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1.
Gijsbert Erkens Jeroen Janssen 《International Journal of Computer-Supported Collaborative Learning》2008,3(4):447-470
Although protocol analysis can be an important tool for researchers to investigate the process of collaboration and communication,
the use of this method of analysis can be time consuming. Hence, an automatic coding procedure for coding dialogue acts was
developed. This procedure helps to determine the communicative function of messages in online discussions by recognizing discourse
markers and cue phrases in the utterances. Five main communicative functions are distinguished: argumentative, responsive, informative, elicitative, and imperative. A total of 29 different dialogue acts are specified and recognized automatically in collaboration protocols. The reliability
of the automatic coding procedure was determined by comparing automatically coded dialogue acts to hand-coded dialogue acts
by a human rater. The validity of the automatic coding procedure was examined using three different types of analyses. First,
an examination of group differences was used (dialogue acts used by female versus male students). Ideally, the coding procedure
should be able to distinguish between groups who are likely to communicate differently. Second, to examine the validity of
the automatic coding procedure through examination of experimental intervention, the results of the automatic coding procedure
of students, with access to a tool that visualizes the degree of participation of each student, were compared to students
who did not have access to this tool. Finally, the validity of the automatic coding procedure of dialogue acts was examined
using correlation analyses. Results of the automatic coding procedure of dialogue acts of utterances (form) were related to
results of a manual coding procedure of the collaborative activities to which the utterances refer (content). The analyses
presented in this paper indicate promising results concerning the reliability and validity of the automatic coding procedure
for dialogue acts. However, limitations of the procedure were also found and discussed. 相似文献
2.
Jeroen Bloemhard 《集成电路应用》2007,(3):77-77
半导体业务一直是道康宁公司获取更多大好商机的业务之一。目前,半导体制造技术极大地依赖于各种新兴材料,越来越多地需要道康宁这样的公司—化学和制造技术领域的 相似文献
3.
Perception and action are based on the same visual information: distinction between position and velocity. 总被引:2,自引:0,他引:2
Ss were presented with spiders running from left to right at various velocities over a structured background. Motion of the background influenced the perceived velocity of the spider: Motion of the background in the opposite direction than the spider increased the perceived velocity. The perceived position of the spider was not influenced by background motion. Ss were asked to hit the spiders as quickly as possible. Fast spiders were hit with a higher velocity than slow spiders. The same effect was found if the spiders only differed in apparent velocity, induced by motion of the background. The trajectory of the hit was not influenced by motion of the background. The authors concluded that although velocity is nothing but the change of position in time, velocity and position are processed independently. Furthermore, these two separately processed sources of information are used in both perception and action. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
4.
Bert Slof Anouschka van Leeuwen Jeroen Janssen Paul A. Kirschner 《Journal of Computer Assisted Learning》2021,37(1):39-50
In computer-supported collaborative learning research, studies examining the combined effects of individual level, group level and within-group differences level measures on individual achievement are scarce. The current study addressed this by examining whether individual, group and within-group differences regarding engagement and prior knowledge predict individual achievement. Engagement was operationalised as group members' exhibited activities in the task space (i.e., discussing domain-content) and social space (i.e., regulating ideas, actions and socioemotional processes). Prior knowledge and achievement were operationalised as group members' performance on a domain-related pre-test and post-test, respectively. Data was collected for 95 triads of secondary education students collaborating on a complex business-economics problem. Subsequently, three different multilevel models were tested to examine the combined effect. First a model with the individual level measures (model 1) was tested and in subsequent models the group level measures (model 2) and within-group levels measures (model 3) were added. Findings indicate model 2 showed the best fit; group members' individual engagement in the social space activities as well as the groups' average prior knowledge positively predicts individual achievement. No effects were found for either group members' or groups' engagement in the task space and for the within-group differences. 相似文献
5.
To enable the evolution towards electronically assisted healthcare, future medical implants require sensors and processing circuitry to inform patient and doctor on the rehabilitation status. An important branch of systems are those where implant strain is monitored through strain gauges. Since batteries inside the human body are avoided as much as possible, a transcutaneous power link is used to wirelessly power the implant. The same RF link provides an elegant way of establishing bi-directional data communication between the external base station and the medical device. This paper describes a front-end IC that manages both power reception and bi-directional data communication. It has a clock generation circuit on board to drive additional digital processing circuits. A new architecture that uses a current driven data demodulation principle is introduced. It is able to detect an AM signal with modulation depth of a mere 4%, which is better than recent similar systems in the field. The IC is fabricated in a solid 0.35 μm HVCMOS technology and consumes only 0.56 mA. 相似文献
6.
Organ‐On‐A‐Chip: Biomechanical Strain Exacerbates Inflammation on a Progeria‐on‐a‐Chip Model (Small 15/2017) 下载免费PDF全文
7.
This study examined the effect of using a group awareness tool on online collaboration. Furthermore, we examined whether the effect of using a group awareness tool on online collaboration is mediated by group awareness (i.e., students’ awareness of their group members’ levels of participation). To answer these questions, we determined how often and how long 107 secondary education students used the Participation-tool (PT), a group awareness tool designed to visualize group members’ relative contribution to the online collaborative process. Our analyses show that duration of PT use (how long students displayed the tool on their screens) significantly predicted group members’ participation in the online dialogue, their participation when writing collaborative texts, equality of participation within the group, and coordination and regulation of activities in the relational space (i.e., discussing the collaboration process with group members). No effect of using the PT on group performance was found. Mediation analyses showed that the effect of using the PT is only partially mediated by group awareness: an indirect effect of using the PT, via enhanced awareness of participation, on student participation during chat discussions and the collaborative writing process was found. 相似文献
8.
Pathological use of computer and video games has been associated with indicators of psychosocial well-being, such as loneliness, low self-esteem, low social competence, and low life satisfaction. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 gamers). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Thus, lower psychosocial well-being can be considered an antecedent of pathological gaming among adolescent gamers. Our analyses further indicated that loneliness was also a consequence of pathological gaming. This suggests that displacement of real-world social interaction resulting from pathological use of video games may deteriorate existing relationships, which could explain the increase in adolescent gamers’ feelings of loneliness. 相似文献
9.
In this paper we present the Name-It-Game, an interactive multimedia game fostering the swift creation of a large data set of region-based image annotations. Compared to existing annotation games, we consider an added semantic structure, by means of the WordNet ontology, the main innovation of the Name-It-Game. Using an ontology-powered game, instead of the more traditional annotation tools, potentially makes region-based image labeling more fun and accessible for every type of user. However, the current games often present the players with hard-to-guess objects. To prevent this from happening in the Name-It-Game, we successfully identify WordNet categories which filter out hard-to-guess objects. To verify the speed of the annotation process, we compare the online Name-It-Game with a desktop tool with similar features. Results show that the Name-It-Game outperforms this tool for semantic region-based image labeling. Lastly, we measure the accuracy of the produced segmentations and compare them with carefully created LabelMe segmentations. Judging from the quantitative and qualitative results, we believe the segmentations are competitive to those of LabelMe, especially when averaged over multiple games. By adding semantics to region-based image annotations, using the Name-It-Game, we have opened up an efficient means to provide precious labels in a playful manner. 相似文献
10.