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61.
《CoDesign》2013,9(4):209-223
Interactive art is said to be ‘created’ by the people engaged in the active experience of it. Works are conceived and first tried out in the studio environment by the artist and then introduced to a wider audience whose behaviour influences its particular visual and auditory manifestations. Research into this kind of process presents interesting challenges that require interdisciplinary collaboration. Artists, technologists, curators, museum organizers are seeking new ways to understand what is effective and engaging about the interactive experience. The practice-led research process is one of co-evolution between creative acts and research knowledge drawn from both informal experiences and organized studies. The present paper describes practice-led strategies for research that have been developed at the Creativity and Cognition Studios and put into effect in Beta_space, an exhibiting space in a major public museum. 相似文献
62.
杨柳 《数字社区&智能家居》2005,(35)
多媒体具有直观形象、化大为小,化远为近,化虚为实,化静为动,化抽象为具体,化宏观为微观,改变时空、动静变化、快慢可调、重复再现功能的特点,通过多媒体综合配套,利用因特网、多媒体等多种现代设备的全方位结合,充分发挥教师对多媒体技术的创造力,边用边改,在使用中创新,教师、学生、多媒体技术三位一体,达到提高教学效果和学生素质的目的。 相似文献
63.
Positive affect has been shown to be predictive of improved creativity. This study investigated the immediate effect of the tea experience on positive affect and creativity, compared to both a neutral and positive control condition. Regular tea drinkers (N = 150) were allocated to three conditions: (1) tea preparation and consumption, (2) water consumption, or (3) a positive affect induction. Participants completed the Affect Grid pre and post intervention, and measures of creativity and motivation post intervention. Tea consumption increased the valence dimension of mood, similar to the positive affect induction. Although it was expected that positive affect induction and tea consumption would improve creativity, we observed a trend in that direction on one measure of creativity (showing faster insights for difficult problems), but the effect did not reach statistical significance. Our study shows that a simple everyday activity such as tea consumption can effectively boost mood immediately after consumption. 相似文献
64.
Christel Lane 《Industry and innovation》2015,22(8):654-676
This inductive study of Michelin-starred restaurants in Britain and Germany examines how organizations attend to tensions between idea creation and implementation that characterize innovation processes. Based on the analysis of in-depth interviews with 40 chefs-de-cuisine, we identify tensions at two distinct levels of analysis. The first tension, situated at the individual level, occurs between the artistic identity of the chefs-de-cuisine and their work identity; the second one, at the organizational level, arises because creativity and implementation are equally important for the organizational success, thus making it impossible to disentangle chefs’ contribution from that of the kitchen brigade. Case evidence shows that effective tactics for managing these tensions simultaneously emphasize distinctions and create synergies between the contradictory elements of each tension. Moreover, our cross-national sample allows us to show how differences at the national institutional level affect the management of tensions and thus shed light on the mechanisms through which institutional environments affect innovation. These insights contribute to existing research in creativity and innovation. 相似文献
65.
集群设计在当代中国得到了越来越多的重视。由于中日建筑文化背景的相似性.中国的集群设计也吸引了一大批日本建筑师,通过介绍日本建筑师在中国集群设计的项目概况,分别从单体建筑和群体建筑两方面探索日本建筑师的风格特征以及与中国文化的融合。 相似文献
66.
Emotion has been identified as an important predictor of creativity, but little attention has been put on investigating how emotion, especially that considers regulation focus, may dynamically influence male and female students' creativity in game-based situations. To explore the dynamic relationship between various types of emotions and creativity during game playing, 266 college students were included and the Creativity Game-based Evaluation System (CGES) was developed in this study. Four types of emotions integrating perspectives of valence (positive vs. negative), activation (high vs. low), and regulatory focus (prevention vs. promotion) were investigated in this study: the positive-low activation-prevention emotion (P-L-Pre) (calm and relaxed), the positive-high activation-promotion emotion (P-H-Pro) (happy and elated), the negative-high activation-prevention emotion (N-H-Pre) (nervous and anxious), and the negative-high activation-promotion emotion (N-H-Pro) (frustrated and angry). The results revealed that, although there was a slight gender difference in game-based creativity, the prediction patterns of emotions in game-based creativity were very similar among participants with different genders. Specifically, emotions during game playing can better predict creativity than those of the baseline; moreover, the P-H-Pro emotion can facilitate performance on creativity, whereas the N-H-Pro emotion can decrease creativity performance. Thus, providing appropriate challenges to induce highly-activated and promotion-focused positive emotions are critical for the success of games designed to improve creativity. 相似文献
67.
Katerina Girginova 《Digital Creativity》2017,28(1):8-23
ABSTRACTThis paper analyzes #savethesurprise, the hugely successful social media campaign launched prior to the London 2012 Olympic Games. In brief, #savethesurprise helped to persuade over 100,000 audience members not to divulge on social media any of what they saw during the two, live dress rehearsals of the Games’ opening ceremony; this ceremony then went on to become a part of the most watched television event in history. To explore how and why the campaign worked, this paper introduces the concept of ‘architectures of participation’ (AoP). AoP are socio-technical structures and practices that shape the ways in which people and organizations co-construct events and realities via communication. By applying this concept to the #savethesurprise campaign, this paper presents a participatory architecture undergirded by strong legal, technical and social layers. Furthermore, a sense of creative citizenship and fair play emerge as key audience motivators. 相似文献
68.
我国传统文化是现代创意的源泉,是现代创意的文化根基,江西传统文化底蕴深厚,江西文化创意产业的发展应以传统文化为依托,通过创意使江西传统文化元素大放异彩,同时也提高江西文化产品的附加值,为江西文化创意产业的发展提供源源不断的动力。依托传统文化应从对传统文化内涵的整体创新、个别元素的借鉴和打造名片式的历史人物三方面入手。 相似文献
69.
帕森设计学院、社会研究新学院和奥本大学乡土工作室是美国三所著名的教学研究机构,本文概述了这三所院校的历史沿革、办学思想和教学方式,并以此论证了设计和教育的目的在于履行社会责任。作者进而通过评判、比较上海的发展前景和纽约“零地带”的重建得出结论。建筑师的社会责任在于创新,而创新的目的则是为了回应城市世代绵延的今古对话。 相似文献
70.
毕尔巴鄂已经成为一座创意城市,并在过去20年里成功地从一座工业港口城市转型为以服务为导向的旅游目的地—这种做法并不独特,在其他城市也得到了实现.然而,为了发展创意城市,1997年开馆的世界闻名的古根海姆博物馆(GMB)所带来的象征意义和触发效应,将毕尔巴鄂转变成了一座“秀场”,乃至成为有效的城市创意开发的标志.但是,这座博物馆并不是毕尔巴鄂发展为创意城市的唯一动因.本文描述了地方和区域的公共和私营行为如何将毕尔巴鄂变为一座创意场所.这种变化不仅体现在艺术和创意产业上,也体现在城市规划和战略性的城市营销上. 相似文献