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11.
Abstract

This paper focuses on two areas of enquiry, the phenomenon of interactivity and how ideas from outside of interaction design can expand our understanding of interactivity. Although generally seen as the user's ability to access information, interactivity's capacity can extend to the shaping of content and meaning. The paper proposes that visualities produced by diasporic individuals reveal the potential of users for reflexivity and intervention. It draws on theories of postcolonial identity and the mixing of cultural meanings of diasporic people to highlight the importance of allowing users to experience autonomy, agency and self-determination in digital media.  相似文献   
12.
To identify the most effective way for medical students to interact with a browser-based learning module on the symptoms and neurological underpinnings of stroke syndromes, this study manipulated the way in which subjects interacted with a graphical model of the brain and examined the impact of functional changes on learning outcomes. It was hypothesized that behavioral interactions that were behaviorally more engaging and which required deeper consideration of the model would result in heightened cognitive interaction and better learning than those whose manipulation required less deliberate behavioral and cognitive processing. One hundred forty four students were randomly assigned to four conditions whose model controls incorporated features that required different levels of behavioral and cognitive interaction: Movie (low behavioral/low cognitive, n = 40), Slider (high behavioral/low cognitive, n = 36), Click (low behavioral/high cognitive, n = 30), and Drag (high behavioral/high cognitive, n = 38). Analysis of Covariates (ANCOVA) showed that students who received the treatments associated with lower cognitive interactivity (Movie and Slider) performed better on a transfer task than those receiving the module associated with high cognitive interactivity (Click and Drag, partial eta squared = .03). In addition, the students in the high cognitive interactivity conditions spent significantly more time on the stroke locator activity than other conditions (partial eta squared = .36). The results suggest that interaction with controls that were tightly coupled with the model and whose manipulation required deliberate consideration of the model's features may have overtaxed subjects' cognitive resources. Cognitive effort that facilitated manipulation of content, though directed at the model, may have resulted in extraneous cognitive load, impeding subjects in recognizing the deeper, global relationships in the materials. Instructional designers must, therefore, keep in mind that the way in which functional affordances are integrated with the content can shape both behavioral and cognitive processing, and has significant cognitive load implications.  相似文献   
13.
建立了一个基于视觉、听觉和力觉融合的多感知虚拟现实系统。采用一种新型解耦双并联结构的6自由度主操作手实现人机交互并提供力觉感受;设计了基于OpenGL与OpenAL的软件引擎,在PC机上实现了高性能的立体视觉与听觉。通过一个虚拟乒乓球掂球实验验证了本系统的高性能与控制方法的有效性.  相似文献   
14.
实际工程中,往往不可避免的出现引水道截面面积沿程变化的情况。本文就其对调压室设计的影响进行了研究,并充分考虑其影响,利用python结合C语言研究开发了阻抗式调压室辅助设计软件。同时,为使软件与每一工程都能具有良好的贴合性,本文还对软件如何与设计人员交互进行了研究。本软件界面友好、操作简单、容错性好、与实际工程贴合性好、实用性强、精度高。  相似文献   
15.
文章以重庆市十八梯调研为主要实例,结合对其他城市保护更新的历史建筑参观经历,从探讨历史街区空间活力的表达,试图总结关于空间活力的影响因子以及设计原则,得出人与空间的互动是空间活力持续的关键因素。以及在设计阶段充分考虑空间的属性对于人的需求的关系,达到设计预想的具有活力的空间效果。  相似文献   
16.
The advent of interactive digital platforms has led people to progressively interact on such platforms, urging organizations to create online communities to engage customers with them and with each other to enhance brand loyalty. This study attempts to investigate what motivates customers to engage in these brand communities. Through a questionnaire survey of 430 Facebook users, this study investigates whether and how the unique characteristics (information quality, system quality, virtual interactivity, and rewards) of online brand communities affect customer engagement. The consequent effect of customer engagement on brand loyalty is also examined. This study frames and empirically validates a model for engaging customers with online brand communities on Facebook, considering the moderating role of gender. The Stimulus-Organism-Response paradigm is solicited to justify the theoretical background of this study. The data were analyzed using structure equation modelling. Results reveal that each of the characteristics positively influences customer engagement, with information quality and virtual interactivity bearing the strongest influence. Customer engagement also exhibits a strong positive impact on brand loyalty. This results further reveal that gender gap in the online environment is declining as the impact of all the four characteristics of online brand communities on customer engagement was invariable across male and female members.  相似文献   
17.
B. Rapp and M. Goldrick (2000) claimed that the lexical and mixed error biases in picture naming by aphasic and nonaphasic speakers argue against models that assume a feedforward-only relationship between lexical items and their sounds in spoken word production. The author contests this claim by showing that a feedforward-only model like WEAVER++ (W. J. M. Levelt, A. Roelofs, & A. S. Meyer, 1999b) exhibits the error biases in word planning and self-monitoring. Furthermore, it is argued that extant feedback accounts of the error biases and relevant chronometric effects are incompatible. WEAVER++ simulations with self-monitoring revealed that this model accounts for the chronometric data, the error biases, and the influence of the impairment locus in aphasic speakers. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   
18.
When human beings converse, they alternate between talking and listening. Participating in such turntaking behaviors is more difficult for machines that use speech recognition to listen and speech output to talk. This paper describes an algorithm for managing such turn-taking through the use of a sliding capture window. The device is specific to discrete speech recognition technologies that do not have access to echo cancellation. As such, it addresses those inexpensive applications that suffer the most from turn-taking errors—providing a “speech button” that stabilizes the interface. Correcting for short-lived turn-taking errors can be thought of as “debouncing” the button. An informal study based on ten subjects using a voice dialing application illuminates the design.  相似文献   
19.
20.
研究交互环境对于学习效果的影响,通过在受测验者的听觉、视觉感官组合变化所产生的通道效应下,探究在非交互教学、交互教学以及交互程度不同的教学环境下的学习效果有效性。设计组合式教学测验,把视觉、听觉不同通道的组合方式,与交互性高低程度不同的教学方式结合,来分析学习者的学习效果。通过测验获取数据并分析,探究不同环〖JP2〗境下的学习有效性。本文实验表明交互学习环境中通道效应对于学习有促进作用,不同交互程度的学习环境对于通道效应的影响也是不一样的,一定程度的交互学习环境对于学习有促进作用,而交互程度较高的学习环境反而会起消极作用。  相似文献   
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