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排序方式: 共有444条查询结果,搜索用时 15 毫秒
1.
While most research on website has focused on functional tasks, the Internet offers many opportunities for leisure as well as experiential activities. Because of the evolution of developed society toward an experience economy, analyzing the role of technologies in the presence of prior user experiences makes sense. This research identifies variables that play a role and influence online behaviors in a specific experiential environment, namely the high culture museum website. Relying on the literature on experience, we propose a research model tested with two different websites. The results of the free simulation experiment indicates that (1) esthetics is the most important design criteria for experiential interfaces and (2) that website design influences intentions to visit a physical place. 相似文献
2.
针对海绵城市径流总量控制目标,提出一种在城市规划体系中控制性详细规划和修建性详细规划阶段分解落实年径流总量控制率的方法。在控制性详细规划阶段分解径流总量控制指标时,分步骤先后确定各项低影响开发措施的面积率和下沉深度;在修建性详细规划阶段,配合径流总量控制指标分解结果,给出适宜的各项低影响开发措施的技术实施导则,以保证各单项指标的正确实施,并以某项目为例介绍了技术实施导则的构建方法。 相似文献
3.
《International journal of human-computer studies》2014,72(2):141-153
Owing to the popularity of various hand tracking interfaces, there have been numerous applications developed to provide intuitive hand interaction with the virtual world. As users start with great anticipation, they end up with dissatisfaction due to difficulties of manipulation or physical tiredness coming very short. Although the task itself is rather trivial in a real life situation, it requires much effort in the virtual environment. We address this awkwardness as ‘VR interaction-induced fatigue symptom’ and hypothesize its causes based on our observations. We argue that the source of the fatigue comes from the restricted sensory information of the VR interfaces, and that users try to accommodate the missing sensory feedback by excessive motion leading to wrong posture or bad timing. We demonstrate our hypothesis by conducting experiments of two types of virtual interaction scenarios: object transport and 3D selection. Furthermore, by analyzing the behaviors of users' action collected from our experiment, we derive essential factors to be considered in designing VR applications, and propose a conceptual interaction model for orchestrating virtual grasping. 相似文献
4.
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article’s aim is to develop and systematize guidelines for the design of CMPGs. To develop these guidelines we used a three-step process: evaluating an initial implementation of a CMPG and finding its problems; defining guidelines that can help overcome these problems; and redesigning the game based on the guidelines before testing it in a real class scenario to assess how helpful the guidelines were in solving the initial problems. 相似文献
5.
Despite the recognized advantages that can be obtained in clinical practice when following clinical guidelines (GL), situations of noncompliance with them may emerge. Keeping track of such deviations from the default GL execution, and documenting the physician's motivations, would clearly be an added value. Moreover, repeated alterations of GL actions (or flow) may highlight the need for an adaptation of the GL itself to the local reality, or may even indicate an improper or weak initial GL definition.
In this article, we propose an approach for managing noncompliance with GL, based on the case-based reasoning methodology. In front of a new noncompliance case, our tool allows the physician to retrieve past situations similar to the current one, and to decide whether to reapply the same GL modifications adopted in them. Moreover, the tool is able to learn indications from the ground noncompliance cases that can be deployed for local adaptation, and possibly, for suggesting more formal GL revisions to be carried out by a committee of expert physicians. 相似文献
In this article, we propose an approach for managing noncompliance with GL, based on the case-based reasoning methodology. In front of a new noncompliance case, our tool allows the physician to retrieve past situations similar to the current one, and to decide whether to reapply the same GL modifications adopted in them. Moreover, the tool is able to learn indications from the ground noncompliance cases that can be deployed for local adaptation, and possibly, for suggesting more formal GL revisions to be carried out by a committee of expert physicians. 相似文献
6.
Design patterns for user interface for mobile applications 总被引:1,自引:0,他引:1
The topic of this paper is a collection of user interface (UI) design patterns for mobile applications. In the paper we present the structure of the patterns collection – the patterns are suggested solutions to problems that are grouped into a set of problem areas that are further grouped into three main problem areas – a structure which is valuable both as an index to identifying patterns to use, and it gives a fairly comprehensive overview of issues when designing user interfaces for mobile applications. To show the breadth of the patterns collection we present six individual problems with connected design patterns in some detail – each coming from different problem areas. They represent important and relevant problems, and are on different levels of abstraction, thus showing how patterns may be used to present problems and solutions on different levels of detail. To show the relevance and usefulness of the patterns collection for usability professionals with a mixed background, we present some relevant findings from a validation of the patterns collection. In addition to verifying the relevance and usefulness of the patterns collection, it also shows both expected and surprising correlations between background and perceived relevance and usefulness. One important finding from the validation is an indication that the patterns collection is best suited for experienced UI developers wanting to start developing mobile UIs. Using a patterns collection for documenting design knowledge and experience has been a mixed experience, so we discuss pros and cons of this. Finally, we present related work and future research. 相似文献
7.
Abstract Defining and measuring sustainability is a major challenge. This article argues these limitations need not stop us from trying to identify and value the possible impacts of what we are doing, or are thinking about doing, over time periods much longer than the lives of our investments, or even of the lives of those of us living today. Sustainability is a relative concept that must be applied in an environment undergoing multiple changes, changes that are occurring over different temporal and spatial scales. We depend on our water resource systems for our survival and welfare. Yet no one expects them to be restored to, or survive in, their most productive pristine states in the face of increasing development pressures for land in their watersheds and for water in their streams, rivers, lakes, and aquifers. A continuing task of water resource planners and managers is to identify the multiple impacts and tradeoffs resulting from what we who are living today may wish to do for ourselves and our immediate children and what we can only guess our yet-to-be-born descendants may wish us to do, or not do, for them in some distant future. This task must involve professionals from other disciplines in a context much broader than just water management. Once these impacts and tradeoffs are identified, it is then up to the political process to make choices when they are in conflict. All of us need to be a part of this decision-making process. 相似文献
8.
近期即将出台的《胶结颗粒料筑坝技术导则》(以下简称《导则》),是水利部第一次规范性指导堆石混凝土及胶凝砂砾石发展的技术性文件,必将对堆石混凝土技术发展体系的构建起到标杆的作用,对推进我国环保节能型社会发展具有重要意义。本文就《导则》中关于堆石混凝土技术的一些要点做些解读,并就技术在推广应用中应注意的问题提出建议。 相似文献
9.
《Behaviour & Information Technology》2012,31(1):57-68
Usability Context Analysis (UCA) suggests the use of task analysis in order to characterize the user's requirements of a product. This paper shows that a task analysis is a necessary (but not sufficient) part of a usability context analysis. Further, it is argued that it is necessary to carry out the task analysis to sufficient depth to establish fitness for purpose of the product under test. In addition, the analyst should have some knowledge of the application domain so that from various task sequences, that giving the best user-product task match can be used. The paper indicates by using an example of an echosounder that discrepancies of use can be highlighted through this task-based approach to usability context analysis. 相似文献
10.
吴静 《福建建筑高等专科学校学报》2013,(5):457-461
详细分析大学生自我同一性不同建构状态对其健康成长的影响,指出大学阶段是个体健康自我同一性形成的关键时期,继而立足于大学新生阶段,从新生现状调查、学校、专业认同、校园环境建设等各方面,提出促进大学生健康自我同一性形成的工作思路. 相似文献