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The short product life cycle of information and communication technology (ICT) applications makes it critical for developers to expedite the diffusion process by reducing user resistance. At the individual level, the adoption of an ICT application largely depends on how a person is ready to use the computerized tool in place of the corresponding traditional method for a certain purpose. To find out how to facilitate the transition, this study investigates the human choice behavior involved in technology adoption with the Activity Theory that allows for the inclusion of different tools in one unit of analysis. The understanding of user situated experiences from the activity perspective leads to hypothesized relationships between user-, tool- and task-related factors and the dependent variable in terms of tool readiness. The empirical results support that tool experiences have stronger effects on specific tool readiness at the within-subject level, user characteristics have weaker effects on general tool readiness at the between-subject level, and task situations influence both levels of tool readiness. The findings provide insights on how to facilitate innovation diffusion for different tools, tasks and users. 相似文献
83.
Jukka Vahlo Johanna K Kaakinen Suvi K. Holm Aki Koponen 《Journal of Computer-Mediated Communication》2017,22(2):88-103
In this study, we examine digital game preferences by identifying game dynamics, i.e. player–game interaction modes, of 700 contemporary digital games, and players' (N = 1717) desire to play games with specific types of dynamics. Based on statistical analysis of the data, 5 game dynamics preference categories (“assault,” “manage,” “journey,” “care,” and “coordinate”) and 7 player types were revealed. The results show that identifying player types requires including both preferred and undesired game dynamics categories in the analysis. The findings unveil digital gaming as a more multifaceted phenomenon than common stereotypes suggest. The original game preferences model we present in this study can be conceptualized as a complementary approach for motivations to play and player behavior studies. 相似文献
84.
The rapid evolution of new service systems raises crucial challenges for service design and requires effective methods. This study depicts a conceptual service design framework, called design-oriented systematic inventive thinking (DSIT) approach, which can be applied in different problem contexts. DSIT is presented as a new systematic and collaborative intelligence approach for creating and evaluating complex service systems using multi-criteria data analytics. DSIT synthesizes the current field of TRIZ service-design knowledge system and the emerging area of non-TRIZ service-design knowledge system. DSIT enables integrated development of service offerings at four dimensions and provides the matching integrated service design approach for each dimension. Four types of service design approaches are conceptualized as “human-independent service engineering,” “problem-clarified service engineering,” “solution-converged service engineering,” and “designing for service.” A new service computer-aided design system (service CAD) named DSIT explorer is developed consisting of customization, compatibility, and extensiveness of DSIT modules. A pervasive and smart collaborative service system (i.e., the smart MOS burger service solution) designed using DSIT explorer is illustrated. DSIT is a holistic, interdisciplinary, and collaborative service design concept, which is incorporated into a collaborative and intelligent service CAD framework to enable systematic inventive thinking throughout phases of service design lifecycle from problem definition, problem resolution, to solution evaluation. 相似文献
85.
就业是社会及其关注的问题,也是高校一项重要的工作。本文设计的高校就业服务信息门户系统的目的是完善高校就业服务工作,将学生、用人单位、就业政策和高校的信息有效的进行结合和对接。本文从技术支持、功能设计、数据库设计和用户界面几方面对系统的设计进行了详细的阐述。 相似文献
86.
交换机是分组网中的一个重要组成部分,对于分组网的性能有着很大影响。介绍共享存储器交换机的三种不同实现方法以及多播的实现过程.同时以排队论的知识为理论分析基础,介绍排队论中的生灭过程模型,状态转移模型和爱尔兰呼损模型,并对状态转移的稳态特性以及共享存储器结构的交换机的丢包率公式给出推导。对所做的工作做简要的总结,并指明未来的研究重点. 相似文献
87.
从D—S证据理论的基本概念和证据的融合推理方法出发.针对D—S证据理论中高度冲突证据的合成问题,引入证据强度的概念,提出一种修正的合成方法,并将其应用于某武器电子电路的故障诊断。通过该实例表明,与D—S、Yager、邓勇等方法相比,提出的改进方法更好地处理高冲突证据,且具有更好的解释性。 相似文献
88.
黄福员 《电脑与微电子技术》2013,(23):7-11
模糊神经网络汇集神经网络和模糊逻辑的优点,能有效避免神经网络的“黑箱”操作,但存在“维数爆炸”现象。将粗糙集和模糊神经网络有机集成,构建财务困境预警的二阶段模型:第一阶段利用粗糙集知识约简对数据集降维消冗,提取最优指标集;第二阶段以最优指标集设计基于模糊神经网络的财务困境预警模型。该模型融合粗糙集和模糊神经网络的特点,能提高网络结构的精练性、启发性和透明性。应用实例的结果表明该模型能有效克服“维数灾难”,避免数据噪声引起的模型过度适应,提高模型预测准确性。 相似文献
89.
The specific problems associated with the work on board within the merchant fleet are well known and have over the years been a topic of discussion. The work conditions in the engine room (ER) are demanding due to, e.g. the thermal climate, noise and awkward working postures. The work in the engine control room (ECR) has over recent years undergone major changes, mainly due to the introduction of computers on board. In order to capture the impact these changes had implied, and also to investigate how the work situation has developed, a total of 20 engine officers and engine ratings were interviewed. The interviews were semi-structured and Grounded Theory was used for the data analysis. The aim of the present study was to describe how the engine crew perceive their work situation and working environment on board. Further, the aim was to identify areas for improvements which the engine crew consider especially important for a safe and effective work environment. The result of the study shows that the design of the ECR and ER is crucial for how different tasks are performed. Design which does not support operational procedures and how tasks are performed risk inducing inappropriate behaviour as the crew members’ are compelled to find alternative ways to perform their tasks in order to get the job done. These types of behaviour can induce an increased risk of exposure to hazardous substances and the engine crew members becoming injured. 相似文献
90.