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101.
教育叙事反思、建构、微型、培育和实践等关键特征对于教师开展成功的教学教育的活动特别有意义。博客为教育叙事提供了便捷可行的方式,使教师和学生都可以成为教育叙事的主体。  相似文献   
102.
This article aims to provide the reader with a general overview of narrative methods as they apply to the study of family relationships. How narratives are collected and issues pertaining to training raters are considered. Scoring systems have been developed that code for thematic content, relative coherence, and co-constructive processes. Validity for these methods is examined through (a) concordance between narrative codes and directly observed behavior within similar domains, (b) links between narratives and self-report measures, and (c) the relation between narratives and psychological functioning. A guide for researchers in their consideration of adopting narrative methods is offered. The article concludes with a consideration of linking different coding schemes and challenges for future researchers. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
103.
In this longitudinal study, we examined identity development using the life story model (McAdams, 2001), in addition to a traditional identity status approach, in order to explore the association between perceived parenting in adolescence and the subsequent quality of life story narration in emerging adulthood. Participants (N = 100) were given a battery of questionnaires at ages 17 and 26 years and were asked to narrate a story at age 26 about their most difficult life experience. Low point narratives were analyzed for evidence of concluding clarity, resolution, and affective tone, termed coherent positive resolution (Pals, 2006). Structural equation modeling showed that participants who experienced more positive parenting at age 17 narrated their low points with clearer evidence of coherent positive resolution at age 26. Coherent positive resolution of the low point was also related to concurrent measures of identity achievement and emotional adjustment at age 26. Discussion centers on the potential impact of positive parenting as a contributor to healthy low point narration and identity in emerging adulthood. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
104.
ABSTRACT

This paper reports an extension of the program MEXICA, an automatic plot generator. The purpose of this project is to build a framework that permits studying the relations between MEXICA’s processes, its knowledge structures and the features of the produced narratives. We describe a methodology to analyse the features of the agent’s knowledge-base, to further establish correlations between such features and a set of general characteristics of the tales that they produce. Next, we make use of those correlations to forecast some properties of the future tales to be developed by different MEXICAs agents with different knowledge-bases. For this task, we introduce the S-graphs, representations of the similarity and organisation of the knowledge-structures. The results we obtained indicate that we are able to correctly forecast some of the features of tales to be produced; however, much more work is required.  相似文献   
105.
服装产品不同特征的感性评价之间常常存在相互制约的共线性关系,为建立它们之间的量化关系,以17件羊毛衫作为实验对象,通过现场问卷得到30名成年女性对羊毛衫整体印象及9种特征的感性评价数据,使用岭回归方法建立羊毛衫多种特征与整体印象感性评价之间的量化关系。结果显示,羊毛衫9种特征对整体印象感性评价的影响权重排序为:大身平整度、弹性、蓬松度、尺寸比例、领口形态、下摆形态、起毛起球、磨损程度、袖窿接缝平整度,它们之间的岭回归方程拟合精度为0.977。该结果不仅可以帮助产品研发企业精准定位消费者的关注重点,而且可预测消费者对产品功效的感性评价。研究证明了岭回归方法适用于建立具有共线性关系的服装感性评价的量化关系,可广泛应用于不同产品的感性工学研究。  相似文献   
106.
Figural motifs have received little attention in Chinese dress and textile history; typically interpreted as generic ‘figures in gardens’, they have long been overshadowed by auspicious symbols. Yet embroiderers, like other craftsmen and women in Qing dynasty China (1644–1911), sought inspiration from the vast array of narratives that circulated in print and performance. This paper explores the trend for the figural through the close study of two embroidered jackets from the Royal Ontario Museum collection featuring dramatic scenery embroidered upon ‘narrative roundels’ and ‘narrative borders’. I argue that three primary factors explain the appearance and popularity of narrative imagery in mid- to late Qing dress and textiles: the importance of theatrical performance and narratives in nineteenth-century life; the dissemination of narrative imagery in printed anthologies and popular prints; and the commercialization of embroidery. By placing the fashion for these jackets firmly within the socio-economic context of nineteenth-century China, the paper provides a novel way of understanding the phenomena of narrative figures on women’s dress through the close relationship between popular culture and fashion in nineteenth-century Chinese women’s dress.  相似文献   
107.
This article discusses a particular project that attempted to make art-historical research evocative as well as analytical by employing rich, interactive multi-media. This reliance on evocative material extended techniques practised by television drama-documentaries and considered their legitimacy and potential within academic art history.  相似文献   
108.
Drawing on interviews with people living and working in 'disadvantaged' Australian suburbs, this article focuses on how disadvantaged people must prove 'entitlement', most often through a stylised performance of 'undeserved' suffering which in turn reinforces a definition of need based upon character. These stylised narratives of suffering, and the stories of heroism which complement them, emerge from a local 'war of words'. The article argues that these stories are a complex and difficult resource for urban analysts and that other, more submerged, narratives must also be incorporated in any account of poverty and injustice.  相似文献   
109.
在我国城市工业遗址保护与再利用不断深入和推进的背景下,探究和构建符合工业遗址资源的活化利用策略,以拓展工业遗址景观的设计思路并指导设计实践。本文试图通过挖掘工业遗址景观体验者的情感需求并与景观叙事性理论相结合的方法构建工业遗址景观设计路径,从获取用户的体验需求入手,将叙事学理论引入工业遗址景观更新改造设计当中。最后将南京江南水泥厂工业旧址作为实践目标,进行景观叙事性方法改造与活化设计,为同类型景观的更新改造提供借鉴与参考。结合观者体验需求的工业遗址景观叙事性设计改造可有效避免空间体验感单一和同质化问题,并提升综合利用价值,创造满足体验者的情感诉求和多感体验的工业遗址景观情境空间。  相似文献   
110.
游戏是儿童玩耍天性的直接体现。游戏既可以吸引儿童参与活动,还能够促使儿童在活动中开展合作。因此,本研究尝试将游戏元素引入儿童实体交互叙事系统,以丰富儿童“讲故事”的行为和过程。引入游戏设计中的MDA(Mechanics,Dynamics,Aesthetics)游戏化结构模型,为儿童实体交互叙事系统提供设计策略与指导,并将游戏元素、游戏机制和游戏体验这3个关键模块代入面向儿童的实体交互叙事系统中。通过MDA游戏化结构模型对系统建构的指导,分析相关研究案例,提出儿童实体交互叙事系统中的游戏化设计策略。  相似文献   
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