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1.
建筑与绘画     
李琳  郝淑娜  宋欣婷 《建筑创作》2007,91(1):98-107
建筑与绘画属于两大不同形态的艺术,从传媒角度看彼此之间的联系不像绘画与雕塑那样明显地相互依赖,从职业角度看二维绘画技巧也只是对创作三维空间(建筑)的一种修养。然而,如果深入探讨建筑式样与画派之间的相互关联性及时代精神,将使我们从中掌握更多形式美的方法。论文首先分别阐述了绘画的特征及种类和建筑艺术,进而讨论了绘画与建筑之间存在着的互动性,并按照艺术发展的不同时期进行了详细的论述。  相似文献   
2.
To identify the most effective way for medical students to interact with a browser-based learning module on the symptoms and neurological underpinnings of stroke syndromes, this study manipulated the way in which subjects interacted with a graphical model of the brain and examined the impact of functional changes on learning outcomes. It was hypothesized that behavioral interactions that were behaviorally more engaging and which required deeper consideration of the model would result in heightened cognitive interaction and better learning than those whose manipulation required less deliberate behavioral and cognitive processing. One hundred forty four students were randomly assigned to four conditions whose model controls incorporated features that required different levels of behavioral and cognitive interaction: Movie (low behavioral/low cognitive, n = 40), Slider (high behavioral/low cognitive, n = 36), Click (low behavioral/high cognitive, n = 30), and Drag (high behavioral/high cognitive, n = 38). Analysis of Covariates (ANCOVA) showed that students who received the treatments associated with lower cognitive interactivity (Movie and Slider) performed better on a transfer task than those receiving the module associated with high cognitive interactivity (Click and Drag, partial eta squared = .03). In addition, the students in the high cognitive interactivity conditions spent significantly more time on the stroke locator activity than other conditions (partial eta squared = .36). The results suggest that interaction with controls that were tightly coupled with the model and whose manipulation required deliberate consideration of the model's features may have overtaxed subjects' cognitive resources. Cognitive effort that facilitated manipulation of content, though directed at the model, may have resulted in extraneous cognitive load, impeding subjects in recognizing the deeper, global relationships in the materials. Instructional designers must, therefore, keep in mind that the way in which functional affordances are integrated with the content can shape both behavioral and cognitive processing, and has significant cognitive load implications.  相似文献   
3.
Factors contributing to development of active communities are identified and combined into the Community Activity framework, which is useful in setting up new, or revitalizing inactive, communities. Found factors include: notifying members of new messages by e-mail, having a news section, and ability to add pictures to member profiles. During application of the framework to an inactive community, changes have been made to privacy options, polls, activity notifications, and other areas. Significant positive effects have been found in the number of visits, volume of posted messages, and number of topics. Interest of community members in both user profiles and the message board increased significantly. We conclude that the Community Activity framework is able to contribute in developing active online communities.  相似文献   
4.
The advent of interactive digital platforms has led people to progressively interact on such platforms, urging organizations to create online communities to engage customers with them and with each other to enhance brand loyalty. This study attempts to investigate what motivates customers to engage in these brand communities. Through a questionnaire survey of 430 Facebook users, this study investigates whether and how the unique characteristics (information quality, system quality, virtual interactivity, and rewards) of online brand communities affect customer engagement. The consequent effect of customer engagement on brand loyalty is also examined. This study frames and empirically validates a model for engaging customers with online brand communities on Facebook, considering the moderating role of gender. The Stimulus-Organism-Response paradigm is solicited to justify the theoretical background of this study. The data were analyzed using structure equation modelling. Results reveal that each of the characteristics positively influences customer engagement, with information quality and virtual interactivity bearing the strongest influence. Customer engagement also exhibits a strong positive impact on brand loyalty. This results further reveal that gender gap in the online environment is declining as the impact of all the four characteristics of online brand communities on customer engagement was invariable across male and female members.  相似文献   
5.
Abstract

This paper focuses on two areas of enquiry, the phenomenon of interactivity and how ideas from outside of interaction design can expand our understanding of interactivity. Although generally seen as the user's ability to access information, interactivity's capacity can extend to the shaping of content and meaning. The paper proposes that visualities produced by diasporic individuals reveal the potential of users for reflexivity and intervention. It draws on theories of postcolonial identity and the mixing of cultural meanings of diasporic people to highlight the importance of allowing users to experience autonomy, agency and self-determination in digital media.  相似文献   
6.
文章以重庆市十八梯调研为主要实例,结合对其他城市保护更新的历史建筑参观经历,从探讨历史街区空间活力的表达,试图总结关于空间活力的影响因子以及设计原则,得出人与空间的互动是空间活力持续的关键因素。以及在设计阶段充分考虑空间的属性对于人的需求的关系,达到设计预想的具有活力的空间效果。  相似文献   
7.
唐储建  龙宇 《图学学报》2011,32(6):71-76
揭示视图与物体之间本质的内在属性,达到对视图与物体之间本质的、深刻的、全面的认识。基于 “线面分析” 和 “形体分析” 两种读图方法,分别从微观和宏观的角度探析读图思维过程;从读图思维对象和读图思维工具分析得到读图的基本思维形式是形象思维和抽象思维两种思维形式;通过读图的分析过程和想象过程,以图文形式探析读图思维本质的、内在的基本特性-- 读图思维的交替性与读图思维的动态性。  相似文献   
8.
This contribution deals with advanced educational technologies needed to equip customers from higher education institutions, research and industry with efficient tools supporting their work and operating new skills‐training methods. The challenges are reducing the training costs, improving quality and increasing the number of graduates in engineering departments. The concept of a Virtual Lab based on the combination of various teaching methods and tools is presented. Principles of mathematisation in metallurgical education and training are discussed. An example of online course designed in the form of Virtual Lab is demonstrated.  相似文献   
9.
Novel applications of website interactivity are important to attract and retain online users. In this empirical study five designs for interactivity are examined using different web-poll interfaces. The goal of the investigation is to examine perceived interactivity in a model which includes most commonly tested cognitive elements such as efficiency and effectiveness, but augments this model with the inclusion of a cognitive–affective element for trust, and an affective element of enjoyment. More specifically, a model is created to validate the relationship of perceived interactivity (comprised of user control, user connectedness, and responsiveness of the web-poll application) to efficiency, effectiveness, trust and enjoyment, of the website. In turn, efficiency, effectiveness, trust, and enjoyment are tested for their influence on user behavioral intentions for e-loyalty. All relationships in the model are supported. In addition, exploratory evaluation of qualitative comments is conducted to investigate additional insights between the five web-poll treatments in this investigation. The research confirms the complexity of a model in which cognitive, cognitive–affective and affective elements are present, and advances knowledge on the consequences of perceived interactivity. In additional to theoretical advancements, the research has merit for web designers and online marketers regarding how to enhance interactive online web applications.  相似文献   
10.
This paper outlines the major motivating factors concerning a novel collaborative project between Edinburgh College of Art and Edinburgh Virtual Environment Centre. The Tacitus project will investigate the use of multi-modal virtual environments, specifically, the haptic (touch) modality, with regards to the creative processes employed by designers working within the field of applied arts. The salient areas of research are described, and the methods by which information regarding these areas will be obtained are considered. Initial investigations have revealed a strong need to mimic the traditional applied artists' workspaces, with co-location of visual and haptic cues a priority.  相似文献   
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