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991.
城市精神反映了城市共同的理想目标、精神信念、文化底蕴、行为准则和生活方式的价值观念体系和群体意识,城市精神通过城市行为识别并表现出来。城市精神识别与政府行为、企业行为、公众行为、窗口行业行为、市民个体行为、行为环境改善、经济健康发展等城市行为具有互动性。城市精神的行为识别表现将促进城市形象的建设,增进城市个性繁荣与城市可持续发展,塑造完美的城市文化,延续历史文脉,促进社会文明。 相似文献
992.
Despite all the effort dedicated to bringing better User-Centered Design (UCD) tools to market, current studies show that the industry is still dominated by tools that do not support the activities and workstyles of designers. Also, there is a growing need for interaction design tools aimed at software engineers, a problem related to bringing usability into the software engineering processes.
We propose a new workstyle model that can be effectively used to envision, design and evaluate a new generation of innovative interaction and software design tools, aimed at integrating usability and software engineering.
We illustrate the effectiveness of our model by describing a new tool, called CanonSketch, that was built in order to support UCD in terms of the dimensions in our workstyle model. We also describe an evaluation study aimed at contrasting paper prototyping with our tool as well as the level of workstyle support. 相似文献
993.
The purpose of this paper is to propose and discuss a new method for information acquisition called collegial verbalisation. The method is explored in an empirical case study, and it consists of vehicle operators being videotaped while driving, followed by some of their colleagues making verbal reports while watching the video data. These colleagues have previously experienced exactly the same driving task as the operators, that is, they have travelled the same route, with the same craft, and used the same instrumentation. Thus, they are very familiar with the driving task and the driver environment. The empirical study is carried out on a high-speed ferry. The method is explored in relation to three rather open hypotheses: the amount of information provided in general; the reliability of the data; and how it contributes to the detection of 'buggy mental models' within the operators. The method is discussed in relation to the more traditional forms of verbal reports: concurrent and retrospective verbalisations, respectively. From the results of the empirical exploration, it is suggested that the method of collegial verbalisation may have combinatorial advantages that makes it more powerful as an analytical tool than the traditional forms of verbalisation, specifically if one wants to analyse work tasks that are dynamic and where the operators' behaviours are highly automated. However, more elaborate and systematic investigations must be conducted on the topic, and the paper therefore ends with a suggestion on an experimental design for this purpose. 相似文献
994.
In this paper we report our early experience with the design of technology for senior citizens. We take as our point of departure a pre-study of the ways in which older adult living occurs at three different senior housing facilities in southern Sweden. We contribute to the current debate concerning the ways in which digital technology can be designed to enable new types of living arrangements for the ever growing population of older people. We focus on technology designed to support the social rather than physical challenges of growing older. In particular we discuss how designing for social interaction can circumvent the stigma associated with being lonely in light of diminishing social networks, changed patterns of interactions with family, moving to a new neighbourhood, and the loss of a spouse. We will suggest that designers, in the design of digital technology for social interaction, deliberately leave room for ambiguity to make it possible for people to leave their intentions of use unarticulated. Furthermore, recognizing that many everyday activities already act as enablers for social interaction, we suggest utilizing such activities as an approach for design. We will support our suggestions by introducing three perspectives: a perspective emphasizing that the population of older adults is one of resourceful individuals; a perspective on social interaction emphasizing its circumstantial nature as an inherent part of everyday activities; and a perspective on the role of digital technology emphasizing its role as merely one of many resources present for human action. Finally, we will present an example concept showing how an enhanced TV remote control may be designed to enable social interactions without inflicting too much on the original experience of watching TV and most importantly, without stigmatizing the people using the remote control as lonely individuals craving the company of others. 相似文献
995.
The European Cognitive Vision project VAMPIRE uses mobile AR-kits to interact with a visual active memory for teaching and retrieval purposes. This paper describes concept and technical realization of the used mobile AR-kits and discusses interactive learning and retrieval in office environments, and the active memory infrastructure. The focus is on 3D interaction for pointing in a scene coordinate system. This is achieved by 3D augmented pointing, which combines inside-out tracking for head pose recovery and 3D stereo human–computer interaction. Experimental evaluation shows that the accuracy of this 3D cursor is within a few centimeters, which is sufficient to point at an object in an office. Finally, an application of the cursor in VAMPIRE is presented, where in addition to the mobile system, at least one stationary active camera is used to obtain different views of an object. There are many potential applications, for example an improved view-based object recognition. 相似文献
996.
In this paper, we present an approach for recognizing pointing gestures in the context of human–robot interaction. In order to obtain input features for gesture recognition, we perform visual tracking of head, hands and head orientation. Given the images provided by a calibrated stereo camera, color and disparity information are integrated into a multi-hypothesis tracking framework in order to find the 3D-positions of the respective body parts. Based on the hands’ motion, an HMM-based classifier is trained to detect pointing gestures. We show experimentally that the gesture recognition performance can be improved significantly by using information about head orientation as an additional feature. Our system aims at applications in the field of human–robot interaction, where it is important to do run-on recognition in real-time, to allow for robot egomotion and not to rely on manual initialization. 相似文献
997.
Umer Farooq Patricia Schank Alexandra Harris Judith Fusco Mark Schlager 《Computer Supported Cooperative Work (CSCW)》2007,16(4-5):397-429
Community computing has recently grown to become a major research area in human–computer interaction. One of the objectives
of community computing is to support computer supported cooperative work among distributed collaborators working toward shared
professional goals in online communities of practice. A core issue in designing and developing community computing infrastructures
– the underlying socio-technical layer that supports communitarian activities – is sustainability. Many community computing
initiatives fail because the underlying infrastructure does not meet end user requirements; the community is unable to maintain
a critical mass of users consistently over time; it generates insufficient social capital to support significant contributions
by members of the community; or, as typically happens with funded initiatives, financial and human capital resource become
unavailable to further maintain the infrastructure. Based on more than nine years of design experience with Tapped In – an
online community of practice for education professionals – we present a case study that discusses four design interventions
that have sustained the Tapped In infrastructure and its community to date. These interventions represent broader design strategies
for developing online environments for professional communities of practice. 相似文献
998.
Caroline Hummels Kees C. J. Overbeeke Sietske Klooster 《Personal and Ubiquitous Computing》2007,11(8):677-690
The world is inherently meaningful for us, i.e. we perceive the world in terms of what we can do with it, and by physically
interacting with it we access this meaning and express the meaning. We believe that this is the core reason and foundation
for turning to movement-based interaction. ‘Interaction creates meaning’ does not only hold for users during interaction but
also for designers when generating ideas and developing concepts. Therefore, we postulate that if one truly likes to design
for movement-based interaction, one has to be or become an expert in movement, not just theoretically, by imagination or on
paper, but by doing and experiencing while designing. In order to do so, we believe that designers need design tools, techniques,
knowledge, awareness and skills that support their search for expressive, rich behaviour. Our search for this support resulted
in several methods, tools and knowledge that help designers exploring, visualising and reflecting on interactions. Our developed
methods and tools such as the Design Movement approach with its choreography of interaction, gestural design tools, interactive
installations and interactive tangible sketching, have not only supported and inspired designers to design for movement-based
interaction, but also resulted in surprising, fresh designs in comparison with the limited scope of rather uniform and traditional
electronic consumer products. This paper discusses the possibilities and limitations of our approach. 相似文献
999.
水电厂房内的多场耦合振动分析是工程界十分关心的问题.为了实现发电厂安全生产的目标,过去在对其进行共振校核时,往往只对结构进行模态分析,而忽略了流体的存在;但是厂房流道内存在着大量的流体,流体的存在改变了厂房结构的动力特性,是属于典型的流固耦合振动问题.因此,在对其进行共振校核时应该考虑流体的影响.由于机理的复杂性、建模、数值模拟的困难性,迄今为止关于这方面的分析研究成果很少.本文借助于2个实际工程,对厂房结构与流体复杂的耦合振动问题进行分析,并对其进行比较,详细的阐述了厂房结构-流体的耦合振动特点.本文的研究成果对于解决流体-结构相互作用问题具有重要的工程意义,同时对于解决其他类型的流固耦合振动问题也具有很高的参考价值. 相似文献
1000.
计算机游戏界面设计中的人机交互性研究 总被引:1,自引:0,他引:1
李敏 《艺术与设计.数码设计》2007,(3)
从计算机游戏界面的概念入手,阐述了游戏界面设计中交互性的概念、组成、作用及意义;通过软件界面和硬件界面,重点论述了游戏界面交互性设计的规律和原则,归纳提出了游戏界面设计中人机交互性的特殊要求。 相似文献