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991.
《Behaviour & Information Technology》2012,31(5):525-540
A technology or an information system provides value to its users. Technology Acceptance Model (TAM) successfully operationalised such value as the degree that a system can improve users' job performance. The proposed construct, perceived usefulness, has been proved to be the most important factor for technology adoption. However, many scholars have called for further theoretical development to enrich this critical construct but not much effort has been put forward (Bagozzi, R.P., 2007. The legacy of the technology acceptance model and a proposal for a paradigm shift. Journal of the Association for Information Systems, 8 (4), 244–254; Benbasat, I. and Barki, H., 2007. Quo vadis, TAM? Journal of the Association for Information Systems, 8 (4), 212–218). To respond to this call on deepening the conceptualisation of perceived usefulness, this article argues that system usefulness can be formulated beyond job performance improvement and explores several additional usefulness constructs based on well-established management concepts and human need theory. The information system (IS) use continuance model (Bhattacherjee, A., 2001. Understanding information systems continuance: An expectation-confirmation model. MIS Quarterly, 25 (3), 351–370) has been adopted as the theoretical foundation of this study because certain types of system usefulness can be recognised only in a use continuance stage. The empirical results of the research have validated most of the proposed constructs. Significant contributions to research and practice are identified and discussed. 相似文献
992.
This research study develops and tests a theoretical acceptance model to explain users’ acceptance of computer-based communication media. The model, which is referred to as TAM_CCM, originated from the Technology Acceptance Model (TAM) and conforms to the context of Computer-based Communication Media (CCM). It explains perceived usefulness and actual system use in terms of system characteristics (information process support and facilitating conditions), social influence (subjective norm and rules on media use), and user characteristics (experience and computer self efficacy). The model was tested using empirical data collected at nine organizations (N = 425), of which four had media rules and five had no similar rules. The TAM_CCM model was strongly supported accounting for 74% of the variance in usefulness perceptions and up to 74% of the variance in behavior intention to use. System characteristics (information process support), social influence (subjective norm and rules on media use), and user experience significantly influenced user acceptance of computer-based communication media. These advanced theory findings on computer-based communication media adoption and the research approach contribute to future research aimed at incorporating the TAM into specific contexts. 相似文献
993.
Customers’ learning process during product customization: The case of online configuration tool kits
《Information & Management》2020,57(6):103347
Online configuration tool kits present attractive opportunities for creating customized offers. The purpose of this study is to analyze the relevance of both the TAM (Technology Acceptance Model) and the experiential learning theory to understand how configuration contributes to provide value for end users. The qualitative survey shows that the TAM needs to be adapted to the case of configurators by measuring both perceived usefulness (PU) of the configured product and PU and ease of use of the configurator itself. The study shows the relevance of experiential learning theory as an antecedent of the TAM. A model summarizing our observations is proposed and discussed. 相似文献
994.
This article analyzes the digital native–digital immigrant dichotomy based on the results of a small-scale study conducted at the University of Toronto, Faculty of Dentistry, regarding students’ and faculty members’ perceptions toward the implementation of digital learning technologies in the curriculum. The first element chosen for measurement was user perception of the impact on learning of basic software such as email, web browsers, online e-texts as well as hardware devices such as personal computers, laptops and MP3 players. In addition, the study also evaluated Blackboard, the learning management system of choice introduced by the parent university in the academic year 2006–2007. The results of this study suggest that there exists a slight inter-generational difference at the Faculty in the perceived usefulness and importance of digital technologies for learning and teaching, but that this difference is minimal, with no universal applicability. The study concludes that the digital native–digital immigrant duality is a complex phenomenon which cannot always be described in these extreme terms. 相似文献
995.
This study combines the technology acceptance model (TAM) and uses and gratifications theory (U&G) to create an integrated model that predicts usage and satisfaction with Web-based information services (WIS). Two pilot studies and three laboratory experiments were conducted to test and develop the concepts, measurements, and the integrated model. The results support the proposed integrated model. Behavioral intention and entertainment motive collectively predicted behavioral usage. Satisfaction was positively associated with the level of usage. The good structure fit with the merge model and data showed that the model explained more than 30% variance of behavioral usage. Although both theories are solid acceptance theories, U&G provides specific information and a more complete understanding of usage, whereas TAM constructs are easily used with Web-based applications. This study gives researchers and practitioners an interdisciplinary perspective for investigating the phenomenon of technology acceptance. In addition, it merges the strengths from the fields of information systems and communications. 相似文献
996.
An integrated model of interaction experience for information retrieval in a Web-based encyclopaedia
An experiment, using two versions of a Web site varying in usability, tested three models of user experience: an interaction experience model, a technology acceptance model and an integrated experience-acceptance model. We found that the perceptions of three product attributes (Pragmatic Quality, Hedonic Quality-stimulation and Hedonic Quality-identification) and technology acceptance variables (the beliefs of Perceived Ease of Use, Perceived Enjoyment and Perceived Usefulness, and Intention to Use) are separate underlying psychological dimensions. A positive effect of usability on task performance, interaction experience and acceptance was found. In the interaction experience model, the evaluation of Goodness (overall interaction quality) was less stable and influenced by both Pragmatic Quality and Hedonic Quality, but the evaluation of Beauty was more stable and only influenced by Hedonic Quality. In the technology acceptance model, Perceived Ease of Use was a determinant of Perceived Enjoyment and Perceived Usefulness, and the latter two were independent determinants of Intention to Use. In the integrated model, perceptions of product attributes were independent determinants of beliefs, but evaluations were not independent determinants of Intention to Use. Future modelling work should address a range of interactive systems, information architecture and individual differences. 相似文献
997.
The technology acceptance model (TAM) has been used in much of the research into technology diffusion conducted in the United States and other developed Western countries. There is, however, no empirical evidence that information-technology acceptance models established in developed countries can apply equally well to less-developed countries without some modification to account for the different context. This article questions the appropriateness of the traditional TAM model for the study of e-commerce in a developing country. It discusses the literature and presents the preliminary results of an investigation into the penetration of Internet banking in Jordan, a strategic developing country of the Middle East. The research results are used to suggest and evaluate modifications to the TAM to make it more relevant for research on technological acceptance in less-developed and developing countries. © 2005 Wiley Periodicals, Inc. 相似文献
998.
Understanding the drivers of technology adoption remains an important organizational problem. Our research focused on a personality trait that is relevant to the adoption of technological innovation: personal innovativeness in IT (PIIT). We examined the causal pathways by which this trait affects behavioral intention by testing three alternative models based on innovation diffusion theory, the theory of planned behavior, and an integrative perspective that combines them. Data were collected from 196 hospital administrators in South Korea. The target innovation was an e-commerce purchasing system. Testing across all three models resulted in complete mediation, indicating that PIIT is a strong predictor of intended use of IT but it exerts its influence by altering the mediators. Our integrative perspective provides a more complete account of the causal mechanisms underlying the relationships as well as unique insights that cannot be obtained with a single theory driven model. 相似文献
999.
Virtual world technologies have been utilized in gaming for a number of years but only recently have they been applied as a serious tool for business. Many business applications have been identified, including the use of virtual worlds for team collaboration, training, and education, but a question remains about whether users will accept the premise that virtual worlds represent useful environments for engaging in business functions. We address this question by examining user reactions to virtual worlds. The first study looks at attitudes of users of the virtual world Second Life during three time periods (i.e., before exposure to the environment, after an information session and discussion of Second Life, and after use of the environment). Two variables, user acceptance of virtual world technologies and user self-efficacy, were examined as the primary dependent measures. Results show that while self-efficacy increases over time, user acceptance decreases in a highly correlated pattern. A second study investigates the underlying causes of the observed pattern of user acceptance using a content analysis of written reflections of user experiences. Both studies paint a detailed picture of user intentions and some of the reasons these intentions developed after use. The paper concludes with a discussion of the implications of these results for business managers and researchers. 相似文献
1000.
This study investigates factors that influence adoption and use of smartphones among Koreans and seeks to integrate two theoretical approaches: the technology acceptance model (TAM) and the uses and gratifications (U&G) approach. To that end, the study used data from a self-reported survey of 491 Korean adults who use Apple’s iPhone. A structural equation model employed in the current study demonstrates that Koreans’ smartphone use is affected more by motivations based on instrumental and goal-oriented use than by ritualized and less-goal oriented use. The findings suggest that to spread information system with innovative and active features, developers should pay attention to users’ intrinsic motivations as well as to their extrinsic perceptions. 相似文献