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1.
气溶胶池洗过滤是反应堆严重事故中去除放射性源项的重要手段。本文以严重事故条件下上升气泡中气溶胶的滞留过程为背景,设计搭建了可视化单气泡鼓泡实验装置。通过该装置研究了气溶胶在上升气泡中的沉降效率,并与MELCOR中的气溶胶沉降模型计算结果进行了对比。结果表明,气溶胶沉降效率对气泡尺寸的变化较为敏感,当气体流量大于0.1 L/min时,气泡等效直径迅速增加,相应的气溶胶沉降效率快速降低;与MELCOR模型计算结果的对比表明,两者在总体趋势上呈现出较好的一致性,但计算结果低估了液相对气溶胶的实际去除能力,导致这种偏差的主要原因是气泡在上升过程中存在无规则的晃动以及气液界面的波动。  相似文献   
2.
Integration in the world of sport is one way for individuals with disabilities or motor disorders to feel more socially integrated, independent, and confident. Boccia is a Paralympic sport, which is increasingly getting more attention around the world. These facts have contributed to the objectives of this work. Including it in the serious games category enables to develop and rehabilitate the cognitive capabilities. The main focus was BC3 classification athletes (users with limited motor characteristics that require the use of an assistive device—a ramp, in this case). This paper describes a realistic Boccia game simulator adapted for people with disabilities that integrates a set of features that includes real physics and social features. These features can be used to enhance the interest of nonpractitioners of the sport and to improve the training conditions. The official Boccia regulation was added to the design of the simulator. The usability and approximation to the reality of the simulator were tested and validated based on the tests performed and data collected via a survey of users with no motor or psychological disorders. Realism and usability rating was almost excellent, and good results were achieved at the assessment of the game experience.  相似文献   
3.
Enhancing the earthquake behavioral responses and post-earthquake evacuation preparedness of building occupants is beneficial to increasing their chances of survival and reducing casualties after the mainshock of an earthquake. Traditionally, training approaches such as seminars, posters, videos or drills are applied to enhance preparedness. However, they are not highly engaging and have limited sensory capabilities to mimic life-threatening scenarios for the purpose of training potential participants. Immersive Virtual Reality (IVR) and Serious Games (SG) as innovative digital technologies can be used to create training tools to overcome these limitations. In this study, we propose an IVR SG-based training system to improve earthquake behavioral responses and post-earthquake evacuation preparedness. Auckland City Hospital was chosen as a case study to test our IVR SG training system. A set of training objectives based on best evacuation practice has been identified and embedded into several training scenarios of the IVR SG. Hospital staff (healthcare and administrative professionals) and visitors were recruited as participants to be exposed to these training scenarios. Participants’ preparedness has been measured along two dimensions: 1) Knowledge about best evacuation practice; 2) Self-efficacy in dealing with earthquake emergencies. Assessment results showed that there was a significant knowledge and self-efficacy increase after the training. In addition, participants acknowledged that it was easy, helpful, and engaging to learn best evacuation practice knowledge through the IVR SG training system.  相似文献   
4.
This exploratory quantitative study compared schoolchildren’s scores on 15 computer games to their scores on the neuropsychological test, NEPSY-II, to determine whether these games utilize predicted cognitive skills. Forty-three children aged 7–12 from different ethnic groups participated in this study. There was an almost equal split between girls and boys, some of whom reported mild learning difficulties. Many a priori predicted correlations were confirmed, with a medium to high effect. Eleven games shared their highest correlation with one or more of the predicted cognitive skills as measured by the NEPSY-II, which provided evidence that these computer games use specific cognitive functions. This suggests that similar computer games could be used to assess, practice, or monitor cognitive skills among schoolchildren.  相似文献   
5.
Online multiplayer games create new social platforms, with their own etiquette, social rules of conduct and ways of expression. What counts as aggressive and abusing behavior may change depending on the platform, but most online gaming companies need to deal with aggressive and abusive players explicitly. This usually is tied to a reporting mechanism where the offended player reports an offense. In this paper, we develop tools for validating whether a verbal aggression offense report refers to a real offense or not, in the context of a very popular online social game, called Okey. Our approach relies on the analysis of player behavior and characteristics of offending players. In the proposed system, chat records and other social activities in the game are taken into account, as well as player history. This methodology is sufficiently generic, and it can be applied to similar gaming platforms, thus describing a useful tool for game companies. We report our results on data collected over a six months period, involving 100,000 users and 800,000 game records, and illustrate the viability of such analysis, while providing insights on the factors associated with verbal aggression and abusive behavior for social games.  相似文献   
6.
In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.  相似文献   
7.
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is replaced with game-based learning. Keeping the total lesson time (40 min) identical, the control group (N = 33) received traditional instruction, and the experimental group (N = 32) was presented with a blended learning approach spending half of the class time (20 min) playing tablet-based fraction games, where each of the learners had their own tablet. The results suggested that in the posttest, the experimental group achieved similar learning gains to the control group and appear to have achieved better performance in the transfer test than the control group. This paper also discusses the efficiency of game-based learning, the mechanism of how fraction games might enhance learning, and the potential of integrating game-based learning in educational settings.  相似文献   
8.
In this research, we propose a novel framework referred to as collective game behavior decomposition where complex collective behavior is assumed to be generated by aggregation of several groups of agents following different strategies and complexity emerges from collaboration and competition of individuals. The strategy of an agent is modeled by certain simple game theory models with limited information. Genetic algorithms are used to obtain the optimal collective behavior decomposition based on history data. The trained model can be used for collective behavior prediction. For modeling individual behavior, two simple games, the minority game and mixed game are investigated in experiments on the real-world stock prices and foreign-exchange rate. Experimental results are presented to show the effectiveness of the new proposed model.  相似文献   
9.
As nonrecourse project finance (rather than financing on a sovereign basis) is becoming more prevalent worldwide, financing institutions have to collaborate more closely with firms to optimize capacity‐investment and financing decisions. Under this background, this paper presents a stylized Stackelberg games model, taking into account the firm's capacity investment as well as the bank's interest rate and funding ratio decisions. Consortium structures between bank and firm are formalized into five modes based on industry practice, namely, the integrated consortium, pure shareholder funding, bank as leader, full coordination, and bank as follower. The optimality and equilibrium of each of the five modes are analytically derived, and their existence and uniqueness are demonstrated. Valuable economic insights are obtained through both modeling analysis and numerical experiments, with the main findings including the following: (i) a lack of bank financing leads to insufficient capacity investment and poor consortium performance; (ii) interest rate and funding ratio play important but different roles in the bank's risk management; (iii) the bank's proactivity in leading and coordinating the consortium is critical for the two parties’ overall performance; and (iv) if the bank is the follower, the firm's capacity decision is irrelevant to the bank's loan contract, and the consortium cannot be coordinated to the first‐best level of performance.  相似文献   
10.
通过对巴渝传统建筑文化进行严肃游戏开发及设计实践,实现传统文化的保护与传承。对目前巴渝传统建筑文化的保护现状进行调查研究,分析严肃游戏对传承巴渝传统建筑文化的适用性、有效性与独特优势,提出巴渝传统建筑严肃游戏的开发策略、设计程序与设计方法。基于严肃游戏理念设计桌面棋牌类游戏“渝筑”,完成游戏定位、游戏规则、游戏逻辑设计及相应的视觉设计,为巴渝传统建筑文化的活化创新应用提供新思路。  相似文献   
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