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排序方式: 共有102条查询结果,搜索用时 31 毫秒
61.
With the growing number of online game players and the increasing of new online games development, it is imperative for marketers to develop a better understanding of players’ new game adoption decisions. This study examines perceived control as a mediator of trialability-product adoption relationship, and gender difference as a moderator of the relationship between trialability-product adoptions. A field survey was conducted to test the hypotheses of the study. Respondents were graduate students from Taiwan universities. A total of 411 undergraduate students with massively multiplayer online gaming (MMOGs) experience participated in this study. The structural equation model (SEM) method was employed to analyze the data. The findings indicate that perceived product trialability has a direct influence on intent to play new games, and indirect effects through perceived process control. Gender differences also moderate the trialability effects on the adoption of new online games. Perceived trialability had more of an effect on intention to play new online games for female players than for male players. To develop an effective product development and communication strategy, the finding suggests that online game firms should focus on new product characteristics and consider consumer gender differences.  相似文献   
62.
基于ASP.NET2.0技术的Web数据库多层架构设计与实现   总被引:5,自引:0,他引:5  
Web数据库技术属于当今数据库领域的研究热点,是数据库技术与Internet技术相结合的产物,软件设计的多层架构体系改进了Web数据库系统的开发方式,提高了数据库系统的高可用性、可靠性和伸缩性,为开发出高效的Web数据库系统提供一条捷径。本文介绍了多层架构体系的原理及微软的.NET框架的先进性,论述了基于ASP.NET2.0技术在Web数据库系统中实现三层架构的方法,对数据访问层、业务逻辑层、web表现层之间的关系及各自的功能做出了详细的说明。之后结合一个数据库检索的实例着重讨论了三层结构在数据库检索中的应用,分析了实现的步骤,并针对每一层实际问题,给出了具体的解决方案。  相似文献   
63.
针对传统儿童科普教育存在的沉浸感薄弱、知识传输方式单一的问题,设计基于多人网络虚拟现实(VR)技术的儿童科普系统.系统的设计采用模块化的构建方式,主要分为网络联机模块和虚拟现实科普教育业务控制模块.在网络联机模块中,建立起服务器,教师机,学生机之间的信息通信,实现多人信息的加载和多人空间位置的实时同步.虚拟现实科普教育...  相似文献   
64.
根据E Gamma的设计模式基本要素,描述了消费者/供应者设计模式。该模式有效地解耦了逻辑模块之间的相关性,使其具体实现相对独立,并为逻辑模块的使用者提供了服务接口。同时将适配对象实例化的指数问题降为线性结果,也避免了逻辑模块之间的关联性带来的适配对象释放问题。  相似文献   
65.
高频多层片式电感器用陶瓷材料的研究   总被引:2,自引:0,他引:2  
研究了CaO B2O3 SiO2体系微晶玻璃烧结工艺、烧结性能和微观结构等。结果表明,该体系陶瓷材料能够在低温850℃烧结,烧结性能良好;烧结体微观结构为大量尺寸和分布均匀的纳米晶粒、一定量残余玻璃相和少量气孔,烧结体的主晶相为CB(CaO·B2O3)、6C4S(6CaO·4SiO2)以及少量CS(CaO·SiO2)。该烧结体在高频下具有低介电常数(εr=5.058,1GHz)、低介电损耗(tgδ=0.0013,1GHz)。该材料能够在900℃和Au、Ag/Pd、Cu等电极材料共烧,是制造高频多层片式电感器的理想材料。  相似文献   
66.
基于DYNAFORM的自润滑轴套卷制成形的数值模拟   总被引:5,自引:0,他引:5  
以Ⅰ型材料标准轴套为研究对象,阐述了自润滑轴套卷制成形仿真的关键技术,根据实际情况采用了一种简化处理的方法,在eta/DYNAFORM软件中建立多步成形的有限元模型并进行了仿真分析。结果表明,简化处理的方法可行,数值模拟技术可以更好地了解轴套在卷制成形时的力学行为及成形特点,为实际生产加工提供了较大的参考价值。  相似文献   
67.
Although researchers have discussed the existence of a virtual self, or embodiment of human characteristics within an avatar, little known about how the virtual self influences a player’s behavior within a virtual environment. To better understand this relationship, World of Warcraft game players were asked to complete personality-rating scales for both themselves and their avatars. In addition, in-world behavior was recorded and then analyzed using a behavioral assessment checklist. Results suggested a relationship between personality and behavior within the domain of agreeableness. Based on these findings, the researchers discuss implications for the construct known as the virtual self, as well as the inclusion of psychological systems design into the overall game design process.  相似文献   
68.
Focusing on social network theories, we examine the interactive influence of both group-level (i.e. community influences) and individual-level variables (intrinsic and extrinsic motivations) simultaneously as the drivers of Massively Multiplayer Online Role-Playing Game (MMORPG) players’ virtual purchase behavior. We demonstrate that several aspects of real-world behavior are reflected in virtual purchase behavior. Notably, normative interpersonal influences and community identity are critical drivers and moderators of virtual purchases. Moreover, clear advancement and enjoyment opportunities offer important triggers for virtual purchase behavior. This study provides insights for game developers to increase virtual purchases, and identifies domain-specificity of each gaming platform.  相似文献   
69.
In this article, the event-triggered optimal tracking control problem for multiplayer unknown nonlinear systems is investigated by using adaptive critic designs. By constructing a neural network (NN)-based observer with input–output data, the system dynamics of multiplayer unknown nonlinear systems is obtained. Subsequently, the optimal tracking control problem is converted to an optimal regulation problem by establishing a tracking error system. Then, the optimal tracking control policy for each player is derived by solving coupled event-triggered Hamilton-Jacobi (HJ) equation via a critic NN. Meanwhile, a novel weight updating rule is designed by adopting concurrent learning method to relax the persistence of excitation (PE) condition. Moreover, an event-triggering condition is designed by using Lyapunov's direct method to guarantee the uniform ultimate boundedness (UUB) of the closed-loop multiplayer systems. Finally, the effectiveness of the developed method is verified by two different multiplayer nonlinear systems.  相似文献   
70.
石祥滨  杜玲  邢元胜 《计算机工程》2007,33(16):86-87,9
P2P技术在解决大规模网络游戏的伸缩性方面提供了很好的解决方案。但是由于节点的计算能力和带宽方面的异构性,网络游戏系统应该具有一定的负载均衡能力,即能够以较小的负载迁移率动态地将负载从超载节点迁移到轻载节点中。该文提出了一种在游戏动态运行过程中的一种动态负载均衡算法。实验表明,该算法能够有效地均衡负载分布和降低负载迁移率。  相似文献   
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