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71.
User simulation in a stochastic dialog system   总被引:1,自引:1,他引:0  
We present a new methodology of user simulation applied to the evaluation and refinement of stochastic dialog systems. Common weaknesses of these systems are the scarceness of the training corpus and the cost of an evaluation made by real users. We have considered the user simulation technique as an alternative way of testing and improving our dialog system. We have developed a new dialog manager that plays the role of the user. This user dialog manager incorporates several knowledge sources, combining statistical and heuristic information in order to define its dialog strategy. Once the user simulator is integrated into the dialog system, it is possible to enhance the dialog models by an automatic strategy learning. We have performed an extensive evaluation, achieving a slight but clear improvement of the dialog system.  相似文献   
72.
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   
73.
基于对等网络的智能信息搜索模型   总被引:2,自引:0,他引:2       下载免费PDF全文
对等网络(P2P)是实现下一代互联网的重要组成部分。该文在分析P2P网络结构模式和现有P2P网络优缺点的基础上,提出了一种融入了多种网络模型的基于混合式对等网络和智能代理技术相结合的搜索模型,描述了该模型智能代理和查询信息的过程。  相似文献   
74.
基于用户聚类的播客节目推荐   总被引:1,自引:0,他引:1  
许多播客推荐机制一般根据整体点击次数来向用户推荐节目,但是一些点击次数很高的节目未必就是某类用户所喜欢的,因而推荐的节目对用户的喜好针对性不是很强.为了提高推荐节目对用户喜好特点的针对性,提出基于用户聚类的节目推荐.对用户在播客平台上的采集数据进行聚类分析后,把用户归为某一类型,并把该类型的所有节目根据点击次数多少存放入相应的推荐表.在用户下次登录时,根据其所属用户类型从推荐表中选出其最可能观看的尚未浏览的节目.试验结果证明,该播客推荐系统能很好地根据用户的喜好特点来进行针对性节目推荐.  相似文献   
75.
顾勋梅  虞慧群 《计算机应用》2009,29(11):3107-3109
功能规模度量(FSM)方法通过量化用户功能需求(FUR)而得到软件功能规模。针对不同的功能规模度量方法都是使用不同的抽象来描述一个软件系统的问题,提出了一种通用的FSM模型。根据软件系统的抽象模型,首先对度量所涉及的数据组和事务进行了泛化,然后以IFPUG FPA为例详细说明了该通用模型和FPA之间的转换过程,最后给出了度量过程的算法描述。  相似文献   
76.
The content–user gap is the difference between the limited range of content-relevant preferences that may be expressed using the MPEG-7 user interaction tools and the much wider range of metadata that may be represented using the MPEG-7 content tools. One approach for closing this gap is to make the user and content metadata isomorphic by using the existing MPEG-7 content tools to represent user (as well as content) metadata (Agius and Angelides 2006, 2007). Subsequently, user preferences may be specified for all content, without omission. Since there is a wealth of user preference and history metadata within the MPEG-7 user interaction tools that can usefully complement these specific content preferences, in this paper we develop a method by which all user and content metadata may be bridged.
Marios C. AngelidesEmail:
  相似文献   
77.
Most e-learning environments which utilize user feedback or profiles, collect such information based on questionnaires, resulting very often in incomplete answers, and sometimes deliberate misleading input. In this work, we present a mechanism which compiles feedback related to the behavioral state of the user (e.g. level of interest) in the context of reading an electronic document; this is achieved using a non-intrusive scheme, which uses a simple web camera to detect and track the head, eye and hand movements and provides an estimation of the level of interest and engagement with the use of a neuro-fuzzy network initialized from evidence from the idea of Theory of Mind and trained from expert-annotated data. The user does not need to interact with the proposed system, and can act as if she was not monitored at all. The proposed scheme is tested in an e-learning environment, in order to adapt the presentation of the content to the user profile and current behavioral state. Experiments show that the proposed system detects reading- and attention-related user states very effectively, in a testbed where children’s reading performance is tracked.
Stefanos KolliasEmail:
  相似文献   
78.
This paper presents a methodology to apply speech technology for compensating sensory, motor, cognitive and affective usage difficulties. It distinguishes (1) an analysis of accessibility and technological issues for the identification of context-dependent user needs and corresponding opportunities to include speech in multimodal user interfaces, and (2) an iterative generate-and-test process to refine the interface prototype and its design rationale. Best practices show that such inclusion of speech technology, although still imperfect in itself, can enhance both the functional and affective information and communication technology-experiences of specific user groups, such as persons with reading difficulties, hearing-impaired, intellectually disabled, children and older adults.
Khiet P. TruongEmail:
  相似文献   
79.
本文针对数字图书馆所具有的特点,对用户信息需求和用户教育呈现出的新特点进行了总结,并在此基础上对数字图书馆用户教育的原则、方法和途径进行了探讨。  相似文献   
80.
Consumer decision-making is related to the success or failure of enterprises, and products that cater to the cognitive preferences of users have become a focus of current research. Based on the theory of bounded rationality, this paper explores the cognitive process of consumer decision-making. Then, how product shape affects consumption decision-making is analyzed with eye-tracking technology. Finally, the design principle of the product form is further explored. The results demonstrate the following: (1) the perceptual cognition of users has a driving effect on consumption behavior; (2) as a key factor affecting the perceptual cognition of users, product form affects consumer decision-making by influencing the degree of approach motivation; (3) by establishing the mapping relationship between product form elements and user images, the principles of product form design can be more consistent with user image preferences. This study provides useful suggestions for how to increase the purchase behavior of users from the perspective of bounded rationality.  相似文献   
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