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排序方式: 共有135条查询结果,搜索用时 15 毫秒
1.
Alexander Babich Konstantinos Mavrommatis Dieter Senk Heinrich Wilhelm Gudenau 《国际钢铁研究》2004,75(7):428-432
This contribution deals with advanced educational technologies needed to equip customers from higher education institutions, research and industry with efficient tools supporting their work and operating new skills‐training methods. The challenges are reducing the training costs, improving quality and increasing the number of graduates in engineering departments. The concept of a Virtual Lab based on the combination of various teaching methods and tools is presented. Principles of mathematisation in metallurgical education and training are discussed. An example of online course designed in the form of Virtual Lab is demonstrated. 相似文献
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为简化数字皮影动画的制作流程,提高数字皮影作品的交互性,降低数字皮影实时表演的难度,对皮影常见角色及动作进行了抽象、分类,提出一种针对特定类型的通用的骨骼模型。基于反向动力学,设计了一套描述皮影骨骼动画的脚本。该脚本通过对骨骼位置与旋转属性的控制定义皮影角色的基本动作,并通过对基本动作的叠加实现复杂动作。脚本对动作的定义基于骨骼模型而非具体角色,具有通用性。最后通过实验证明了脚本的有效性。 相似文献
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Social networking sites (SNSs) are the most popular social platforms for developing personal networks. They provide multiple interactive functions for users to create and use large social networks. To determine why people exhibit ‘stickiness’ to SNSs, this study uses the uses and gratifications theory as an underlying structure and builds the research model with factors of motivational needs and interactivity. Our results showed that social needs, information needs, human–message interaction, and human–human interaction are crucial factors that affect the ‘stickiness’ of users to SNSs. The implications of these findings are presented in this paper. 相似文献
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This paper outlines the major motivating factors concerning a novel collaborative project between Edinburgh College of Art and Edinburgh Virtual Environment Centre. The Tacitus project will investigate the use of multi-modal virtual environments, specifically, the haptic (touch) modality, with regards to the creative processes employed by designers working within the field of applied arts. The salient areas of research are described, and the methods by which information regarding these areas will be obtained are considered. Initial investigations have revealed a strong need to mimic the traditional applied artists' workspaces, with co-location of visual and haptic cues a priority. 相似文献
5.
Simon Penny 《Digital Creativity》2013,24(3):197-204
This essay begins with discussion of four relatively recent works which are representative of major themes and preoccupations in Artificial Life Art: ‘Propagaciones’ by Leo Nuñez; ‘Sniff’ by Karolina Sobecka and Jim George; ‘Universal Whistling Machine’ by Marc Boehlen; and ‘Performative Ecologies’ by Ruari Glynn. This essay is an attempt to contextualise these works by providing an overview of the history and forms of Artificial Life Art as it has developed over two decades, along with some background in the ideas of the Artificial Life movement of the late 1980s and 1990s.1 相似文献
6.
David Myers 《Digital Creativity》2013,24(3-4):260-271
This article examines the relationship between chess games and chess problems (‘compositions’) in order to describe the chess problem as art. Arguing that the chess problem is a manipulation of game form guided by human aesthetic principles (e.g. Schiller's ‘beauty’ and Wimsatt's ‘human condition’), the article draws a parallel between art derived from games and art derived from nature. This parallel has important implications in circumstances where a natural world is replaced by a virtual world and nature is, in some sense, ‘lost’ to the artist. The article argues that, in such circumstances, the interactive and ‘concreative’ nature of digital media – particularly digital games – allows for unabated aesthetic production. 相似文献
7.
Dianne Cyr Milena Head Alex Ivanov 《International journal of human-computer studies》2009,67(10):850-869
Novel applications of website interactivity are important to attract and retain online users. In this empirical study five designs for interactivity are examined using different web-poll interfaces. The goal of the investigation is to examine perceived interactivity in a model which includes most commonly tested cognitive elements such as efficiency and effectiveness, but augments this model with the inclusion of a cognitive–affective element for trust, and an affective element of enjoyment. More specifically, a model is created to validate the relationship of perceived interactivity (comprised of user control, user connectedness, and responsiveness of the web-poll application) to efficiency, effectiveness, trust and enjoyment, of the website. In turn, efficiency, effectiveness, trust, and enjoyment are tested for their influence on user behavioral intentions for e-loyalty. All relationships in the model are supported. In addition, exploratory evaluation of qualitative comments is conducted to investigate additional insights between the five web-poll treatments in this investigation. The research confirms the complexity of a model in which cognitive, cognitive–affective and affective elements are present, and advances knowledge on the consequences of perceived interactivity. In additional to theoretical advancements, the research has merit for web designers and online marketers regarding how to enhance interactive online web applications. 相似文献
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Factors contributing to development of active communities are identified and combined into the Community Activity framework, which is useful in setting up new, or revitalizing inactive, communities. Found factors include: notifying members of new messages by e-mail, having a news section, and ability to add pictures to member profiles. During application of the framework to an inactive community, changes have been made to privacy options, polls, activity notifications, and other areas. Significant positive effects have been found in the number of visits, volume of posted messages, and number of topics. Interest of community members in both user profiles and the message board increased significantly. We conclude that the Community Activity framework is able to contribute in developing active online communities. 相似文献