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1.
The Indian telephony industry is a diverse platform for product and service in customer value perception. The present study organizes and synthesizes the varied research streams for developing a customer value delight (CVD) framework for marketing decisions like segmentation and targeting. The conceptual framework is developed by using ten-value predictor variables and customer delight through divergent viewpoints identified from previous studies. The significance of the segregation proposition is tested through discriminant analysis in three different dimension runs i.e. delight, gender, and marital category. The scholarship behind the study provides insight into an imperative issue of segregating customer delight by perceived value predictors in categories. The perceptual mapping and vector magnitude analysis of value predictors were performed to club customers in two categories of Mid-Town (low/moderate delight) and Extremes (high delight). The analysis rigorously supports the discriminating power of perceived price, perceived benefit, and self-congruity. The salience of study unlocks psychographic and demographic perceptual maps of customer delight with its perceived value predictors for strategic and tactful planning in the mobile industry.  相似文献   
2.
Online gaming addiction has been increasingly recognized as a mental disorder. However, the predictive factors that lead to online gaming addiction are not well established. The aim of this study was to identify factors that may influence the development of online gaming addiction. A total of 263 patients with problematic online gaming addiction (255 males (97%) and 8 females (3%), age: mean = 20.4 ± 5.8 years) and153 healthy comparison subjects (118 males (77%) and 35 females (23%), age: 21.2 ± 5.5 years, range) were recruited for participation in the current study. Hierarchical logistic regression analyses among each set of variables were conducted. Individual factors (sex and age), cognitive factors (IQ and perseverative errors), psychopathological conditions (ADHD, depression, anxiety, and impulsivity), and social interaction factors (family environment, social anxiety, and self-esteem) were evaluated in a stepwise fashion. All four factors were associated with online gaming addiction, with psychopathological conditions being the strongest risk factors for the addiction. Individual factors, psychological factors, and social interactions were associated with the development of pure online gaming addiction. As before, psychological factors (attention, mood, anxiety and impulsivity) were the strongest risk factors for online gaming addiction in patients with pure online gaming addiction. Psychopathologies, including ADHD and depression, were the strongest factors associated with the development of online gaming addiction in individuals.  相似文献   
3.
The present study investigates the impact of different key solutions of mobile phones on users' effectiveness and efficiency using the devices. In the first experiment, 36 children (9 - 14 years) and in the second experiment 45 young adults (19 - 33 years) completed four common phone tasks twice consecutively on three simulated phones that had identical menus, but different key solutions. An approach was undertaken to quantify the complexity of keys in three models, incorporating different factors contributing to the keys' complexity (number of key options, number of modes and number of modes with a semantically dissimilar meaning), in order to predict users' performance decrements. As a further main factor, the degree of the users' locus of control (LOC) was measured and interactions with performance outcomes were studied. As dependent measures, the number of inefficient keystrokes, the number of tasks solved and the processing time were determined. Results showed a significant effect of control key solutions on users' efficiency and effectiveness for both children and young adults. Moreover, children's LOC values significantly interacted with performance: children with low LOC values showed the lowest performance and no learnability, especially when using keys with a high complexity. From the three factors contributing to the complexity of keys, keys exerting different functions with semantically inconsistent meanings had the worst effect on performance. It is concluded that in mobile user interface design keys with semantically inconsistent meanings should be generally avoided.  相似文献   
4.
Accidents in different complex sociotechnical systems are rarely compared using the same theoretical framework for risk management. We conducted a comparative analysis of two Canadian public health disasters involving drinking water distribution systems, the North Battleford Cryptosporidium parvum outbreak in April 2001 and the Walkerton E. coli outbreak in May 2000. Both accidents resulted from a complex interaction between all levels of a complex sociotechnical system. However, the low-level physical and individual factors differed in the two cases, whereas, the high-level governmental and regulatory factors tended to be the same. These findings may have implications for the design of public policies to minimize risk in complex sociotechnical systems.  相似文献   
5.
Large, easily viewed status boards are commonly used in some healthcare settings such as emergency departments, operating theaters, intensive care units, and inpatient wards. Because these artefacts were developed by front-line users, and have little to no supervisory or regulatory control, they offer valuable insights into the theories of work and hazard held by those users. Although the status boards case were locally developed over many years for within-group coordination, they have also become useful for between-group coordination across organizational boundaries. In this paper, we compare and contrast the use of such status boards in two disparate settings: a US emergency department, and a UK pediatric ward, and note striking similarities in their form and usage, despite the large differences in setting.  相似文献   
6.
7.
Enactive interfaces must incorporate intuitive activity that characterizes naturalistic perception. However, the manner in which information is presented is not more important than the contents: what information is presented. In this contribution, we address the contents of perception. We argue that people perceive affordances, that is, the possible actions that are available in any given situation. We further argue that enactive interfaces should be designed to optimize presentation of information about the possible actions that are available to a person using the enactive interface. The design of enactive interfaces might be guided by an extension of the theory of ecological interface design (Vicente in Hum Factors 44:62–78, 2002) to include multimodal information that is accessed through fast, intuitive exploratory movement. We review two empirical studies that illustrate our arguments. Careful analysis of affordances, together with our increasing understanding of the enactive perception of affordances, should influence the design of enactive interfaces.  相似文献   
8.
Fodor and Pylyshyn (1988) have argued that the cognitive architecture is not Connectionist. Their argument takes the following form: (1) the cognitive architecture is Classical; (2) Classicalism and Connectionism are incompatible; (3) therefore the cognitive architecture is not Connectionist. In this essay I argue that Fodor and Pylyshyn's defenses of (1) and (2) are inadequate. Their argument for (1), based on their claim that Classicalism best explains the systematicity of cognitive capacities, is an invalid instance of inference to the best explanation. And their argument for (2) turns out to be question-begging. The upshot is that, while Fodor and Pylyshyn have presented Connectionists with the important empirical challenge of explaining systematicity, they have failed to provide sufficient reason for inferring that the cognitive architecture is Classical and not Connectionist.  相似文献   
9.
To examine affect and cognition in differentiating anxiety and depression, 83 older participants with generalized anxiety disorder completed the Cognitive Checklist (CCL) and the Positive and Negative Affect Schedule (PANAS). A 3-factor solution was found for the PANAS: positive affect (PA), anxiety and anger (Negative Affect 1 [NA-1]), and guilt and shame (Negative Affect 2 [NA-2]). A 2-factor structure was noted for the CCL. Correlations with anxiety and depression measures suggested that the CCL Depression (CCL-D) subscale showed stronger correlations with depression, whereas the CCL Anxiety subscale did not uniquely correlate with anxiety. The NA-1 subscale correlated positively with measures of depression and anxiety, whereas the PA subscale showed negative correlations. Hierarchical regression suggested that the CCL-D subscale was a significant predictor of self-reported depression. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
10.
Co-evolution as a computational and cognitive model of design   总被引:6,自引:0,他引:6  
Co-evolutionary design has been developed as a computational model that assumes two parallel search spaces: the problem space and the solution space. The design process iteratively searches each space using the other space as the basis for a fitness function when evaluating the alternatives. Co-evolutionary design can also be developed as a cognitive model of design by characterizing the way in which designers iteratively search for a design solution, making revisions to the problem specification. This paper presents the computational model of co-evolutionary design and then describes a protocol study of human designers looking for evidence of co-evolution of problem specifications and design solutions. The study shows that co-evolutionary design is a good cognitive model of design and highlights the similarities and differences between the computational model and the cognitive model. The results show that the two kinds of co-evolutionary design complement each other, having strengths in different aspects of the design process. Electronic Publication  相似文献   
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