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71.
客户评论在人们的日常生活中越来越重要,人们希望从客户评论中获取商品的用户体验信息.客户评论数量的急剧增长使得用户快速、精准地获取有用的信息变得较为困难.为此,提出一种能够自动提取用户体验信息的方法.该方法通过语义片段过滤评论中的冗余信息,提取产品特征词及特征描述词,将其结合组成用户体验信息,自动获取信息能够迅速、准确地从客户评论中提取信息.实验结果证明了该方法的有效性,并且能够保证较高的准确率与查全率.  相似文献   
72.
基于正交实验设计的人工蜂群算法   总被引:1,自引:0,他引:1  
周新宇  吴志健  王明文 《软件学报》2015,26(9):2167-2190
人工蜂群算法是近年来提出的较为新颖的全局优化算法,已成功地应用于解决不同类型的实际优化问题.然而在该算法及相关的改进算法中,侦察蜂通常采用随机初始化的方法来生成新食物源.虽然这种方法较为简单,但易造成侦察蜂搜索经验的丢失.从算法搜索过程的内在机制出发,提出采用正交实验设计的方式来生成新的食物源,使得侦察蜂能够同时保存被放弃的食物源和全局最优解在不同维度上的有益信息,提高算法的搜索效率.在16个典型的测试函数上进行了一系列实验验证,实验结果表明:1) 该方法能够在基本不增加算法运行时间的情况下,显著地提高人工蜂群算法的求解精度和收敛速度;2) 与3种典型的变异方法相比,有更好的整体性能;3) 可作为提高其他改进人工蜂群算法性能的通用框架,具备有良好的普适性.  相似文献   
73.
Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human–computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human–computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects.  相似文献   
74.
User experience has become a major issue lately with user value as one of its key elements. This study proposes a method to evaluate user value using a questionnaire specialized for a mobile device such as smartphones. The questionnaire was developed considering elements of user value, product features, and context of use. Then, a case study with hundreds of participants was conducted via the Internet to verify and screen out questionnaire items in terms of reliability and validity. Finally, a total of 16 questionnaire items were selected for evaluating elements of user value, consisting of self‐satisfaction, pleasure, sociability, customer need, and attachment. The results of this study are expected to help understand potential users and select design alternatives.  相似文献   
75.
科学技术与生产力的发展带来了数据量的高速增长,其中视频图像等多媒体数据占了很大的比重。如何高效处理这些海量数据并从中快速挖掘有价值的信息是当前的研究热点。通常大数据具有四个特点,即数据量大、需要快速响应、数据类型多样和价值密度低。视频大数据同样具有以上特点,但其特殊性在于数据冗余更大,需要进行高效的压缩编码与分析处理。总的来说,视频大数据的研究内容包括了视频数据表示、智能视频分析、视频压缩与传输、视频显示与评价等方面。在发展趋势上,视频数据的表示将向真实感与智能化两个方向发展;智能视频分析技术将会借助深度神经网络获得更准确的识别分类结果;视频压缩技术在提升压缩效率的同时也会探索降低编码复杂度的方法,并通过结合人眼视觉感知特性的编码算法来减少视频大数据的视觉冗余;视频显示设备将伴随着视频数据表示形式的改变而进行相应的升级换代;视频质量的评价准则将由单一的图像质量评价向更加综合全面的用户体验质量评价发展。  相似文献   
76.
分析了国外智慧城市人才开发的经验,研究了国内先发城市智慧城市建设人才开发的实践,并总结了值得我国智慧城市建设人才开发的借鉴要点。以期望对于开发与构建智慧城市建设人才队伍,保障智慧城市建设具有一定的价值。  相似文献   
77.
The visualization process is a transformation of information content into knowledge via a visual representation. Visualization experience, proposed herein, reflects human sensations arising during the visualization process. It provides a basis in which to objectively measure and evaluate human participation in the visualization process; and thereby provides methods of control. Visualization experience modeling allows leveraging on the natural environment to augment understanding, therefore improve decision making. The application emphasis in this paper is on the theoretical development of visualization experience in the visualization process as applied to Ambient Assisted Living and Clinical Decision Support Systems.  相似文献   
78.
ABSTRACT

Aesthetic techniques are increasingly used by marketeers to create enticing digital products. In this paper, I work with the aesthetic experiences of one audience group to consider the psychological impact of living in a culture where digital devices are deliberately designed to influence behaviour. I argue that aesthetic encounters can help with understanding the impact of the interplay between visual stimulus, affect and digital culture, in ways that may support situated understandings of mental distress in a digital age. I show how audiences respond to the artist-led research project Are We All Addicts Now? arguing that they generate ideas connected to submersion and being overwhelmed as a means of reporting on their own personal experiences of living in a digital culture that seeks to influence behaviour. The findings may have value for designers, curators and artists invested in understanding the experiential impact of digital devices.  相似文献   
79.
金安桥水电站建设监理是长江三峡技术经济发展有限公司承接的金沙江中游第一个大型水电工程项目全过程监理业务。监理部依据监理合同及动态跟进的原则设置了组织机构,通过培训、考核、廉政教育提高监理人员综合素质,以质量控制为中心深入开展了各种质量管理活动。通过这些探索与实践,全面提升了监理水平,也保证了工程建设的顺利进展。  相似文献   
80.
Recent research into user experience has identified the need for a theoretical model to build cumulative knowledge in research addressing how the overall quality or ‘goodness’ of an interactive product is formed. An experiment tested and extended Hassenzahl’s model of aesthetic experience. The study used a 2 × 2 × (2) experimental design with three factors: principles of screen design, principles for organizing information on a web page and experience of using a web site. Dependent variables included hedonic perceptions and evaluations of a web site as well as measures of task performance, navigation behaviour and mental effort. Measures, except Beauty, were sensitive to manipulation of web design. Beauty was influenced by hedonic attributes (identification and stimulation), but Goodness by both hedonic and pragmatic (user-perceived usability) attributes as well as task performance and mental effort. Hedonic quality was more stable with experience of web-site use than pragmatic quality and Beauty was more stable than Goodness.  相似文献   
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