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1.
过度训练及其对机体危害浅析   总被引:1,自引:0,他引:1  
长期以来过度训练是运动医学界研究的热点领域,近年来的研究有了许多新的突破和进展。主要就过度训练的概念及机制,过度训练的相关因素分析,过度训练对肌肉和脏器的损伤以及判断过度训练导致的机体疲劳及损伤的相关生化指标等的研究进展与动态进行阐述。  相似文献   
2.
采用问卷调查、文献资料法,对“情商”进行评定,得出“情商”的高低,也就是理智控制感情,道德规范行为,纪律约束冲动,思维管理情绪的能力,它能在一定程度反应足球运动员心理素质。为有目的地训练和提高“情商”,进而全面提高运动员心理素质,最终取得优异的比赛成绩提供了借鉴。  相似文献   
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上海市市民体育行为与倾向研究   总被引:3,自引:0,他引:3  
采用问卷调查、数理统计等方法,对上海市市民生活体育行为与倾向进行了研究,为构建上海市生活体育设施模式提供依据。结论:(1)市民体育行为现状:日常生活圈主要以健身活动为主,周末生活圈主要以休闲体育活动为主,节假日生活圈主要以特色度假体育活动为主。(2)市民体育行为倾向:日常生活圈呈现出由传统型向健身、休闲、娱乐和社交多元化发展的趋势,周末生活圈市民希望以体育休闲、娱乐活动为主,节假日生活圈市民希望参与更为新颖、丰富的特色度假体育活动。  相似文献   
5.
本研究运用模拟HiLo训练法,辅以高压氧(hyper baric 0xygen,HBO)作为运动员大运动量后的训练、恢复手段,对耐力运动员血液生化指标产生的影响进行研究。研究结果显示:这种方法不仅能迅速消除运动员训练后的疲劳,避免疲劳的积累,还能充分调动机体的生理潜能,提高运动员的有氧耐力水平,是耐力运动员的一种有效辅助训练手段。  相似文献   
6.
采用问卷调查法,对中学初一至高三的568名男女学生进行应激状态、生活充实度及行为意向的调查分析?结果表明,中学生应激水平随年龄增长而生活充实度则显下降,高应激低充实的年龄特征十分明显。中学生应对高应激低充实的行为意向以睡眠娱乐为主,身体锻炼手段未被广泛认可。  相似文献   
7.
As academic library collections are moved off site to make room for learning commons-type collaboration spaces, exploratory research processes (e.g. stacks browsing activities) are threatened. Given the range of benefits associated with chance information encounters in the physical book stacks, the disappearance of accessible collections is problematic. Fortunately, by focusing on embodied aspects of the physical browsing experience we can leverage emerging technologies to preserve instances of serendipitous information retrieval. Virtual reality, in this case, provides a browsing platform that allows for the type of search activity typically associated with research in the physical books stacks and preserves the benefits thereof.  相似文献   
8.
Working in the archives of living writers provides exciting possibilities for extended interpersonal research as well as ethical challenges. This article explores the author’s experience of working in Helen Garner’s restricted archives and negotiating the demands of scholarly objectivity with an increasingly felt empathic engagement. The author traces a chronological path through the archives relating to Garner’s three substantial works of non-fiction: The First Stone (1995), Joe Cinque’s Consolation (2004) and This House of Grief (2014). She draws attention to some of the ways in which distance and objectivity can be influenced not only by contact with a living writer but also by the space in which the archive is encountered. With a deliberate focus on the lived experience of researching, rather than a scholarly examination of archival theory, the author offers a case study of how the interaction of archives and living subject can shape research and publication.  相似文献   
9.
Libraries have been the key to preserving culture and historic legacy for centuries. One such treasure cataloged in The Pennsylvania State University (Penn State) Libraries is a collection of over 33,000 Sanborn? Fire Insurance Maps. Originally kept safe in metal drawers, the library has embarked on a journey to digitize this abundance of information, combine it with other media such as photographs, and make it accessible through a web interface. Inspired by these efforts, we accessed this information and took it to the next level. Using state of the art 3D modeling and immersive technologies, we created a historic 3D model and immersive experiences of Penn State, exemplarily for the 1922 campus. The resulting experiences can be accessed through the web but also through head mounted displays (HMDs) and mobile phones in combination with VR viewers such as the Google Cardboard. Additionally, they can be used anywhere in the world or on the campus itself as a way to enable remote and in situ experiences and learning. Immersive experiences let us connect to the past, the present and the future, and as such offer value to digital cultural heritage efforts.  相似文献   
10.
Human anatomical specimen museums are commonly used by medical, nursing, and paramedical students. Through dissection and prosection, the specimens housed in these museums allow students to appreciate the complex relationships of organs and structures in more detail than textbooks could provide. However, it may be difficult for students, particularly novices, to identify the various parts of these anatomical structures without additional explanations from a docent or supplemental illustrations. Recently, augmented reality (AR) has been used in many museum exhibits to display virtual objects in videos captured from the real world. This technology can significantly enhance the learning experience. In this study, three AR-based support systems for tours in medical specimen museums were developed, and their usability and effectiveness for learning were examined. The first system was constructed using an AR marker. This system could display virtual label information for specimens by capturing AR markers using a tablet camera. Individual AR markers were required for all specimens, but their presence in and on the prosected specimens could also be obtrusive. The second system was developed to set the specimen image itself as an image marker, as most specimens were displayed in cross section. Visitors could then obtain the label information presented by AR without any markers intruding on the display or anatomical specimens. The third system was comprised of a head-mounted display combined with a natural click interface. The system could provide visitors with an environment for the natural manipulation of virtual objects with future scalability.  相似文献   
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