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排序方式: 共有717条查询结果,搜索用时 15 毫秒
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本文以社区公共空间环境品质提
升为目标,自上而下与自下而上相结合,从日
常微观的视角,以艺术为媒介,通过工作坊
的形式,在盐运西社区组织可视化、互动的
社区艺术活动和社区景观艺术空间塑造,小
尺度的设计介入等方式探索社区环境更新途
径,发掘社区历史文化价值,自下而上培育居
民对社区的归属感和认同感,尝试建立多方
共同参与社区建设机制。 相似文献
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Heru Prastawa Udisubakti Ciptomulyono Moses Laksono-Singgih Markus Hartono 《Theoretical Issues in Ergonomics Science》2019,20(4):507-531
Studies on customer’s needs, desires and preferences have become highly important in the product design and development process. One consideration in usability is the cognitive aspect, which is related to the accommodation and evaluation of human cognitive capabilities, limitations and tendencies. In addition to the cognitive aspect, a recent study has shown that the affective aspect has been considered in the evaluation of product usability. Thus, both cognitive and affective aspects are deemed to be important for product design and the development process. Inherently, both aspects deliver complete human and product interaction and experience. However, studies that consider the affective process as a complement to the cognitive process for usability are relatively rare. To address this gap, this study discusses how an integrative framework of the cognitive and affective aspects can be applied to a product for usability assessment via empirical studies on e-commerce and e-learning platforms. The sample involved 230 respondents, using purposive sampling. The result shows that both cognitive and affective aspects have a significant effect, although with different weights. The affective aspect has been shown to improve product usability and user’s acceptance. 相似文献
4.
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting improved performance on tests of learning outcome, whereas opponents of IVR contend that it could hurt learning by increasing distraction, thereby disrupting cognitive learning processes and leading to poorer learning outcomes. In a media comparison study, students viewed a biology lesson either as an interactive animated journey in IVR or as a slideshow on a desktop monitor. Those who viewed the IVR lesson performed significantly worse on transfer tests, reported higher emotional arousal, reported more extraneous cognitive load and showed less engagement based on EEG measures than those who viewed the slideshow lesson, with or without practice questions added to the lessons. Mediational analyses showed that the lower retention scores for the IVR lesson were related to an increase in self-reported extraneous cognitive load and emotional arousal. These results support the notion that immersive environments create high affective and cognitive distraction, which leads to poorer learning outcomes than desktop environments. 相似文献
5.
Contributions of the Usage and Affective Experience of the Residential Environment to Residential Satisfaction 总被引:1,自引:0,他引:1
The existing literature has documented that housing conditions, neighborhood characteristics, and socioeconomics are important determinants of residential satisfaction. However, the contribution of the actual usage of the residential environment to residential satisfaction has rarely been studied. To help fill in this gap, this study examines the contribution of the usage of housing and neighborhoods as well as the affective residential experience to residential satisfaction. We apply a subjective well-being framework and consider residential satisfaction and residential affective experience as two constituent components of the residential domain subjective well-being. Data were collected in Beijing from November 2011 to June 2012. The results show that home and neighborhood activities significantly affect residential satisfaction; higher levels of valence and activation of daily activities at home and in the neighborhood lead to more residential satisfaction. 相似文献
6.
数字绘画技术主要应用在商业插画、科普插画、少儿插画、游戏人物及场景设定等方面,其中又是在动画与游戏中应用最广,让数字绘画艺术更好地为我国的文化创意产业服务,向世界展示出具有本民族特色的文化艺术产品,中国的传统装饰艺术将是其取之不尽的艺术宝库。 相似文献
7.
Halimahtun M. Khalid Anders Opperud Jenthi Krishna Radha Qianli Xu Martin G. Helander 《Theoretical Issues in Ergonomics Science》2013,14(3):318-334
This article describes a methodology for elicitation and analysis of affective needs for vehicle design. Driven by the concept of citarasa or emotional intent, the method has five steps. First, a model of emotional intent was conceptualised; second, a semantic framework of citarasa words was developed that mapped words to specific vehicle components to form a citarasa ontology; third, customer citarasa were elicited in the field using probe interview technique; fourth, affective needs were refined through Web survey; and fifth, the elicited citarasa were analysed using data mining techniques and the citarasa analysis tool. The tool is linked to the citarasa database that enables analysis of affective needs in several countries in Europe and Asia. The system has been technically verified, validated and tested for usability with consumers and automotive end-users. 相似文献
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以江南大学民间服饰传习馆馆藏的近代民间服饰品与苏州工艺美术馆等地馆藏的画绣实物为研究对象,结合相关研究成果,分别统计、解析了服饰品绣与画绣中主要针法,并从表现方式与刺绣主体的角度,分析了两者的区别与联系。发现在题材上,服饰品绣的纹样简单抽象,写意夸张,画绣底稿意境悠远,艺术性强。针法上,服饰品刺绣针法规律性强、特色明显,画绣针法灵活多变,没有固定的程式。在用线上,服饰品绣材质更加多样,纹理明显,画绣用线更细。在用色上,服饰品绣善用对比色,注重色彩间的呼应关系,质朴和谐,画绣以画稿用色为基色,清丽淡雅。因此,对苏绣研究体系的完善与苏绣技艺的传承有积极意义。 相似文献