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1.
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   
2.
This paper studies the competition between two closed-loop supply chains including manufacturers, retailers and recyclers in an uncertain environment. The competition factors are the retail prices of new products and incentives paid to consumers for taking back the used products. Market demands are price sensitive and also the amount of returned products is sensitive to incentives. The primary goal of this paper is to investigate the impact of simultaneous and Stackelberg competitions between two closed-loop supply chains on their profits, demands and returns. A game theoretic approach which is empowered by possibility theory is applied to obtain the optimal solutions under uncertain condition. Finally the theoretical results are analyzed using sample data inspired by a real industrial case.  相似文献   
3.
Research on Game Transfer Phenomena (GTP) has demonstrated that playing video games can lead to re-experiencing images, sounds, tactile sensations, spontaneous thoughts and actions, sometimes triggered by physical objects/events associated with the game. Location-based augmented reality games posit interesting questions regarding GTP, particularly because they use physical locations, they overlay digital images in physical contexts and the gameplay shifts between the virtual and the physical world. This study aims to investigate the prevalence of GTP and the role of immersion, augmented reality and sound in a sample of English- (EnS) and Spanish- (SpS) speaking gamers of the game Pokémon Go (PoGo). A total of 1313 gamers (Mage?=?31.47) were recruited online. GTP was less common than in previous studies; however, 82.4% had experienced GTP at least once. The SpS showed higher prevalence of GTP and played more intensively. Automatic mental processes predominated in the EnS, while behaviours and actions were more common in the SpS. The absence or presence of video game features seems important for the way GTP manifests. For instance, tactile hallucinations were more prevalent, while sensations of self-motion were less reported. Playing with augmented reality (AR) and sounds showed significant correlations with various GTP types, but not with re-experiencing images from the game. More gamers who reported the sensation that Pokémon were physically present or looked for Pokémon outside the screen while playing, as connotations of immersion, had experienced GTP. Experiencing GTP while playing may be more common in location-based augmented reality games, compared to other games.  相似文献   
4.
In massively multiplayer online role-playing games (MMORPGs), each race holds some attributes and skills. Each skill contains several abilities such as physical damage and hit rate. All those attributes and abilities are functions of the character's level, which are called Ability-Increasing Functions (AIFs). A well-balanced MMORPG is characterized by having a set of well-balanced AIFs. In this paper, we propose a coevolutionary design method, including integration with the modified probabilistic incremental program evolution (PIPE) and the cooperative coevolutionary algorithm (CCEA), to solve the balance problem of MMORPGs. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs more efficiently, compared with the simple genetic algorithm (SGA), the simulated annealing algorithm (SAA) and the hybrid discrete particle swarm optimization (HDPSO) algorithm. The results also show that the performance of PIPE has been significantly improved through the modification works.  相似文献   
5.
丹麦幼儿园设计新趋势   总被引:3,自引:0,他引:3  
本文简要介绍了近年丹麦幼儿园设计中的一些新趋势。如:追求空间趣味性,与自然紧密接触,家庭化及在设计中引入环保观念和环保教育等,在幼儿园教育中尊重和保护儿童天性和个性,提倡在游戏中培育儿童的环保观念。  相似文献   
6.
Game theory has provided a practical tool to model players' strategic behavior in electricity markets, particularly as the world moves towards a more competitive market. A game theoretic approach can be used to find the clearing electricity price in a retail electricity market with a high penetration of small and mid-size renewable suppliers.  相似文献   
7.
8.
Due to the high price of game meat, food producers may be tempted to adulterate their products with cheaper meat. This paper presents a duplex real-time PCR assay which allows the simultaneous determination of the content of roe deer (Capreolus capreolus) and deer* (the sum of fallow deer (Dama dama), red deer (Cervus elaphus) and sika deer (Cervus nippon)) in food products to detect food adulteration. Relative quantification is carried out by using a reference (“all meat”) PCR assay based on the myostatin gene. The quantification approach was validated by analyzing binary meat mixtures with pork, “all game” meat mixtures containing each of the four game species in pork and a model game sausage. Compared to singleplex assays the duplex assay is time and cost saving. Thus, it is highly applicable to routine analysis in order to verify the authenticity of game meat products.  相似文献   
9.
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2281 gamers’ participated in an online survey. The majority of gamers experienced a mild level of GTP. The factors significantly associated with the severe level of GTP were: (i) being students, (ii) being aged 18 to 22 years, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 h or more, (iv) playing to escape from the real world, (v) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vi) having experienced distress or dysfunction due to GTP. In addition, having used drugs and experiencing flashbacks as side-effects of drug use were significantly less likely to be reported by those with mild level of GTP. In a regression analysis, predictors of severe GTP included positive appraisals of GTP, distress or dysfunction due to GTP, and tendency to recall dreams. In general, the findings suggest that those with severe level of GTP share characteristics with profiles of gamers with dysfunctional gaming (e.g., problematic and/or addictive gaming).  相似文献   
10.
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