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41.
王小荣 《世界建筑》2012,(7):114-116
横滨与长崎的"中华街"及神户的"南京町"是日本颇具盛名的三大唐人街,不仅具有悠久的历史,而且拥有巨大的经营资产,占据着相当重要的商业地位。本文通过实地调查及对游客问卷的分析、研究,了解到日本人对"中华街"的认知在于对建筑表现形态、设施内容特色、民俗经营形式、传统生活氛围的认识和理解,并且随着认知程度及特征要素分布密度的变化,也影响着日本人对"中华街"这一异文化环境范围的认识。  相似文献   
42.
The term gamification and gamified systems are a trending area of research. However, gamification can indicate several different things, such as applying the game-like elements into the design of the user interface of a software, but not all gamification is necessarily associated with software products. Overall, it is unclear what different aspects are studied under the umbrella of ‘gamification’, and what is the current state of the art in the gamification research. In this paper, 1164 gamification studies are analyzed and classified based on their focus areas and the research topics to establish what the research trends in gamification are. Based on the results, e-learning and proof-of-concept studies in the ecological lifestyle and sustainability, assisting computer science studies and improving motivation are the trendiest areas of gamification research. Currently, the most common types of research are the proof-of-concept studies, and theoretical works on the different concepts and elements of gamification.  相似文献   
43.
Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists, and media scholars, examining both overall negative attitudes about video games and perceived linkages with youth assaults specifically. Results reflected continued lack of scholarly consensus on the issue of video game influences with only 15.3% of scholars endorsing the view that violent video games contribute to youth assaults. As hypothesized, older scholars endorsed more negative views of video games generally, although this appeared to be related to experience with games rather than age per se. Scholars with more negative attitudes toward youth themselves were also more negative about games. Criminologists and media scholars were more skeptical of violent video games contributing to youth assaults than were psychologists. These results are discussed in relation to Moral Panic Theory.  相似文献   
44.
文章从风景园林学科的角度出发,对传统老广州曾经存在的地域人文景观里的典型——滨水动态人文景观进行了初步的全面整理,以日常型滨水动态人文景观和节庆型滨水动态人文景观为两种基本类型,总结梳理出超过25种滨水动态人文景观的主要类型,充分说明了广州市传统滨水动态人文景观的多样性和独特性。并以景观格局的理论视角分析了传统滨水动态人文景观在广州旧城的空间格局,分析得出其两个核心聚集区:以祭祀水神的仁威神庙为精神核心节点的呈圆形扩散的西关功能核心区和以长堤滨江段为中线的呈椭圆形扩散的珠江两岸功能核心区,并总结了促使这种人文景观发展与繁盛的历史经验,为广州地域文化景观的发扬及旧城更新工作提供借鉴。  相似文献   
45.
Cognitive, emotional, and arousal responses to violent games play a central role in theoretical explanations of how violent media may affect aggression. However, existing research has focused on a relatively narrow range of responses to violent games in experimental settings. This limits our understanding of whether and how violent game-induced responses relate to aggression in real life. To address these gaps, this study investigated how cognitive effort, emotional valence, and arousal in response to violent games relate to early adolescents' aggression, both cross-sectionally and over a period of one year. In addition, we investigated how a social context variable (i.e., family conflict) predicts these responses to violent games and subsequent aggression. A sample of 448 early adolescents (10–14 years) completed survey questions and media diaries that measured their responses to violent games. Results showed that, outside the lab, a positive cross-sectional relationship between violent game-induced arousal and aggression exists. In addition, arousal mediated the relationship between family conflict and aggression. Study findings justify increased research attention to media responses outside the lab and a need for further theoretical and methodological refinement.  相似文献   
46.
民国初期,广州曾经产生了一个建设小高潮,其间城市发展在达成良性循环的目标过程中,政府及城市管理者探索了在筹措资金、创造投资环境、以城养城等经营城市方面的有效途径。  相似文献   
47.
研究以广州规划系统“一张图”统一平台实现公共设施信息化管理的实践为例,探讨了信息化、动态化规划管理机制下公共设施整合调查的若干关键性问题,包括工作目标、机制、内容、组织和方法等,并基于 GIS 分析方法,列举了调查成果的空间特征分析的应用案例。研究总结了公共设施调查工作的创新点,以期为国内同类工作提供有益借鉴。  相似文献   
48.
An awakening interest in public space in Brazilian cities is emphasising the value of existing civic areas. Guilherme Wisnik , a critic, curator and professor at the Faculty of Architecture and Urbanism of the University of São Paulo, looks at the history and potential future of Brazil's urban spaces. He highlights how despite the introduction of innovative Modernist design in the mid-20th century, which forged ‘a new relationship between architecture, urbanism and landscape design’, more recently the country's cities have been subject to the vicissitudes of market and political forces.  相似文献   
49.
50.
Tom Holbrook , Director at architecture and urban design practice 5th Studio, describes two projects in the south of England that respond spatially to the needs of ‘the knowledge economy’. The first is the River Lea Park, to the east of London, which promotes open connectivity between people in a post- industrial landscape; and the second is the Creative Exchange in St Neots, Cambridgeshire, a building designed to accommodate local enterprise. Both are designed to redirect social and economic activities, supporting creative swarming, and establishing what Stafford Beer has coined as ‘platforms for change’.  相似文献   
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