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1.
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting improved performance on tests of learning outcome, whereas opponents of IVR contend that it could hurt learning by increasing distraction, thereby disrupting cognitive learning processes and leading to poorer learning outcomes. In a media comparison study, students viewed a biology lesson either as an interactive animated journey in IVR or as a slideshow on a desktop monitor. Those who viewed the IVR lesson performed significantly worse on transfer tests, reported higher emotional arousal, reported more extraneous cognitive load and showed less engagement based on EEG measures than those who viewed the slideshow lesson, with or without practice questions added to the lessons. Mediational analyses showed that the lower retention scores for the IVR lesson were related to an increase in self-reported extraneous cognitive load and emotional arousal. These results support the notion that immersive environments create high affective and cognitive distraction, which leads to poorer learning outcomes than desktop environments.  相似文献   
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Across stages of acquisition, second language (L2) competencies are contingent on the variation among individuals learning the language, in both informal and formal learning contexts. This study investigates a group of outliers whose extreme test scores serve as a foundation to examine them as individuals. The study addresses the outliers' characteristics as good L2 readers but poor first language (L1) readers. Combining quantitative (test results, survey, and language logs) and qualitative (focus groups and interviews) data among 21 adolescents in Norway (aged 16–17 years), the study identifies dimensions of individual language use in L1 Norwegian and L2 English. Findings revealed that they explained their English proficiency by the role of interest and their extensive use of English technology and tools outside school. In‐depth analysis identified three profiles: the Gamer, who spends up to 8 hr daily playing online games while using English mainly; the Surfer, who spends hours on the Internet, searching for authentic language situations, commonly involving English; and the Social Media User, who produces and consumes information in English through social media. Additionally, the Gamers read printed novels voluntarily outside the classroom. This study offers unique perspectives and new directions for future L2 research.  相似文献   
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In its first instance as art practice among the historical avant-garde, photomontage was considered indispensable for its claim to intervene in perceptual processes, stimulating a critical mode of apprehension that would redirect the viewer away from conventions of aesthetic experience and towards a lived reception of art with pronounced relevance to the sociopolitical landscape. The effect was understood as structural, that is, activated not so much by direct political content, but by the stark and shocking effects of juxtaposition. By this measure, one challenge to contemporary photomontage is clear: in a postindustrial and postdigital visual landscape dominated by the structural fragmentation of the attention economy, the ‘simultaneity of the radically disparate’ (as Peter Bürger put it) might no longer present as heterodoxy but rather threaten to sink into invisibility. Yet with the migration off-screen of the effects of electronic media, a new urgency around moving photomontage structures into physical, public space is rising in contemporary practices. Shannon Ebner’s multi-part project A Hudson Yard (2014–15) is emblematic of the new ways in which artists are manipulating photomontage as a form of fully sensory experience that gives the medium room to play critically in both virtual and material space. By constructing subtle interruptions of naturalised commercial space, A Hudson Yard activates a détournement of instrumentalised language, using structures of juxtaposition to divert the discursive surfaces of public space away from consumption and towards what could be called a public poesis.  相似文献   
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刘飞菲 《数字通信世界》2021,(4):146-147,189
在新时期下,传统的英语教学方法已经不适合学生的学习和发展了,经过笔者的研究和分析发现,小学生对故事似乎是非常感兴趣,所以就针对多媒体技术在小学英语故事教学中的应用进行了几点尝试。  相似文献   
6.
The primary goal of this study is to create and test a lecture‐capture system that can rearrange visual elements while recording is still taking place, in such a way that student performance can be positively influenced. The system we have devised is capable of integrating and rearranging multimedia sources, including learning content, the instructor and students' images, into lecture videos that are embedded in a website for students to review after school. The present study employed a two‐group experimental design, with 153 participants (145 females and 8 males) making up an experimental group in which lecture courses were recorded using the new lecture‐capture system, and 149 participants (140 females and 9 males) forming a control group whose lectures were recorded by traditional means. All participants were in the freshman college and studying Introduction to Computer and Information Science in one of six classes, and were randomly assigned to one of the two groups. The participants' midterm examination and final examination scores were collected as indicators of their academic performance, with their mathematics entrance scores used as a pre‐test. The findings obtained from analysis of covariance (ANCOVA) suggest that appropriate rearrangement of visual elements in lecture videos can significantly impact students' learning performance.  相似文献   
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随着科学技术水平的不断提高,在学校教育中应用多媒体CAI的现象越来越普遍,并且受到了广大师生的喜爱。在篮球技术教学中,多媒体CAI课件得到了广泛的应用,并且发挥了非常重要的作用,促进了学生篮球技术水平的提高,实现了预期的教学效果。  相似文献   
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Today, highly sophisticated technology has changed the lives of most individuals worldwide. In the field of graphic design, the emergence and development of digital multimedia communication forms have had a crucial impact on the creative process of graphic design and even the process of communication, offering more opportunities and more exciting challenges to this domain. And with the continuous improvement of people’s material culture and spiritual culture, the digital age has enriched people’s production and life. Especially in the application of digital multimedia in graphic design, the changes caused by the emergence of digital multimedia focus mainly on the visual expression. With the continuous application of digital multimedia communication forms, the graphic design closely related to it has been affected to some extent. In order to meet the changing data needs of people, graphic design has also begun to adjust accordingly. Therefore, this paper analyzes the relationship between digital multimedia and graphic design from the perspective of art design, systematically determines the relationship between multimedia and graphic design specific design subjects, and studies the influence of digital multimedia technology on graphic design.  相似文献   
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为解决资源种类划分结果异常,设计基于多媒体技术的思想政治教育课程资源整合系统。选用CYUSB3014芯片作为此次设计系统的主控芯片,并设定信息处理芯片以及外围电路。在此基础上,对思政课程信息进行分类,建立了课程资源库。优化资源整合模块,设定多媒体资源整合流程,并添加DataSet与.NET Framework数据处理程序,实现对多媒体数据的高效处理。构建系统测试环节显示,此系统资源种类划分结果较为合理且系统承载率较高。由此可知,此系统在应用中具有较高的综合性能。  相似文献   
10.
该文以一实例阐述了采用DELPHI编程实现多媒体数据的转换、实时更新与维护、读取播放,以提高基于GIS的信息管理系统中对巨量多媒体数据的管理和使用效率的理论及其应用,对系统开发具有一定的实用价值.  相似文献   
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