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31.
居住区规划设计是城市规划专业设计课的典型内容,有非常重要的地位。课程教学以师生之间的互动为主,成绩评定也采用与之相对应的互动式成绩评定,充分发挥教师的主导作用和学生的主体作用。根据居住区规划设计的价值取向和主要内容,成绩评定主要包括考勤、调研、草图和正式成果四部分内容,采用师生自评、互评和共评的方式,充分调动教师和学生之间的互动,力求成绩评定的公正、合理和透明。 相似文献
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“报关业务技能”是报关与国际货运专业的一门专业课程,政策性和实践性都非常强,合适的教学模式对学生专业技能的掌握至关重要。随着“互联网+”越来越多地应用于教育领域,“即时互动”也在教学中成为一种趋势。文章以“超星学习通”作为信息化教学平台,探索即时互动教学模式,并将其应用于教学实践,不断提升教学成效。 相似文献
34.
Computer-based simulations are increasingly being used in educational assessment. In most cases, the simulation-based assessment (SBA) is used for formative assessment, which can be defined as assessment for learning, but as research on the topic continues to grow, possibilities for summative assessment, which can be defined as assessment of learning, are also emerging. The current study contributes to research on the latter category of assessment. In this article, we present a methodology for scoring the interactive and complex behavior of students in a specific type of SBA, namely, a Multimedia-based Performance Assessment (MBPA), which is used for a summative assessment purpose. The MBPA is used to assess the knowledge, skills, and abilities of confined space guard (CSG) students. A CSG supervises operations that are carried out in a confined space (e.g., a tank or silo). We address two specific challenges in this article: the evidence identification challenge (i.e., scoring interactive task performance), and the evidence accumulation challenge (i.e., accumulating scores in a psychometric model). Using expert ratings on the essence and difficulty of actions in the MBPA, we answer the first challenge by demonstrating that interactive task performance in MBPA can be scored. Furthermore, we answer the second challenge by recoding the expert ratings in conditional probability tables that can be used in a Bayesian Network (a psychometric model for reasoning under uncertainty and complexity). Finally, we validate and illustrate the presented methodology through the analysis of the response data of 57 confined space guard students who performed in the MBPA. 相似文献
35.
The current study forms part of a larger study based on the Step Approach to Message Design and Testing (SatMDT), a new and innovative framework designed to guide the development and evaluation of health communication messages, including road safety messages. This four step framework is based on several theories, including the Theory of Planned Behaviour. The current study followed steps one and two of the SatMDT framework and utilised a quantitative survey to validate salient beliefs (behavioural, normative, and control) about initiating, monitoring/reading, and responding to social interactive technology on smartphones by N = 114 (88 F, 26 M) young drivers aged 17–25 years. These beliefs had been elicited in a prior in-depth qualitative study. A subsequent critical beliefs analysis identified seven beliefs as potential targets for public education messages, including, ‘slow-moving traffic’ (control belief − facilitator) for both monitoring/reading and responding behaviours; ‘feeling at ease that you had received an expected communication’ (behavioural belief −advantage) for monitoring/reading behaviour; and ‘friends/peers more likely to approve’ (normative belief) for responding behaviour. Potential message content targeting these seven critical beliefs is discussed in accordance with the SatMDT. 相似文献
36.
《Behaviour & Information Technology》2012,31(12):1224-1236
ABSTRACTWhile video games provide different Player Experiences (PE), some genres can provide particularly unique PEs driven by their particular features. Such is the case of MOBA (Multiplayer Online Battle Arena) games, currently led in number of players and popularity by League of Legends. In spite of this popularity, PE in MOBA games remains largely unexplored. We aim to explore this gap by presenting a PE study that focuses in League of Legends and its player base. After surveying more than 400 players in the database of the largest eSports organisation in Spain, a series of tests were run from multiple perspectives using the PENS (Player Experience of Need Satisfaction) model and the SPGQ (Social Presence in Gaming Questionnaire) as response variables. Among our findings, we show how PE differs across different levels of competence (or rank) inside the game. When looking at how team play impact PE, results show how PENS dimensions remain unaffected while empathy is driven by playing with known teammates. Role selection, on the other hand, has an arguably insignificant impact in PE. Last but not least, an invariant behavioural engagement across all dimensions shows how players perceive team collaboration as an essential factor for success. 相似文献
37.
Abstract We present a progressive refinement system for rendering direct illumination at interactive rates for dynamic scenes using available graphics APIs. We achieve the progression by subdividing object surfaces using a quad‐tree approach. Integrating the visibility and illumination, we can render scenes with soft shadows, taking into account the BRDFs of the scene objects. Our system allows a user to specify the desired frame rates, and the system will achieve such rates with the available time budget. Our system can also render dynamic scenes where the system restores the initial meshes and calculates illumination, producing finer but accurate soft shadows during iterative refinements. 相似文献
38.
文中首先阐述和分析了交互式设计的含义及重要性,然后介绍了在互联网上实现交互式业务的具体开发流程,以及如何从目标用户的需求和期望出发,结合人类本身的心理特征和行为特点,用最简单的方法创建易用、有效而且让用户愉悦的设计。 相似文献
39.
Kheir Al-Kodmany 《Digital Creativity》2013,24(2):91-103
Public participation is a key component in environmental planning and design. Yet too often, architects and planners are not equipped with effective tools and visualisation techniques to generate meaningful public input. Architects and planners are increasingly turning to computer technology; computer imaging can be used to support exploration of alternatives by enabling community members to visualise opportunities and scenarios before committing to a course of action (McClure, 1997). This paper explains how a Geographic Information System (GIS) and an artist played critical roles in a participatory planning process in Chicago's Pilsen neighbourhood. The GIS provided community leaders, planners, architects and designers with an interactive visualisation of the neighbourhood context. It also provided examples of design prototypes in relation to their geographic context. The artist, on the other hand, translated neighbourhood residents' ideas into quick sketches, merging their ideas and thoughts into a shared neighbourhood vision. Both of these elements – the GIS and the human artist – provided a means for residents to visualise past, present, and future neighbourhood conditions, enabling them to have a greater voice in the design of their neighbourhood. Our findings suggest that effective visualisation may be achieved through combining traditional and computerised visualisation tools, and that effective visualisation could assist in bridging the gap between professional designers and non-designers. 相似文献
40.
Sue Gollifer 《Digital Creativity》2013,24(3):159-168
Cyberart incorporates interactive systems within artistic practices. The foundation for a theory of artistic production and creativity becomes expanded on the basis of a biological implication that is not dependent solely on aesthetic judgment. To communicate with computers and their high performance software stimulates artists’ imagination and there are types of interface or hardware that connect the natural system (especially the body) to the internal life of computers. 相似文献