全文获取类型
收费全文 | 49151篇 |
免费 | 6163篇 |
国内免费 | 3484篇 |
专业分类
电工技术 | 8285篇 |
综合类 | 5357篇 |
化学工业 | 2470篇 |
金属工艺 | 722篇 |
机械仪表 | 3216篇 |
建筑科学 | 1798篇 |
矿业工程 | 1108篇 |
能源动力 | 628篇 |
轻工业 | 1307篇 |
水利工程 | 672篇 |
石油天然气 | 828篇 |
武器工业 | 799篇 |
无线电 | 14303篇 |
一般工业技术 | 2691篇 |
冶金工业 | 705篇 |
原子能技术 | 373篇 |
自动化技术 | 13536篇 |
出版年
2024年 | 124篇 |
2023年 | 556篇 |
2022年 | 869篇 |
2021年 | 1094篇 |
2020年 | 1257篇 |
2019年 | 978篇 |
2018年 | 955篇 |
2017年 | 1418篇 |
2016年 | 1658篇 |
2015年 | 2000篇 |
2014年 | 3114篇 |
2013年 | 2968篇 |
2012年 | 4019篇 |
2011年 | 4329篇 |
2010年 | 3462篇 |
2009年 | 3539篇 |
2008年 | 3609篇 |
2007年 | 4240篇 |
2006年 | 3757篇 |
2005年 | 3117篇 |
2004年 | 2374篇 |
2003年 | 2028篇 |
2002年 | 1479篇 |
2001年 | 1267篇 |
2000年 | 960篇 |
1999年 | 718篇 |
1998年 | 503篇 |
1997年 | 426篇 |
1996年 | 406篇 |
1995年 | 362篇 |
1994年 | 268篇 |
1993年 | 205篇 |
1992年 | 145篇 |
1991年 | 121篇 |
1990年 | 87篇 |
1989年 | 84篇 |
1988年 | 66篇 |
1987年 | 38篇 |
1986年 | 33篇 |
1985年 | 35篇 |
1984年 | 34篇 |
1983年 | 21篇 |
1982年 | 19篇 |
1981年 | 14篇 |
1980年 | 13篇 |
1979年 | 10篇 |
1978年 | 7篇 |
1977年 | 4篇 |
1959年 | 4篇 |
1955年 | 1篇 |
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
991.
David Myers 《Digital Creativity》2013,24(3-4):260-271
This article examines the relationship between chess games and chess problems (‘compositions’) in order to describe the chess problem as art. Arguing that the chess problem is a manipulation of game form guided by human aesthetic principles (e.g. Schiller's ‘beauty’ and Wimsatt's ‘human condition’), the article draws a parallel between art derived from games and art derived from nature. This parallel has important implications in circumstances where a natural world is replaced by a virtual world and nature is, in some sense, ‘lost’ to the artist. The article argues that, in such circumstances, the interactive and ‘concreative’ nature of digital media – particularly digital games – allows for unabated aesthetic production. 相似文献
992.
This article investigates how transdisciplinary approaches to curriculum design on a taught masters programme in creative technologies enhance digital creativity in students. Drawing on the experience of developing and running the Masters in Creative Technologies (MA/MSc) at the Institute of Creative Technologies at De Montfort University, Leicester, we explore a number of areas relating to transdisciplinary teaching and learning in higher education, including: how digital technologies enable students to work in a transdisciplinary manner; how working creatively with technology enables transdisciplinary modes of working; and the ways in which transdisciplinarity, enabled by digital technologies, has affected the creative practice of learners. The article discusses how the programme has developed a climate for creativity, and outlines how the knowledge and skills gained during a creative technologies-related transdisciplinary programme meet the needs of a changing workplace. 相似文献
993.
ABSTRACTThis study focuses on the decisive role played by the digital design environment in the cognitive design process and design thinking. To analyse the cognitive role of digital design tools, we carried out a protocol analysis of conventional design sketching and a 3D sculpture tool. Cognitive evaluation was a differentiating factor when considering the contextual role of the 3D sculpture tool in subsequent evaluations, non-sequential evaluations for conversion, and passive approaches within the design process. Cognitive evaluation played the following roles: validation, extension, navigation, exploration, and confirmation. The navigation, exploration, and extension roles played by non-sequential evaluation were mainly related to inductive design thinking. Finally, the types of cognitive evaluation and their roles when using the 3D sculpture tool were different, according to the design thinking type. This study explored the multidimensional roles of cognitive evaluation using a 3D sculpture tool and its relationship with design thinking types. 相似文献
994.
Hannah Grainger Clemson 《Digital Creativity》2013,24(4):330-342
AbstractWith a growing number of embedded digital experiences in arts and heritage settings, creating a broad global field, this article focuses on the use of mobile phones in the engagement of humans with the cultural heritage of public spaces, specifically those that require a promenade from one outdoor space to another. This article discusses findings from a recent promenade initiative, commissioned for a UK arts festival, along with a review of literature, to critically engage with growing evidence of the diverse ways in which technology is integrated at direct user level. Concepts of ‘hybrid spaces’ and ‘user agency’ are discussed, along with the ‘performativity’ of spaces. Central to the discussion is the function of narrative in engaging the participant to construct new perspectives, which are facilitated by the mediating role of personal media devices between subject, narrative, space and community. 相似文献
995.
Vanessa Bartlett 《Digital Creativity》2013,24(3):177-195
ABSTRACTAesthetic techniques are increasingly used by marketeers to create enticing digital products. In this paper, I work with the aesthetic experiences of one audience group to consider the psychological impact of living in a culture where digital devices are deliberately designed to influence behaviour. I argue that aesthetic encounters can help with understanding the impact of the interplay between visual stimulus, affect and digital culture, in ways that may support situated understandings of mental distress in a digital age. I show how audiences respond to the artist-led research project Are We All Addicts Now? arguing that they generate ideas connected to submersion and being overwhelmed as a means of reporting on their own personal experiences of living in a digital culture that seeks to influence behaviour. The findings may have value for designers, curators and artists invested in understanding the experiential impact of digital devices. 相似文献
996.
The increasing architecture complexity of data converters makes it necessary to use behavioral models to simulate their electrical performance and to determine their relevant data features. For this purpose, a specific data converter simulation environment has been developed which allows designers to perform time-domain behavioral simulations of pipelined analog to digital converters (ADCs). All the necessary blocks of this specific simulation environment have been implemented using the popular Matlab simulink environment. The purpose of this paper is to present the behavioral models of these blocks taking into account most of the pipelined ADC non-idealities, such as sampling jitter, noise, and operational amplifier parameters (white noise, finite DC gain, finite bandwidth, slew rate, and saturation voltages). Simulations, using a 10-bit pipelined ADC as a design example, show that in addition to the limits analysis and the electrical features extraction, designers can determine the specifications of the basic blocks in order to meet the given data converter requirements. 相似文献
997.
998.
999.
1000.