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The increasing use of digital technology-based retail services provides new opportunities for digital marketing. In this paper, we investigate how augmented reality (AR) technology can be leveraged as part of the firm's strategy. We explore the online purchase intention through AR smart glasses (ARSG), considering consumers' value assessment through a cost–benefit analysis and the influence of technical, experiential and social AR value drivers. We develop an augmented value-based adoption model addressing four main objectives: (1) Evaluate the effect of the perceived value of ARSG, (2) Evaluate the effect of immersion (experiential dimension), (3) Evaluate the effect of AR devices and technical complexity (technical dimension) and (4) Evaluate the importance of subjective norms (social dimension) on the online purchase intention through AR technology. Based on an ESIC Tech Lab experiment with two types of ARSG from market leaders and AR retail apps, the study uses survey data from 253 participants. The results suggest that the technical dimension has an ambiguous effect, with tech-complexity enhancing directly the perceived value of ARSG for online purchase while reducing the net value of consumers' economic cost–benefit analysis. We find strong evidence that the experiential and social AR dimensions (in the form of immersion and subjective norm) have a significant positive influence on consumers' purchase intention online, which are better predictors than the pure economic cost–benefit assessment (through usefulness and difficulty). Furthermore, the technical innovativeness of consumers is found to increase directly the online purchase intention through ARSG.  相似文献   
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The 4th industrial revolution and the omnipresence of technologies have largely modified the work context and more specifically the learning process. We postulate the emergence of a new psycho-technological environment, which is characterized by more opportunities to learn and more accessible technologies. To our knowledge, no measurement can capture the perception of psycho-technological environment (PTE) and learning behaviors with technologies (LBT). The aim of this study is therefore to compensate for this lack of tools with the development of French-language. Two studies that combine 389 students were conducted. In the first study, based on a sample of 151 students, two scales were developed via an explanatory factorial analysis. In the second study, based on a sample of 238 students, a confirmatory factorial analysis confirmed the psychometric qualities of our scales. This first validation study shows good validity and fiability with the good psychometric qualities of our scales.  相似文献   
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This article explored the use of digital storytelling as a method to support multicultural counseling competency. Thematic analysis examined the experiences of 9 students who created a digital story through an immersion activity in a multicultural counseling course. Qualitative data revealed 4 themes: (a) initial discomfort with technology, (b) initial reservations with group work, (c) digital storytelling as a learning tool, and (d) multicultural counseling competency. Recommendations for counselor education and future research are provided. Este artículo exploró el uso de la narrativa digital como método para apoyar la competencia en consejería multicultural. Un análisis temático examinó las experiencias de 9 estudiantes que crearon una historia digital mediante una actividad de inmersión en un curso de consejería multicultural. Los datos cualitativos revelaron 4 temas: (a) una carencia inicial de familiaridad con la tecnología, (b) reservas iniciales en cuanto al trabajo en equipo, (c) la narrativa digital como herramienta de aprendizaje y (d) la competencia en consejería multicultural. Se ofrecen recomendaciones para la educación de consejeros e investigaciones futuras.  相似文献   
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The papers in this special series make a compelling case for the value of digital mental health services (DMHS; including technology-based interventions, assessments, and prevention programs) to help address some of the currently unmet needs in mental health care. At the same time, the papers highlight the work that needs to be accomplished for DMHS to fulfill their promise. We review the papers’ contributions in terms of (a) the imperative to increase access to evidence-informed, high-quality care, especially for underserved populations, both in the United States and globally; (b) ways to use DMHS to improve the ways that clinical care is provided to make treatment provision more effective and efficient; and (c) the current state of the research on DMHS for emotional disorders. We then consider lessons learned and recommendations to move the field forward, such as increasing (and making transparent) the research base on DMHS, adopting regulatory standards for DMHS, attending carefully to training issues for DMHS and best practices for dissemination and implementation, designing specifically for digital platforms, and being intentional about efforts to reduce disparities regarding who benefits from DMHS.  相似文献   
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Anxiety disorders are the most common mental health conditions in children, with approximately 13% of kids struggling with excessive anxiety. The vast majority do not have access to effective treatments and there continues to be a disjunction between treatments that are empirically supported and those that are available in the community. Digital mental health interventions (DMHI) can increase efficiency, reach, and standardization as well as reduce costs of providing of mental health care. Here we review the extant research on DMHI, including web- or cloud-based programs, mobile applications (apps), virtual reality (VR), and digital assessment methods such as ecological momentary assessment (EMA) for the delivery and/or support of evidence-based care in child anxiety. Preliminary research is promising for these tools to improve access and efficiency of evidence-based practice. However, ethics and practice guidelines are needed and questions remain regarding what level and quality of therapeutic involvement is needed to maximize treatment completion and outcomes in youth and whether DMHIs are contraindicated for certain populations or whether they are similarly effective with those with comorbid conditions is unclear.  相似文献   
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On June 15, 2017, the National Consultative Ethics Committee released an opinion in favour of the extension of medically assisted procreation (MAP) to lesbian couples and single women. This opinion recommends a reversal of the medical model, which serves as the starting point for the regulatory framework concerning MAP, and expresses its support to social and family evolutions. Nonetheless this liberal and progressive stand could be a mere smokescreen, if it does not result in any meaningful implementation due to practical hindrances; moreover, this seemingly progressive stand could be questioned in view of the conservative position expressed on the issues of surrogacy and oocyte self-preservation by the committee in the same opinion.  相似文献   
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The advent of relatively inexpensive 360‐degree cameras and virtual reality (VR) headsets brings new possibilities to the study of religion by allowing students to become virtually immersed in distant religious environments at very little cost. These tools can serve as the basis for assignments that help to engage students and meet core learning outcomes such as empathetic understanding and ethnographic analysis of religious place, ritual, and behavior in light of theories of religion. This article describes and reflects on the experimental incorporation of these technologies in two sections of an introductory religious studies course at a small two‐year campus in the University of Wisconsin System.  相似文献   
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适宜技术与诊疗最优化的可行性研究   总被引:10,自引:8,他引:2  
在案例分析的基础上,作出了医生是临床诊疗中适宜技术的主要选择者的判断;论证了运用适宜技术实现诊疗最优化的可行性;认为适宜技术难以选择和实施的主要原因是利益关系、责任心不强和管理措施不到位;提出了必须着力培育适合于适宜技术生长的土壤的对策,即:实行政策引导与资金支持、进一步加大监管力度、营造良好的氛围、高度重视并加强医生道德素质的培养。  相似文献   
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Visual representations are prevalent in STEM instruction. To benefit from visuals, students need representational competencies that enable them to see meaningful information. Most research has focused on explicit conceptual representational competencies, but implicit perceptual competencies might also allow students to efficiently see meaningful information in visuals. Most common methods to assess students’ representational competencies rely on verbal explanations or assume explicit attention. However, because perceptual competencies are implicit and not necessarily verbally accessible, these methods are ill‐equipped to assess them. We address these shortcomings with a method that draws on similarity learning, a machine learning technique that detects visual features that account for participants’ responses to triplet comparisons of visuals. In Experiment 1, 614 chemistry students judged the similarity of Lewis structures and in Experiment 2, 489 students judged the similarity of ball‐and‐stick models. Our results showed that our method can detect visual features that drive students’ perception and suggested that students’ conceptual knowledge about molecules informed perceptual competencies through top‐down processes. Furthermore, Experiment 2 tested whether we can improve the efficiency of the method with active sampling. Results showed that random sampling yielded higher accuracy than active sampling for small sample sizes. Together, the experiments provide the first method to assess students’ perceptual competencies implicitly, without requiring verbalization or assuming explicit visual attention. These findings have implications for the design of instructional interventions that help students acquire perceptual representational competencies.  相似文献   
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