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21.
We adapt the technology acceptance model (TAM) to examine the factors influencing mobile gaming adoption among “global youth.” Our model replaces usefulness with convenience, incorporating visual appeal and escapism as antecedents of fun, and perceived novelty and economic value as antecedents of convenience. Questionnaire surveys were conducted in the U.S., Spain, and the Czech Republic, producing 432 usable responses. In the structural model assessment with the pooled sample, convenience exercises greater effects on attitude toward mobile games than fun, suggesting that the most important driver is probably the capability of being used flexibly at any time and in any place, rather than mere enjoyment. Tests of latent means suggest that most dimensions are perceived more strongly in the Czech Republic.  相似文献   
22.
Abstract.  Information technology (IT) innovation research examines the organizational and technological factors that determine IT adoption and diffusion, including firm size and scope, technological competency and expected benefits. We extend the literature by focusing on information requirements as a driver of IT innovation adoption and diffusion. Our framework of IT innovation diffusion incorporates three industry-level sources of information requirements: process complexity, clock speed and supply chain complexity. We apply the framework to US manufacturing industries using aggregate data of internet-based innovations and qualitative analysis of two industries: wood products and beverage manufacturing. Results show systematic patterns supporting the basic thesis of the information processing paradigm: higher IT innovation diffusion in industries with higher information processing requirements; the salience of downstream industry structure in the adoption of interorganizational systems; and the role of the location of information intensity in the supply chain in determining IT adoption and diffusion. Our study provides a new explanation for why certain industries were early and deep adopters of internet-based innovations while others were not: variation in information processing requirements.  相似文献   
23.
Interorganizational systems (IOS) may provide substantial benefits, however many organizations are reluctant to implement them. This empirical research takes a novel approach and develops a model of IOS feasibility, which is based on the Theory of Constraints (TOC). It introduces the notion of maximal infeasibility, which is the highest among the values of five factors: economic infeasibility, organizational infeasibility, technological infeasibility, risks, and lack of financial resources. The highest value was selected because implementation is hindered even if only one of the feasibility requirements is not fulfilled. Data collected from 139 medium and large Israeli business organizations validated the model, and indicated that strategic motivation is the main driving force for an organization to initiate or to join an IOS, while the main barriers are organizational infeasibility issues such as lack of management support or uninterested potential partners. Adopting a TOC approach to IOS implementation may assist organizations to overcome these obstacles and increase the chance of a successful implementation. An earlier shorter version of this paper was presented at WEB 2006, a pre-ICIS workshop on e-business, in Milwaukee, WI.  相似文献   
24.
The Technology Acceptance Model (TAM) has been considered to be fundamental in determining the acceptance of new technology in the past decades. The two beliefs, ease of use and usefulness, in the model may not, however, fully explain the consumers’ behavior in an emerging environment, such as mobile commerce (m-commerce). This paper aims to develop a framework for m-commerce adoption in consumer decision-making processes. In this paper TAM has been adopted and extended to analyze successful m-commerce adoption. The key elements of the proposed confidence-based framework for B2C m-commerce adoption include psychological and behavioral factors. Psychological factors include history-based confidence, institution-based confidence and personality-based confidence. Behavioral factors include perceived ease of use and perceived usefulness of the mobile application and technology.  相似文献   
25.
ABSTRACT

A review of existing Electronic Commerce adoption literature reveals that the prevailing theoretical frameworks implicitly assume that organizations are independent and have complete control over their decisions to adopt innovations. Given the fact that organizations are often constrained by and depend on their environment and exchange partners to survive, this paper proposes that Resource Dependency can either be a facilitator or inhibitor of the role of Technological, Organizational, and Environmental (TOE) motivating factors. Using 239 valid responses from supply chain managers in Jordan, the study found partial support for the role of Resource Dependency as a moderator. The findings provide insights on how Resource Dependency between partners drives different patterns of innovation acceptance among potential adopters, regardless of several technological and organizational motivations to innovate. The results suggest that predicting how innovation is diffused within a market needs a detailed understanding of the inter-dependence structure among the supply chain members.  相似文献   
26.

We present a new design method that is used within the KidStory project to enable a large number of young children to participate as partners in the design of advanced storytelling technology. The method is an adaptation of the cooperative inquiry method for school environments and uses a combination of evaluation, brainstorming and traditional education methods. These activities have lead to the elaboration of new ideas, impacted the design of existing software and produced a number of interesting new technology designs.  相似文献   
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从条约法的角度,通过对条约法在国内适用的理论与实践分析,结合WTO法的一些特性,并参考其他WTO成员方的作法,对WTO法在中国国内的适用问题提出了几点建议.  相似文献   
29.
This research investigates a new theoretical model for examining the relationships between user perceptions during innovation adoption. We have taken several innovation-related variables and constructed a framework for assessing the ability of a technology to improve worker performance. Prior research has not addressed the appropriate relationship between innovation adoption-related variables as applied to information systems development methodologies (SDM). This study attempts to use innovation-related variables created by Moore and Benbasat (Information Systems Research 2(3) (1991) 192–222) and Davis (MIS Quarterly 13(3) (1989) 319–340) to propose a framework useful by project managers in designing innovations that will successfully support the efforts of technology users. A framework is proposed, tested, and modified in the context of using an SDM to govern large systems development operation. Forty-seven users within a military software development organization were surveyed about their perceptions of a recently implemented structured SDM. A proposed model of innovation adoption perceptions was tested using correlation and partial least squares regression. Findings suggest a model for predicting the perceived relative advantage of SDMs in the adoption stage of their implementation which is useful in designing techniques in the IS development organizational function.  相似文献   
30.
This study investigated the current state of college students' perceptions toward mobile learning in higher education. Mobile learning is a new form of learning utilizing the unique capabilities of mobile devices. Although mobile devices are ubiquitous on college campuses, student readiness for mobile learning has yet to be fully explored in the United States. The paper describes a conceptual model, based on the theory of planned behavior (TPB), which explains how college students' beliefs influence their intention to adopt mobile devices in their coursework. Structural equation modeling was used to analyze self-report data from 177 college students. The findings showed that the TPB explained college students' acceptance of m-learning reasonably well. More specifically, attitude, subjective norm, and behavioral control positively influenced their intention to adopt mobile learning. The results provide valuable implications for ways to increase college students' acceptance of mobile learning.  相似文献   
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