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31.
GSM-SMModem短信猫是基于无线方式进行短信收发的通信网关设备,使用该设备可以轻松地实现通过本地无线网络快速发送和接收手机短信的功能,从而达到使学校无需上网即能动态发送和接收家长的短信,在与协同教育系统的连接上,短信猫提供多种方式实现与系统的无缝动态高效连接,用户可以方便的将短消息收发功能集成到系统中,从而使得协同教育更加方便有效。  相似文献   
32.
In the information time,the information technology and industry plays more and more important role in development of economy,promoting the world to be unified and emphasizing the globalization through such tendency of their own.The IT application area also becomes larger and diverse through the mergence of multiple disciplines and multiple domains.IT industry demands the inter-disciplinary talent,who are believed to be industrialized,internationalized,and equipped with multi-disciplinary and inter-domain knowledge,and the ability of international competence.Facing the challenge of the new globalization tendency of international industry especially the IT and software industry,universities keep make great efforts to provide qualify graduates to fulfill the demand of industry.This paper introduces a novel joint Master programme which aims at establishing an international education system and platform.The schema,the characteristics,the execution principles are discussed wishing to share our practice and experience with our education colleagues.  相似文献   
33.
以微型计算机原理及应用课程网络教学改革为例,详细介绍一种基于网络资源利用的主题协作学习的模式,并提出网络环境下学生学习态度、网络教学环境、教师指导和自我评价表质量等建议。  相似文献   
34.
The use of online collaboration tools for virtual teamwork has been studied extensively, but mainly at the individual-level. We decided to examine the effect of macro-level factors (i.e., team attributes) and applied hierarchical linear modeling analysis to a sample of data collected from 96 individuals nested in 34 virtual teams. Our results suggested that the development of behavioral e-collaboration intentions by individual virtual team members was affected by their perceptions about the system, as described by individual-level IT use theories, and macro-level factors pertaining to the team. The collaboration technology was perceived to be less useful when employed to communicate with social loafers; and collective social loafing negatively influenced the teams’ potency assessments. After controlling for individual-level perceptions of system usefulness, team potency augmented team members’ intentions to use the online collaboration technology with similar teams. It also improved team performance.  相似文献   
35.
This paper presents a scheme for collaborative 3D design using product model at various levels of detail (LODs). Design features are selectively hidden at each level from certain participants, depending on their actual needs and individual accessibility in the collaboration. A tree data structure represents the feature hierarchy of CAD construction, the link between feature and LOD, and 2D mesh data for display control of each feature. An XML/XSLT-based approach is proposed to enable real-time visualization of different LOD models in distributed environment. A collaborative design system is implemented using multi-agent technologies, which focuses on function design of each agent, interactions among agents, the client–server structure, and generation of the LOD data using the XML/XSLT approach. A scenario of synchronous 3D mold assembly demonstrates that geometric categorization of product model provides an operational mechanism for assuring security of information sharing in engineering collaborations over the Internet. It also validates the effectiveness of the agent technologies for automating complex engineering activities.  相似文献   
36.
Pricing schemes for digital content with DRM mechanisms   总被引:1,自引:0,他引:1  
In this paper, utilizing game-theoretic model, we examine the impact of collaborative structure, content quality, and network environment on the development of pricing scheme and DRM protection policy of digital content. DRM protection level decreases and pirating activities becomes relatively tolerable as the content provider and platform provider operate collaboratively. Depending on the market structure, higher content quality may strengthen or weaken the adoption of DRM. However, it would seem that, as the network environment becomes more decentralized and uncontrolled, weaker DRM protection should be a better strategy.  相似文献   
37.
陈丹  王星  何鹏  曾诚 《计算机科学》2016,43(Z6):476-479, 501
理解开发者的合作行为是促进开源社区协作开发的关键一步。已有文献主要对社区成员的加入与迁移展开研究,而对社区中已有开发者之间的实际合作行为关注甚少。主要从开发者的交互关系与个人技能两个角度出发,探析社区已有开发者如何建立新合作以及哪些因素影响他们的合作。应用Sourceforge.net平台公开的数据进行实验,结果表明不同的开发者的偏好合作模式不同,拓扑距离上的优势(“朋友的朋友”关系)对开发者间首次合作的影响不大,开发者之前的合作次数越多越有利于他们 再次建立合作,而开发环境(操作系统)与开发者(管理)经验对合作也有明显的影响。所得结论有助于提高开源社区已有开发者的合作意识,促进社区的稳定与可持续性。  相似文献   
38.
Continuing advances in the capabilities of communication and information technologies provide a wide array of interesting ways for people to collaborate across space, time, cultures, and organizational boundaries. While the use of collaboration technologies spreads, researchers seek answers to understanding how best to match different technology capabilities with the tasks that teams need to accomplish. Different theories of task-technology fit have been promoted and these theories help to identify key issues of interest to both researchers and practitioners who seek the answer to the best technology support for collaboration. We examine existing theories of fit for collaboration technology and propose a new view, using the theoretical frame of patterns. We argue that this fresh perspective is particularly relevant in the virtual contexts that are so important in the dynamic life of organizations today.  相似文献   
39.
Software development is rarely an individual effort and generally involves teams of developers collaborating to generate good reliable code. Among the software code there exist technical dependencies that arise from software components using services from other components. The different ways of assigning the design, development, and testing of these software modules to people can cause various coordination problems among them. We claim that the collaboration of the developers, designers and testers must be related to and governed by the technical task structure. These collaboration practices are handled in what we call Socio-Technical Patterns.

The TESNA project (Technical Social Network Analysis) we report on in this paper addresses this issue. We propose a method and a tool that a project manager can use in order to detect the socio-technical coordination problems. We test the method and tool in a case study of a small and innovative software product company.  相似文献   
40.
Multimedia systems design generally requires a collaborative effort from a group of designers with a variety of backgrounds and tasks, such as content experts, instructional designers, media specialists, users, and so forth. However, currently available design tools on the market are mainly designed for a single user. Tools intended to support a collaborative design process should coordinate independent activities of individual designers.This research investigated support for work groups engaged in designing multimedia systems. Specifically, it discussed a new collaborative design environment, called the KMS (Knowledge Management System)-based design environment, in which multimedia designers could share their design knowledge freely. Through two experimental groups, the research investigated impacts of the KMS-based design environment on their collaborative design activities (knowledge creating, knowledge securing, knowledge distributing, and knowledge retrieving activities). The research findings showed that the KMS-based design environment was a promising environment for collaborative multimedia systems design. More specifically, the research findings indicated that the KMS-based design environment supported creating, securing, and retrieving knowledge, but it did not support distributing knowledge. In addition, the research found that the social interactions between group members played important roles in the success of the collaborative multimedia systems design and that the KMS-based design environment did not support the socialization of group members. Furthermore, the research found that the inability of the KMS-based design environment to support the socialization was linked to its low performance level in supporting the knowledge distributing activity. The research explored the desired features of a collaborative support tool for multimedia systems design.  相似文献   
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