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41.
Although perceived value has long been recognised as an influential means of affecting continuance intention in information systems (IS), little attention has been devoted to explore its antecedents, which constitutes an important research issue. This study, building on prior literature on continued usage in IS as well as the resource-based view, proposed a model to address this gap. Our model suggests that perceived value, a major driving force for members’ satisfaction and continuance intention, is affected by four kinds of resources embedded in virtual communities, which are relationship resources, technology infrastructure, knowledge resources and human resources. To provide additional insights on the pivotal role of perceived value, we also postulate that experience moderates the link between perceived value and its antecedents. Data collected from 235 members of a professional virtual community provide strong support for the research model. It was found that perceived value exerts a great effect on both satisfaction and continuance intention. In addition, when different levels of experience are taken into consideration, relationship resources, knowledge resources and human resources were found to be more salient to high-experience members, whereas technology infrastructure was found to be more salient to low-experience members. Finally, this study discusses the implications of these findings and offers direction for future research.  相似文献   
42.
In consumer choice behaviour literature, a two-stage choice model serves as a base theory where choice behaviour is decomposed into a consideration stage plus a choice stage. Yet, this default model has been increasingly challenged by the ‘limited consumer search’ school of thought because consumers do not necessarily review all products in a choice set before making decisions, but frequently draw on external information as mental short cuts. Methodologically, the choice behaviour in stage 1 has traditionally been latent because data that directly observe how consumers form their consideration sets by eliminating alternatives are lacking. This study continues the ‘limited consumer search’ line of reasoning and proposes an aided non-compensatory process in choice stage 1, where consumers reduce brand website alternatives by using online ratings to arrive at a consideration set. We use observed Web analytics data to unveil the stage 1 choice process and also the transition from stage 1 to stage 2, which is in need of further research based on extant literature. Lastly, we cross-validate our model with two types of websites (i.e. search vs. experience/credence) and find our model is contingent on the type of website content, where consumers’ inclination to use online ratings for decision-making varies.  相似文献   
43.
介绍了EP公司KG乙烯工厂先进的管理经验,提出了搞好企业合理的设想。  相似文献   
44.
We compared two versions of a touch-screen digital thermostat using a framework encompassing several user experience (UX) characteristics, and here describe how the implementation of certain design factors (specialists, praises, tooltips and increased interactivity) was done on mixed-fidelity prototypes of the user interface. We illustrate how the experimental comparison, involving 20 university students and 20 older adults, revealed important differences in UX, including perceived ease of use, behavioral intentions, enjoyment, quality, satisfaction, trust and usability, measured mainly through established questionnaires.Analysis revealed that using that kind of artifacts is a very cost effective way to elicit interesting and useful results; many UX variables are significantly affected by design factors and by age differences, as expected; effects of design factors go well beyond usability and therefore could not be caught by running an investigation focused only on usability.Age difference matters: older adults do not respond to addition of specialists, praises and tooltips as younger users do. We argue that potential benefits of these design choices are outweigh by the increase in complexity of the user interface.From a methodological viewpoint we suggest using a particular array of UX characteristics and metrics when testing mixed-fidelity prototypes. Not all the metrics that we adopted were equally useful, and in particular perceived usability, subjective mental effort, and emotions did not help us highlighting differences.  相似文献   
45.
This paper investigates how social distance can serve as a lens through which we can understand human–robot relationships and develop guidelines for robot design. In two studies, we examine the effects of distance based on physical proximity (proxemic distance), organizational status (power distance), and task structure (task distance) on people׳s experiences with and perceptions of a humanlike robot. In Study 1, participants (n=32) played a card-matching game with a humanlike robot. We manipulated the power distance (supervisor vs. subordinate) and proxemic distance (close vs. distant) between participants and the robot. Participants who interacted with the supervisor robot reported a more positive user experience when the robot was close than when the robot was distant, while interactions with the subordinate robot resulted in a more positive experience when the robot was distant than when the robot was close. In Study 2, participants (n=32) played the game in two different task distances (cooperation vs. competition) and proxemic distances (close vs. distant). Participants who cooperated with the robot reported a more positive experience when the robot was distant than when it was close. In contrast, competing with the robot resulted in a more positive experience when it was close than when the robot was distant. The findings from the two studies highlight the importance of consistency between the status and proxemic behaviors of the robot and of task interdependency in fostering cooperation between the robot and its users. This work also demonstrates how social distance may guide efforts toward a better understanding of human–robot interaction and the development of effective design guidelines.  相似文献   
46.
在互联网时代,各行业需要在"商业模式"和"体验"方面的创新,这使得IT变成了核心引擎,需要新的IT基础架构。  相似文献   
47.
影响流媒体用户服务质量体验QoE(Quality of Experience)的因素有很多,如何对用户QoE进行量化判别是一个复杂的问题。为此,以媒体传输指标MDI为基础,研究了用于测量流媒体用户QoE的基本指标,并提出了相关测量数据的获取方法。以流媒体用户的实际体验质量为依据,提出了一种有效的流媒体系统性能评价模型,该模型为流媒体系统的性能分析和优化调整提供了理论基础,具有广泛的应用价值。  相似文献   
48.
孙佳佳  王兴伟  高程希  黄敏 《软件学报》2014,25(8):1858-1873
在云环境下,各种闲置资源可以通过池化形成资源池,进而利用虚拟化技术将资源池中的不同资源组合以服务的形式提供给用户使用,因此需要合理而有效的机制来分配资源.针对云环境下资源的特点,将经济学和智能方法相结合,提出了一种基于双向组合拍卖的智能资源分配机制.在该机制中,提出了基于体验质量(quality ofexperience,简称QoE)的威望系统,引入威望衰减系数和用户信誉度,降低拍卖中恶意行为造成的影响,为资源交易提供QoE 支持.对拍卖中的竞价决策,综合考虑多种因素,提出了基于BP 神经网络的竞标价格决策机制,不仅可以合理确定竞标价,而且使价格可以动态适应市场变化.最后,由于组合拍卖胜标确定问题是NP 完全的,因此引入群搜索优化算法,以市场盈余和总体威望为优化目标,得到资源分配方案.仿真研究结果表明,该机制是可行和有效的.  相似文献   
49.
韩立  刘正捷  张军  陈媛嫄 《计算机科学》2014,41(10):196-203
远程用户体验评估允许评估人员和用户在时间和(或)空间上分离,它具有经济、便捷、对用户打扰少,能在真实环境中对大量多样的用户进行研究等特点,被认为是解决传统用户体验评估问题的一个理想方案,并逐渐成为人机交互领域中一个热门的研究课题。首先介绍了远程用户体验评估的概念和分类;然后描述了远程评估的研究概况;接着提出了远程评估工具的系统架构,并依据系统架构,详细描述了数据采集、分析和呈现的各种方法;最后,总结了远程评估所面对的挑战以及未来的研究方向。  相似文献   
50.
虚拟服装展示是借助立体全息技术、互联网或数字互动大屏幕来展示人体或数字角色“穿上”虚拟服装后的动态视觉效果。随着数字媒体艺术、交互技术和立体显示技术的发展,虚拟服装展示系统被广泛用于立体时装设计、服装表演、娱乐秀、商场试衣以及电视广告等领域。本文分析比较了近年来国内外虚拟服装展示领域的技术发展,并归纳总结出当前虚拟服装展示的5种人机交互模式。作者认为:随着全息技术、体感交互、立体视觉和增强现实等智能环境技术的发展,以“私人订制”为代表的个性化、时尚化和智能化的虚拟试衣体验将成为未来人们服装购买体验中不可或缺的重要环节之一。  相似文献   
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