and orientations representative of concussive impacts for NFL players. The tests were recorded by experienced sports film crews to obtain video coverage and quality typically available for NFL games. A videogrammetry procedure was used to track the position and rotation of the helmet throughout the relevant time interval of the head impact. Compared with rigidly mounted retroreflective marker three dimensional (3-D) motion tracking that was concurrently collected in the experiments, videogrammetry accurately calculated changes in translational and rotational velocity of the helmet using high frame rate (two cameras at 240 Hz) video (7% and 15% error, respectively). Low frame rate (2 cameras at 60 Hz) video was adequate for calculating pre-impact translational velocity but not for calculating the translational or rotational velocity change of the helmet during impact.  相似文献   
2.
BackgroundAthletes tend to have better visuo-motor performance than do sedentary individuals. However, several basic visual-function and perceptual parameters remain unexplored to date. In this study, we investigated whether differences exist in visual function, performance, and processing between basketball players and individuals without a sport-involvement background.MethodsA total of 33 healthy men with no visual impairment or pathology were divided into 2 groups, depending on the involvement in sport (semi-professional basketball players and sedentary individuals). We tested their baseline heart-rate variability in the resting position apart from subjective questionnaires to determine their physical fitness level, and we checked their visual function, performance, and processing through an extended battery of optometric tests.ResultsThe 2 groups differed in resting heart-rate variability parameters (p < 0.001), confirming their dissimilarities in regular time practising sports per week. The basketball players showed a closer breakpoint and recovery nearpoint of convergence, a higher fusional-vergence rate, better discriminability halos, and better eye–hand coordination (all p values < 0.05).ConclusionThese results show evidence that athletes, basketball players in this case, exhibit better performance in several visual abilities in comparison to a group of individuals without sporting backgrounds, suggesting an improvement due to the systematic involvement of those skills during basketball practice.  相似文献   
3.
Fernandez  Frank  Baker  David P.  Fu  Yuan-Chih  Muñoz  Ismael G.  Ford  Karly Sarita 《Minerva》2021,59(1):79-98
Minerva - Over the course of the 20th century, unprecedented growth in scientific discovery was fueled by broad growth in the number of university-based scientists. During this period the American...  相似文献   
4.
ABSTRACT

The aims of this study were to identify profiles of sedentary behaviour (SB) patterns, based on leisure-time self-reported SB modalities (screen, educative, social, and relaxing) and to evaluate changes in these profiles over 2 years among Spanish youth aged 8–18 years. Latent profile analysis (LPA), a data-driven analytic approach, was used to identify groups of boys and girls (n = 1553; 48% girls; mean±SD age: 12.56 ± 2.49 y) with distinct SB profiles using the SB modalities (time/d) as input variables. Latent transition analysis, an extension of LPA that uses longitudinal data, was used to analyse 2-year changes in these profiles. At baseline, four and three SB profiles were found among boys (labelled: screen, educative, social, and relaxing) and girls (labelled: screen/social, educative, and relaxing), respectively. Overall, more girls (range: 48%-67%) had the same profile over time, than boys (40%-52%). Participants with a screen or relaxing SB profile at baseline were more likely to have an educative profile after 2 years. Youth with a social and an educative SB profile at baseline were more likely to transition to profiles characterized by higher screen and social SB, respectively. Using a novel and person-centered approach, this study identified gender-specific SB profiles that were moderately stable over time.  相似文献   
5.
Hand-held devices have revolutionized communication and education in the last decade. Consequently, mobile learning (m-learning) has become popular among medical students. Nevertheless, there are relatively few studies assessing students' learning outcomes using m-learning devices. This observational study presents an anatomy m-learning tool (eMed-App), an application developed to accompany an anatomy seminar and support medical students' self-directed learning of the skeletal system. Questionnaire data describe where, how frequently, and why students used the app. Multiple choice examination results were analyzed to evaluate whether usage of the app had an effect on test scores. The eMed-App application was used by 77.5% of the students, mainly accessed by Android smartphones, and at students' homes (62.2%) in order to prepare themselves for seminar sessions (60.8%), or to review learning content (67%). Most commonly, students logged on for less than 15 minutes each time (67.8%). Frequent app users showed better test results on items covering eMed-App learning content. In addition, users also achieved better results on items that were not related to the content of the app and, thus, gained better overall test results and lower failure rates. The top quartile of test performers used the eMed-App more frequently compared to students in lower quartiles. This study demonstrated that many students, especially the high-performing ones, made use of the eMed-App. However, the app itself did not result in better outcomes, suggesting that top students might have been more motivated to use the app than students who were generally weak in anatomy.  相似文献   
6.
There is no denying the impact that the coronravirus disease (COVID-19) outbreak has had on many aspects of our lives. This article looks at the potential impact of COVID-19 on student learning as schools abruptly morphed into virtual learning environments using data from several instructional, practice, and assessment solutions offered by Renaissance. First, three hypothetical learning scenarios are considered using normative data from Star assessments to explore the potential impact on reading and math test performace. Next, data on Focus Skills are used to highlight which grades may have missed the most foundational math and reading content if instruction was stopped or reduced. Last, data from two of Renaissance's practice tools are used to evaluate whether students were practicing key skills following school closures. The article concludes that academic decline will likely occur but may be tempered by the increased use of practice tools; effects may look different for math and reading; and may impact grades and schools differently. As such, schools may need to leverage decision-making frameworks, such as the Multi-tiered Systems of Support/Response-to-Intervention (MTSS/RTI) framework, more than ever to identify needs and target instruction where it matters most when school begins in fall 2020.  相似文献   
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Johann  David  Mayer  Sabrina Jasmin 《Minerva》2019,57(2):175-196
Minerva - We extend previous research by systematically investigating whether perceptions of scientific authorship vary between domains. Employing regulations for authorship of scientific journals...  相似文献   
10.
Meta-reviews of the third-person effect literature explain that scholars have assumed that certain messages are desirable or undesirable. In response, this study examines messages that vary in their social desirability so that we can better understand the specific characteristics of socially (un)desirable messages, how people account for changes in their perceptions of a message’s desirability, and the resulting behaviors from those perceptions.  相似文献   
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