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31.
Professor F. T. Evans 《AI & Society》1998,12(3):185-213
Instead of seeing technology as outside ourselves, it is argued that it is an innate human function and the main driving force in human evolution. Opportunistic thing using, long before stone tools appeared, was the likeliest cause of bipedalism. It also forced brain development and the emergence of creativity. The neural basis for this creative technical activity later provided the brain functions on which language could develop. This simple unifying hypothesis has interesting implications for the way that we see technology in history, and for determinist theories of the future. It also bears on the way engineers are trained, and more important, the human faculties which need to be fostered in children. 相似文献
32.
Rupert Wegerif Bruce M. McLaren Marian Chamrada Oliver Scheuer Nasser Mansour Jan Mikšátko Mriga Williams 《Computers & Education》2010
This paper reports on an aspect of the EC funded Argunaut project which researched and developed awareness tools for moderators of online dialogues. In this study we report on an investigation into the nature of creative thinking in online dialogues and whether or not this creative thinking can be coded for and recognized automatically such that moderators can be alerted when creative thinking is occurring or when it has not occurred after a period of time. We outline a dialogic theory of creativity, as the emergence of new perspectives from the interplay of voices, and the testing of this theory using a range of methods including a coding scheme which combined coding for creative thinking with more established codes for critical thinking, artificial intelligence pattern-matching techniques to see if our codes could be read automatically from maps and ‘key event recall’ interviews to explore the experience of participants. Our findings are that: (1) the emergence of new perspectives in a graphical dialogue map can be recognized by our coding scheme supported by a machine pattern-matching algorithm in a way that can be used to provide awareness indicators for moderators; (2) that the trigger events leading to the emergence of new perspectives in the online dialogues studied were most commonly disagreements and (3) the spatial representation of messages in a graphically mediated synchronous dialogue environment such as Digalo may offer more affordance for creativity than the much more common scrolling text chat environments. All these findings support the usefulness of our new account of creativity in online dialogues based on dialogic theory and demonstrate that this account can be operationalised through machine coding in a way that can be turned into alerts for moderators. 相似文献
33.
The goal of this study is to explore how experiencing flow with IM, an Internet-based communication technology, can facilitate an individual’s perception on creativity. We argue that certain capabilities in IM, telepresence and perceived control, provide users a means to experience flow. We further investigate whether flow and its outcomes, positive affect and exploratory behavior have any influence on the perception of creativity of the users. Using an online survey with 207 observations we found that user’s perceived control over the technology and its ability to transport the user to a virtual environment were shown to facilitate the experience of flow. We found that flow in itself does not influence perceived expected creativity in its users but does indirectly influence perceived expected creativity through exploratory behavior and positive affect. From these initial findings we believe that our study provides implications for both users and designers on IT. Furthermore, managers can apply the findings during implementation and use of interactive information technologies for communications in the workplace. 相似文献
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Nicola Capuano Angelo Gaeta Giuseppe Guarino Sergio Miranda Stefania Tomasiello 《Behaviour & Information Technology》2016,35(11):968-979
ABSTRACTIn this paper, we present our results related to the definition of a methodology that combines augmented reality (AR) with semantic techniques for the creation of digital stories associated with museum exhibitions. In contrast to traditional AR approaches, we augment real-world elements by supplementing contents of a museum exhibition with additional inputs that provide new and different meanings. In this way we augment a cultural resource with respect to both its presentation and meaning. The methodology is framed in the cultural re-mediation theory and is grounded on a set of ontologies aimed at modelling a cultural resource and correlating it with external multimedia objects and resources. To provide an easy tool for the creation of museum narratives, the methodology makes use of a set of recognised practices widely adopted by museum curators that have been formalised through inference rules. The defined methodology has been experimented in a scenario related to Flemish paintings to validate the augmentation of cultural objects with two different approaches, the first basing on similarities and the second on dissimilarities. 相似文献
38.
Offshore outsourcing to vendors in foreign countries causes unique challenges which need to be understood and managed effectively.
This paper explores cultural differences in IS offshoring arrangements involving German client organizations that outsource
application development activities to Indian vendors. For this purpose, a research framework is developed based on both theoretical
considerations and specific empirical observations from multiple case studies. The goal is to (1) explore the nature of cultural
differences in offshore outsourcing arrangements in depth and to (2) analyze the relationship between those cultural differences
and offshore outsourcing success. Based on the case findings, implications and practices for the management of offshore development
projects are outlined. The results indicate that cultural differences in terms of power distance, IS designer values, and
an active versus passive working attitude critically affect several dimensions of relationship quality, thereby influencing
offshore outsourcing success. A clear definition of roles and mechanisms, strong leadership, and an active management of culture
by adapting to either the client’s or the vendor’s national culture appeared to be effective ways to manage cultural differences.
相似文献
Armin HeinzlEmail: |
39.
本文报道了胨冻样芽孢杆菌 (Bacillusmucilaginosus)的分离、筛选及其对小麦苗期生长的作用 ,并对胨冻样芽孢杆菌的发酵培养基进行了优化 .结果表明 ,胨冻样芽孢杆菌 (B .mucilaginosus)生长的最适培养基 (g/L)为 :蔗糖 1 4、Na2 HPO4 1 .5、FeCl3 0 .0 0 2、CaCO3 1 .5、酵母膏 1 0 ,自来水 1 0 0 0ml、pH7.0~ 7.5;有机氮和无机铵态氮抑制胨冻样芽孢杆菌的生长 ;胨冻样芽孢杆菌液体培养物对小麦苗期生长具有促进作用 . 相似文献
40.
Linda A. Jackson Edward A. Witt Alexander Ivan Games Hiram E. Fitzgerald Alexander von Eye Yong Zhao 《Computers in human behavior》2012
This research examined relationships between children’s information technology (IT) use and their creativity. Four types of information technology were considered: computer use, Internet use, videogame playing and cell phone use. A multidimensional measure of creativity was developed based on and test of creative thinking. Participants were 491 12-year olds; 53% were female, 34% were African American and 66% were Caucasian American. Results indicated that videogame playing predicted of all measures of creativity. Regardless of gender or race, greater videogame playing was associated with greater creativity. Type of videogame (e.g., violent, interpersonal) was unrelated to videogame effects on creativity. Gender but not race differences were obtained in the amount and type of videogame playing, but not in creativity. Implications of the findings for future research to test the causal relationship between videogame playing and creativity and to identify mediator and moderator variables are discussed. 相似文献