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431.
Specialized learning support software can address the low societal participation of low-literate Dutch citizens. We use the situated Cognitive Engineering method to iteratively create a design specification for the envisioned system VESSEL: a Virtual Environment to Support the Societal participation Education of Low-literates. An initial high-level specification for this system is refined by incorporating the societal participation experiences of low-literate citizens into the design. In two series of user studies, the participant workshop and cultural probe methods were used with 23 low-literate participants. The Grounded Theory method was used to process the rich user data from these studies into the Societal Participation Experience of Low-Literates (SPELL) model. Using this experience model, the existing VESSEL specification was refined: requirements were empirically situated in the daily practice of low-literate societal participation, and new claims were written to explicate the learning effectiveness of the proposed VESSEL system. In conclusion, this study provides a comprehensive, theoretically and empirically grounded set of requirements and claims for the proposed VESSEL system, as well as the underlying SPELL model, which captures the societal participation experiences of low-literates citizens. The research methods used in this study are shown to be effective for requirements engineering with low-literate users. 相似文献
432.
Christian Smith 《The Journal of religious ethics》2014,42(1):180-186
Here I respond to four critics of my book, What Is a Person?, seeking to find areas of common ground and crucial disagreement. Most importantly, I explore the question of whether all human knowledge is conceptually mediated, acknowledging that, no, indeed, there are likely forms of experiential knowledge that are purely and directly acquired without conceptual mediation. 相似文献
433.
Elena L. Grigorenko 《Estudios de Psicología》2019,40(3):585-607
AbstractDigital environments — simulations, games and realities — have been gaining more attention in behaviour research as the relevant technology has become more advanced and affordable. This increased attention has been paralleled by the growing research literature, a corner of which belongs to studies of creativity in digital environments. This mini review highlights the main threads of this corner, focusing on the utilization of digital environments in education and industry. 相似文献
434.
Patrick J. Ewell Michelle C. Quist Camilla S. Øverup Heather Watkins Rosanna E. Guadagno 《The Journal of social psychology》2020,160(2):131-136
ABSTRACTThe augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pokémon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed. 相似文献
435.
Yawen Yu Carole A. Tucker Richard T. Lauer Emily A. Keshner 《Journal of motor behavior》2020,52(3):249-261
AbstractThe presence of visual dependence as an influential factor on the development of functional stability in ambulatory individuals with cerebral palsy (CP) was studied in 22 adults with spastic bilateral CP, 11 of whom were considered visually dependent, and 18 healthy adults. Participants stood upright during pitch plane disturbances of the visual field and support surface. Intersegmental coordination behaviors were assessed by fitting trajectories of adjacent body segments to an ellipse. Mixed-model repeated measures ANOVAs were performed on ellipse orientation angle and area. Dissimilar stabilizing strategies adopted by the two groups with CP imply that visual dependence impacts postural control. Postural reorganization in response to visual flow in all groups indicates that we cannot ignore perceptual aspects of postural control when designing therapeutic interventions. 相似文献
436.
437.
Intelligent Assistive Systems (IASs) provide personalised support to individuals to increase their autonomy and competence in performing activities. The personalisation of such technology represents a particular challenge, for the individuals abilities typically change over time. The aim of this research was to explore a theory-based, activity-centred framework for the development of IASs that both facilitate the active involvement of caregivers and target users and allow for adaptation to the individual over time.Medication management was focused on as a case study. Three older adults and two caregivers were involved in a co-design process of an IAS prototype system, the MED-AR, which uses projection-based augmented reality as the user interface technology. The theoretical framework for the design and evaluation of the MED-AR was activity theory. For the decision-making process of the MED-AR, formal argumentation theory was used. The major contributions of the study are (i) a formal framework for understanding the level of independence in activities and the way an IAS can tailor support to an individual and a situation, including caregivers; and (ii) a model for involving older adults and caregivers in a co-design process in the first phases of developing IASs. 相似文献