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1.
Tsay  Ming-yueh  Tseng  Yu-wei  Wu  Tai-luan 《Scientometrics》2019,121(3):1323-1338
Scientometrics - In this study, scholarly communication systems provided by commercial services and open access systems are examined on the basis of the comprehensiveness and uniqueness of their...  相似文献   
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We adapted a model in organizational theory to determine whether organizational citizenship behaviors (OCBs) of system implementation teams influenced that organization's integration climate and improved their project management, resulting in successful system implementation. Surveys were elicited from 254 system users in various business organizations that had implemented large-scale IS in the previous year; the analysis of their responses provided support for our model, suggesting that the OCB of the implementation team created a higher level of integration climate and more effective project management, and that these in turn influenced information system success. Implications for researchers and managers are discussed and limitations are identified.  相似文献   
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纳米银修饰过的石墨电极在铬酸盐溶液中活化处理后,可制成一种新型的电位型铬传感器。将该传感器用于铬(Ⅵ)的测定,实验结果表明:此传感器对铬(Ⅵ)具有灵敏的电位响应,其线性范围较宽,为1.0×10^-7~1.0×10^-2mol·L^-1,检出限为4×10^-8mol·L^-1。应用于水样中铬(Ⅵ)的测定,结果符合分析要求。  相似文献   
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针对电动汽车(electric vehicle,EV)时空转移随机性造成的电网波动问题,计及车主的性别差异、车主实时出行目的地不同和车辆双向行驶,提出了一种基于出行随机性双向出行链的EV充放电调度策略。考虑车主实际出行过程,建立EV双向出行链模型;考虑到男女车主出行过程中的性别差异,确定男女实时出行概率模型;以降低电网的波动为目标函数,考虑车主实时出行需求和EV实时荷电状态(state of change,SOC)建立调度模型,并依据所建立模型对EV进行充放电调度。在约280 m2的区域进行仿真分析,结果表明:双向出行链模型更接近用户实际出行规律,其调度策略能够在满足用户实际出行需求的同时,更好地抑制电网波动性。  相似文献   
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This paper considers the flexible flow line problem with unrelated parallel machines at each stage and with a bottleneck stage on the line. The objective of the problem is to minimize the total tardiness. Two bottleneck-based heuristics with three machine selection rules are proposed to solve the problem. The heuristics first develop an indicator to identify a bottleneck stage in the flow line, and then separate the flow line into the upstream stages, the bottleneck stage, and the downstream stages. The upstream stages are the stages ahead of the bottleneck stage and the downstream stages are the stages behind the bottleneck stage. A new approach is developed to find the arrival times of the jobs at the bottleneck stage. Using the new approach, the bottleneck-based heuristics develop two decision rules to iteratively schedule the jobs at the bottleneck stage, the upstream stages, and the downstream stages. In order to evaluate the performance of the bottleneck-based heuristics, seven commonly used dispatching rules and a basic tabu search algorithm are investigated for comparison purposes. Seven experimental factors are used to design 128 production scenarios, and ten test problems are generated for each scenario. Computational results show that the bottleneck-based heuristics significantly outperform all the dispatching rules for the test problems. Although the effective performance of the bottleneck-based heuristics is inferior to the basic tabu search algorithm, the bottleneck-based heuristics are much more efficient than the tabu search algorithm. Also, a test of the effect of the experimental factors on the dispatching rules, the bottleneck-based heuristics, and the basic tabu search algorithm is performed, and some interesting insights are discovered.  相似文献   
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Recently, Parks et al. proposed an authentication and key agreement protocol for low-power PDAs in public wireless LANs using two factors including a password and a token, e.g. a smart card. They claimed that their proposed scheme provided mutual authentication, identity privacy, half-forward secrecy and low computation cost for a client including just one symmetric key encryption and five hash operations. In this paper, we point out that Park et al.’s protocol is vulnerable to the dictionary attack upon identity privacy. We propose two schemes with mutual authentication, half-forward secrecy, lower computation cost and less exchanged messages than Park et al.’s protocol. In additional to these properties, identity privacy, which is not satisfied by Park et al.’s protocol, is also provided by our second scheme.  相似文献   
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Mature eXtreme programming (XP) teams are highly collaborative and self-organising. In previous studies, we have observed that these teams rely on two apparently simple mechanisms of co-ordination and collaboration: story cards and the Wall. Story cards capture and embody the user stories which form the basis of implementation, while the Wall is a physical space used to organise and display the cards being implemented during the current development cycle (called an iteration). In this paper, we analyse the structure and use of story cards and the Wall in three mature XP teams, using a distributed cognition approach. The teams work in different commercial organisations developing different systems, yet we find significant similarities between their use of these two artefacts. Although simple, teams use the cards and the Wall in sophisticated ways to represent and communicate information that is vital to support their activities. We discuss the significance of the physical medium for the story cards and the Wall in an XP team and discuss the considerations that need to be taken into account for the design of technology to support the teams.  相似文献   
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Due to limited budgets and manpower, most elementary schools in Taiwan do not plan or provide library instruction for students. Although students can use libraries, they typically lack the knowledge needed to use library resources effectively. Consequently, students have difficulty finding the books they need and can easily become overwhelmed by the massive amount of information in libraries. Computer-assisted instruction for teaching basic library skills to large numbers of students is an appealing method. Particularly, developing augmented reality (AR) technologies for learning have garnered considerable attention in education research. Many researchers and scholars believe that integrating teaching and AR enhances student learning performance and motivation. This work develops an educational AR system based on situated learning theory, and applies innovative augmented reality interactive technology to a library’s learning environment. Student library knowledge can be enhanced via the proposed augmented reality library instruction system (ARLIS). Experimental results demonstrate that student learning performance is improved significantly by using the proposed ARLIS. Moreover, this work demonstrates that using the proposed ARLIS for library instruction results in the same learning performance as conventional librarian instruction and there is no gender difference on learning performance between the proposed ARLIS and conventional librarian instruction. Moreover, the proposed library instruction system overcomes shortcomings of personal teaching skills of librarians that may adversely affect student learning performance by conveying the same learning content to all students. Additionally, the proposed system results in better learning performance for learners with the field-dependent cognitive style than learners with the field-independent cognitive style. Further, the proposed system provides more benefits in terms of library skills of application and comprehension than conventional librarian instruction. Moreover, the learning performance of students is not affected by their gaming skills. Therefore, student gaming skills do not need to be considered when adopting the proposed system in library instruction programs.  相似文献   
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