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1.
The development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the intention to use, these type of applications and their possible impacts on business. Here, we explore the role of gamification, socialness, and other four well-known variables (ease-of-use, usefulness, enjoyment, and intention to use) in a gamified business application and corresponding business. We proposed and evaluated a model based on the Technology Acceptance Model to better analyze and understand the adoption of gamified business applications. To test this model, we developed a study using a sample of 183 bank customers, and we found that gamification significantly improved the customer’s sense of social interaction, which, in turn, strongly influenced the customer’s intention to use the applications. We argue that this intention to use could provide a strong benefit to the business, in term of increased customer engagement. This paper presents a new conceptual model to predict behavioral intention in regards to gamification in e-banking, illustrating seven variables that affect the adoption of e-banking by bank customers. Our findings contribute overall to a better understanding of gamification in e-banking (with the extension of Technology Acceptance Model theories, and the new variable gamification), providing important practical implications for software development and marketing practices.  相似文献   
2.
This paper presents a reliability-based framework for the configuration of priority systems that control the risks of extreme transaction latencies. Modeling of priority systems can be computationally complex and lack robustness with respect to the feasible variations of such systems. The analyses tend to be ad hoc and overly particular to the application at hand. Furthermore, modeling of priority systems has focused on assessment of the average latencies, rather than on the potential for extremes of latency. The developed framework includes (i) a compact notation useful for modeling of priority systems, (ii) assessment of the risk of extreme latencies, and (iii) multiobjective analysis for the tuning of system parameters. An acceptable balance is sought among multiple risks of extreme transaction latencies. The framework is demonstrated in the configuration of an e-business server to minimize the lost transactions, e.g. ‘purchase’ requests for which a customer needs to wait longer than 8 s.  相似文献   
3.
本文介绍了在山东省国税系统全面推行的电子完税系统,文章从系统的概要设计、详细设计、数据库设计出发,详细论述了该系统的主要思想和开发过程。最后总结了系统的主要特点。  相似文献   
4.
通过融入Web驱动和非接触式的电子信息技术,电子化制造(e—manufacturing)系统可使企业获得近乎零的故障停机率,并可与企业高层商务系统保持信息同步,创造“只对信息处理一次(OHIO,only handle information once)”的工作环境。本文介绍了Web驱动的电子化制造技术的基本原理、战略规划及其所应具备的基本要素,并重点阐述了智能维护这一关键技术。最后,为电子化制造的实施提出了应对策略。  相似文献   
5.
中小企业在INTERNET上的国际贸易初探   总被引:2,自引:0,他引:2  
随着国际互联网(Internet)的不断发展,使国际贸易出现网络化趋势.国内中小企业要在激烈的国际市场竞争环境下生存并发展,必须发展电子商务,信息化建设为中小企业扩大出口搭建起电子商务快车,为中小企业实施"走出去"战略提供了一条新的渠道.  相似文献   
6.
In the last decade there was growing interest in strategic management literature about factors that influence a company's ability to use IT. There is general consensus that knowledge and competency are necessary in developing an IT capability, but there is very little understanding of what the necessary competencies are, and how they influence IS usage in different contexts. The small and medium-sized enterprise context is particularly interesting for two reasons: it constitutes a major part of the economy and it has been relatively unsuccessful in exploiting e-business.  相似文献   
7.
郭剑武 《中国钼业》2003,27(3):45-51
以可靠翔实的数据、案例分析了互联网技术的发展对中国企业未来的影响 ,揭示了中国企业互联网的应用现状 ,并针对目前存在的问题提出了我们自己应该采取的对策  相似文献   
8.
陶志勇  杨静 《信息技术》2003,27(4):51-53
电子商务中信息传输与共享技术是电子商务的核心技术 ,电子商务是以Internet为基础的新兴产业 ,保护信息的安全无疑是十分重要的 ,人们越来越多地使用计算机网络来传送对安全敏感的信息 ,所以在信息传输域共享中 ,认证业务、保密业务、数据完整性业务、不可否认业务是当前电子商务急需解决的关键技术 ,本文对这方面做了一些探讨并提出自己的看法  相似文献   
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10.
E-Business management involves monitoring and controlling all forms of business transactions conducted over the Internet, extranets, and related communications technologies and services. As such, it includes the management of networks, systems, and software applications. E-Business management is beginning to depend increasingly on knowledge of the cooperative aspects of partners in a business chain and the cooperative aspects of stake-holders in e-business operations. The study of cooperation offers many opportunities to apply social network analyses to derive software solutions for the management of e-business. This article provides a methodology and case study that recognises the dimension of cooperation among a multiplicity of organisations, coined “Awareness-based Cooperative Management.” It is aimed towards the design or re-engineering of effective e-business management systems, where the key concept involves the degree of awareness held by e-business stake-holders. Awareness is defined in terms of stake-holder interactions and artefacts used in those interactions such as buyer specifications, requests for proposals, offers, service level agreements, and the like. Since awareness is an indispensable, albeit an inherently vague concept, we cast it and reason about it with the apparatus of fuzzy logic.
Lundy LewisEmail:
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