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Virtual reality is a form of high-fidelity simulation that may be used to enhance the quality of medical education. We created a bespoke virtual reality trainer software using high resolution motion capture and ultrasound imagery to teach cognitive-motor needling skills necessary for the performance of ultrasound-guided regional anaesthesia. The primary objective of this study was to determine the construct validity between novice and experienced regional anaesthetists. Secondary objectives were: to create learning curves for needling performance; compare the virtual environment immersion with other high-fidelity virtual reality software; and compare cognitive task loads imposed by the virtual trainer compared with real-life medical procedures. We recruited 21 novice and 15 experienced participants, each of whom performed 40 needling attempts on four different virtual nerve targets. Performance scores for each attempt were calculated based on measured metrics (needle angulation, withdrawals, time taken) and compared between the groups. The degree of virtual reality immersion was measured using the Presence Questionnaire, and cognitive burden was measured using the NASA-Task Load Index. Scores by experienced participants were significantly higher than novices (p = 0.002) and for each nerve target (84% vs. 77%, p = 0.002; 86% vs. 79%, p = 0.003; 87% vs. 81%, p = 0.002; 87% vs. 80%, p = 0.003). Log–log transformed learning curves demonstrated individual variability in performance over time. The virtual reality trainer was rated as being comparably immersive to other high-fidelity virtual reality software in the realism, possibility to act and quality of interface subscales (all p > 0.06) but not in the possibility to examine and self-performance subscales (all p < 0.009). The virtual reality trainer created workloads similar to those reported in real-life procedural medicine (p = 0.53). This study achieved initial validation of our new virtual reality trainer and allows progression to a planned definitive trial that will compare the effectiveness of virtual reality training on real-life regional anaesthesia performance.  相似文献   
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An accurate transfer of a 3D virtual planned proportional condylectomy to the patient is challenging due to the limited surgical access. A new clinical workflow that uses augmented reality to assist a condylectomy is presented step-by-step. This AR-based approach has the potential to be implemented in the clinical setting routinely.  相似文献   
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AimTo examine the relationship between the nurses’ behavioral intention to use virtual clinical simulation training and study variables, including perceived usefulness, perceived ease of use, self-efficacy, technology anxiety, perceived enjoyment and personal innovativeness.BackgroundLittle is known about the nurses’ behavioral intentions behind using virtual clinical simulation training.DesignA cross-sectional study.MethodsA total of 206 registered nurses participated in this survey. Data were collected through online survey from March 20, 2021, to April 2, 2021, since entry into the hospital was strictly controlled due to the COVID-19 outbreak.ResultsStructural equation modeling identified that both perceived usefulness and perceived ease of use were the predictors which influenced behavioral intention. Additionally, perceived enjoyment indirectly affected behavioral intention by influencing both perceived usefulness and perceived ease of use.ConclusionThe successful introduction of virtual clinical simulation training depends on nurses’ willingness and acceptance of its use. The findings of this study show that virtual clinical simulation training should be perceived as useful, easy to use and enjoyable to be accepted by nurses. Virtual clinical simulation programs may have the potential to help improve nurses’ clinical skills and competencies in patient care.Tweetable abstractThis study revealed that the usefulness of its contents, ease of use and enjoyment are important to increase nurses' behavioral intention to use virtual clinical simulation training.  相似文献   
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目的探讨神经外科教学中虚拟现实技术、Seminar模式的应用效果。方法选取本院2014级临床专业实习学生24人,随机选取12人作为对照组,采用传统教学法;12人为观察组,采用虚拟现实技术、Seminar模式教学法。比较两组学生的病理分析能力,多学科协作能力,临床操作能力。结果观察组理论考试和操作考试评分分别为(84.5±3.9)分、(86.3±2.7)分,对照组分别为(80.2±2.8)分、(80.0±2.1)分,观察组理论考试和操作考试评分均高于对照组(P<0.05)。观察组病情分析、临床操作、手术胜任和多学科协作能力评分分别为(1.8±0.7)分、(1.7±0.5)分、(1.6±0.4)分、(1.5±0.5)分;对照组分别为(1.2±0.4)分、(1.1±0.2)分、(1.0±0.3)分、(1.1±0.2)分,观察组病情分析、临床操作、手术胜任和多学科协作能力评分均高于对照组(P<0.05)。结论虚拟现实技术、Seminar模式教学法联合应用提高学生的学习主动性、理论知识水平和实践技能操作水平,提高了神经外科教学效果。  相似文献   
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Three‐dimensional (3D) printing technology, virtual reality, and augmented reality technology have been used to help surgeons to complete complex total hip arthroplasty, while their respective shortcomings limit their further application. With the development of technology, mixed reality (MR) technology has been applied to improve the success rate of complicated hip arthroplasty because of its unique advantages. We presented a case of a 59‐year‐old man with an intertrochanteric fracture in the left femur, who had received a prior left hip fusion. After admission to our hospital, a left total hip arthroplasty was performed on the patient using a combination of MR technology and 3D printing technology. Before surgery, 3D reconstruction of a certain bony landmark exposed in the surgical area was first performed. Then a veneer part was designed according to the bony landmark and connected to a reference registration landmark outside the body through a connecting rod. After that, the series of parts were made into a holistic reference registration instrument using 3D printing technology, and the patient's data for bone and surrounding tissue, along with digital 3D information of the reference registration instrument, were imported into the head‐mounted display (HMD). During the operation, the disinfected reference registration instrument was installed on the selected bony landmark, and then the automatic real‐time registration was realized by HMD through recognizing the registration landmark on the reference registration instrument, whereby the patient's virtual bone and other anatomical structures were quickly and accurately superimposed on the real body of the patient. To the best of our knowledge, this is the first report to use MR combined with 3D printing technology in total hip arthroplasty.  相似文献   
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Artificial intelligence (AI) is the study of algorithms that enable machines to analyze and execute cognitive activities including problem solving, object and word recognition, reduce the inevitable errors to improve the diagnostic accuracy, and decision-making. Hepatobiliary procedures are technically complex and the use of AI in perioperative management can improve patient outcomes as discussed below. Three-dimensional (3D) reconstruction of images obtained via ultrasound, computed tomography scan or magnetic resonance imaging, can help surgeons better visualize the surgical sites with added depth perception. Pre-operative 3D planning is associated with lesser operative time and intraoperative complications. Also, a more accurate assessment is noted, which leads to fewer operative complications. Images can be converted into physical models with 3D printing technology, which can be of educational value to students and trainees. 3D images can be combined to provide 3D visualization, which is used for preoperative navigation, allowing for more precise localization of tumors and vessels. Nevertheless, AI enables surgeons to provide better, personalized care for each patient.  相似文献   
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《Journal of hand therapy》2019,32(4):426-434.e1
Study DesignSystematic review.IntroductionChildren with cerebral palsy (CP) may have limited use of their hands for functional activities and for fine motor skills. Virtual reality (VR) is a relatively new and innovative approach to facilitate hand function in children with CP.Purpose of the StudyThe primary purpose of this study was to determine the effectiveness of VR as an intervention to improve hand function in children with CP compared to either conventional physiotherapy or other therapeutic interventions. The secondary purpose was to classify the outcomes evaluated according to the International Classification of Functioning, Disability and Health (ICF) dimensions.MethodsA International prospective register of systematic reviews (PROSPERO)-registered literature search was carried out in August 2015 in MEDLINE, CINAHL, ERIC, HealthSTAR, AMED, BNI, Embase, PsycINFO, PEDro, Cochrane Central Register, DARE, OTSeeker, REHABDATA, HaPI, CIRRIE, and Scopus. PRISMA guidelines were followed. Only randomized controlled trials (RCTs) were included, and their methodological qualities were examined using the Cochrane collaboration's risk of bias (RoB) tool. A narrative synthesis was performed.ResultsThe 6 RCTs published on this topic provide conflicting results. Four studies reported improved hand function (2 low RoB, 1 high RoB, and 1 unclear RoB), whereas 2 studies reported no improvement. All of the RCTs reported the activity element of ICF, but no study explicitly described the effect of VR intervention based on the ICF model.ConclusionThe role of VR ti imrpove hand fucntion in children with CP is unclear due to limited evidence; use as an adjunct has some support.  相似文献   
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Through the practical physiotherapy rehabilitation activities at the cerebral palsy children, the physiotherapists are opposed to major problems which represent the rectification the body spine with all the complications related (orthopaedic deformities, problem of equipment's installation, respiratory complications). This work is a result of a case study made at the end of the master's degree II in Sciences of the motricity was carried out at the laboratory of neurophysiology and biomechanics of the movement at the ULB.

Objectives

Key objective: analysis of the activation of the muscles rectified on the cervical spine at the time of crossing imaginary on virtual reality at standing and through the walking on slackline with and without virtual reality. Secondary objective: clinical outcome on the interest of the virtual reality and its therapeutic repercussions on the adjustment of the spine at the cerebral palsy children.  相似文献   
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目的 研发一种基于虚拟现实技术的放疗CT模拟定位的远程培训系统,探索一种医学培训的新方法。方法 使用3DMax与Maya进行3D建模,Unity3D引擎开发3D虚拟操作及交互系统;Java的SpringMvc架构作为系统后台服务,MySQL作为后台数据库系统;并将用户分为教师和学员两种角色,模式分为教学与考核模式。结果 系统功能涵盖CT模拟定位全过程,主要包括患者信息管理、CT模拟定位机认知、体位固定技术、CT定位扫描、处理突发事件等模块。自2018年投入使用以来,运行稳定,系统浏览量达14 920人次,培训通过率为86.66%。与传统培训相比,培训效率明显提升,并获得一致好评。结论 远程培训系统能有效提升学员的临床实践能力、人文关怀能力,具有良好的自主性、共享性、创新性。目前系统已上线且推广性较强,应用前景广阔。  相似文献   
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