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1.
Smartphones are indispensable for many young people, which in turn increases the risk of smartphone addiction. Previous studies have discovered significant and positive influences of boredom proneness, sensation seeking and smartphone addiction. This study further explored these influences, their underlying mechanisms, and the mediating effects of pastime, flow experience and self-regulation on smartphone addiction. A total of 442 Chinese college students completed a survey focusing on boredom proneness, sensation seeking, pastime, flow experience, self-regulation and smartphone addiction. The results indicated that boredom proneness positively affects smartphone addiction. Contrary to expectations, the results showed that there is no significant relationship between sensation seeking and smartphone addiction. Moreover, pastime and self-regulation have partial mediation effects on the relationship between boredom proneness and smartphone addiction, while the effect of sensation seeking on smartphone addiction is completely transmitted with the help of flow experience and self-regulation. The findings and their implications are discussed.  相似文献   
2.
As a response to the threat of climate change, many nations are increasing their use of renewable energy, including wind energy. Large wind farms often conflict with other land uses, particularly tourism, which is a growing industry worldwide. In Iceland, tourism has recently become the largest export sector, with majority of tourists travelling to the country to experience its nature. This paper examines tourists’ opinions and perceptions of wind power development in the Southern Highlands of Iceland and compares how number, size and proximity of wind turbines, and the landscape in which they are situated, influence tourists’ perceptions. The study is based on an on-site questionnaire survey conducted in 2015. The results indicate that one-third of the travellers would be less likely to visit the Southern Highlands if a proposed wind farm were built, and two-thirds think that wind turbines would decrease the area’s attractiveness.  相似文献   
3.
探讨沉浸式艺术这一新概念,研究其审美体验是如何有助于自我发现并运用于艺术创作再设计中的。沉浸式艺术是一种能够启发感知联觉的审美体验方式,可使人们重新思考自己与“世界”(真实和虚拟)之间的关系。“感知”、“关系”和“转换”是三个相互交织并贯穿全文的主要问题,同时也是沉浸式艺术的研究基础。结合海德格尔“在世界上”(être-au-monde) 的观念来看,与其说“存在”,不如说人们沉浸并感知于这个世界中。然而,人们对周围环境的感知通常是无意识的,对于感知的认识也时常是冷漠和忽视的。沉浸式艺术使这些感觉得以被强调,它突出了个人的感知运动能力,同时也引起了人们对身体本身的重视。又如Bergson所提出的“投机性关注是建立在一种感知机制的基础上的,这种感知机制从根本上允许对世界进行一定行动而不是仅仅了解这个世界”。因此,对于一个完善的沉浸式审美体验过程来说,重要的是使观众自然地参与其中。当无意识的行为转换为肉眼可见的视觉效果时,审美体验将会更加深入人心。因此关于沉浸式艺术作品的创作,可以结合西方艺术家Marcel Duchamp的Ready-made的创作理念和中国道家的“无为”思想,研究怎样将被忽视的日常行为自然地转换为可见的,被重视的视觉效果,从而揭发主体与“世界”之间的多种潜在关系。  相似文献   
4.
The visual ability factors of peripheral perception, visual reaction and visual pursuit ability are important for safe driving. Thus, this study explored the influence of driving experience on these visual ability factors. Sixty-five drivers, including novice and experienced drivers, participated in this study. The visual ability levels of the three factors were measured by the Vienna Test System. In addition, driver's awareness of the three factors' importance for safe driving was measured by questionnaire items. Results showed that out of the three factors, drivers' peripheral perception ability was correlated significantly with their driving experience. Experienced drivers had higher peripheral perception ability than that of novice drivers. In addition, compared with novice drivers, experienced drivers believed that peripheral perception was more important whereas visual reaction was less important. It is suggested that higher attention should be paid to peripheral perception in driving training and novice drivers should increase their importance awareness for this factor.  相似文献   
5.
A recent development in tactile technology enables an improvement in the appreciation of the visual arts for people with visual impairment (PVI). The tactile sense, in conjunction with, or a possibly as an alternative to, the auditory sense, would allow PVIs to approach artwork in a more self‐driven and engaging way that would be difficult to achieve with just an auditory stimulus. Tactile colour pictograms (TCPs), which are raised geometric patterns, are ideographic characters that are designed to enable PVIs to identify colours and interpret information by touch. In this article, three TCPs are introduced to code colours in the Munsell colour system. Each colour pattern consists of a basic cell size of 10 mm × 10 mm to represent the patterns consistently in terms of regular shape. Each TCP consists of basic geometric patterns that are combined to create primary, secondary, and tertiary colour pictograms of shapes indicating colour hue, intensity and lightness. Each TCP represents 29 colours including six hues; they were then further expanded to represent 53 colours. Two of them did not increase the cell size, the other increased the cell size 1.5 times for some colours, such as yellow‐orange, yellow, blue, and blue‐purple. Our proposed TCPs use a slightly larger cell size compared to most tactile patterns currently used to indicate colour, but code for more colours. With user experience and identification tests, conducted with 23 visually impaired adults, the effectiveness of the TCPs suggests that they were helpful for the participants.  相似文献   
6.
以某石灰岩矿临近输油管道控制爆破作业为工程背景,根据爆区特点及被保护管道的安全允许振速,制定了合理的控制爆破方案,设计了深孔爆破参数,并对爆破振动进行了监测。经过精心设计与施工,保证了输油管道安全,为类似工程积累了宝贵经验。  相似文献   
7.
为了帮助我国企业在跨国并购交易中更好地应对因企业社会责任表现所引起的跨国并购风险,平衡好经济利益诉求与社会责任的履行,论文以2009—2017年沪深A股上市公司109起成功的跨国并购事件为研究对象,基于利益相关者理论、社会契约理论与委托代理理论,研究了企业社会责任对于跨国并购绩效的影响,同时考虑了企业所有制、行业一致性和跨国并购经验的调节作用。采用多元回归模型的实证结果表明:1)企业社会责任对跨国并购绩效存在显著的正向影响;2)企业社会责任与跨国并购之间的正向关系受到国有属性与跨国并购经验的负向调节;3)当并购双方属于同一行业时,行业一致性会显著促进企业社会责任对跨国并购绩效的正向影响。建议企业主动披露企业社会责任履行状况并引入国际通行标准,也可借助国际公关公司制定企业社会责任战略。以上研究结论对中国企业履行社会责任方面具有一定的指导意义,同时也为跨国并购绩效的影响因素研究提供了新的理论视角。  相似文献   
8.
Abstract

With the rapid progress of information technologies, cars have been made increasingly intelligent. This allows cars to act as cognitive agents, i.e., to acquire knowledge and understanding of the driving habits and behavioral characteristics of drivers (i.e., driving behavioral fingerprint) through experience. Such knowledge can be then reused to facilitate the interaction between a car and its driver, and to develop better and safer car controls. In this paper, we propose a novel approach to extract the driver’s driving behavioral fingerprints based on our conceptual framework Experience-Oriented Intelligent Things (EOIT). EOIT is a learning system that has the potential to enable Internet of Cognitive Things (IoCT) where knowledge can be extracted from experience, stored, evolved, shared, and reused aiming for cognition and thus intelligent functionality of things. By catching driving data, this approach helps cars to collect the driver’s pedal and steering operations and store them as experience; eventually, it uses obtained experience for the driver’s driving behavioral fingerprint extraction. The initial experimental implementation is presented in the paper to demonstrate our idea, and the test results show that it outperforms the Deep Learning approaches (i.e., deep fully connected neural networks and recurrent neural networks/Long Short-Term Memory networks).  相似文献   
9.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
10.
张亚 《纺织报告》2020,(1):87-88
体验经济时代,人们的消费理念和消费层次不断提高,企业的经营模式和用人机制也发生着改变。在现实生活中,很多商家打造出以环境、情绪、感受为核心体验的家居体验馆。为适应时代的发展,根据人才培养目标,在调查研究的基础上,针对5年制高职家纺设计专业进行课程改革,逐步打破传统的教学模式,进一步探索产教融合,为社会培养更多优秀的综合型专业人才。  相似文献   
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