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111.
经济与社会的快速发展最大限度推动了我国的科技发展进程,人们对软件使用与UI设计的要求也在不断地提升。在此情况之下,相关人员必须要对UI设计进行全面的研究分析,以市场和用户需求为导向,对界面视觉设计和交互性设计进行系统的研究与革新,以确保UI设计能够取得预期的成效。文章首先分析了UI设计及其发展现状,然后分析了UI设计当中的交互性功能及其应用,最后分析了UI设计过程当中的界面视觉要素及其设计应用,希望能对相关的研究有所助益。  相似文献   
112.
This article analyzes the politics of nuclear display at the New York Hall of Science in the late 1960s and early 1970s. The Hall of Science, which had its beginnings in the 1964–1965 New York World's Fair, featured hands‐on atomic exhibits for children and was planning a monumental Nuclear Science Center with the full support of the Atomic Energy Commission. The Nuclear Science Center would have been the biggest permanent display on nuclear science and technology in the United States and the Atomarium its most spectacular exhibit. At the Atomarium, visitors would have watched a working nuclear reactor go critical from a spiral‐shaped theater‐in‐the‐round while listening to a demonstrator standing on a transparent plexiglass window located right above the reactor core lecturing on peaceful uses of atomic energy. This article analyzes the Hall of Science as a space in which contemporary tensions between nuclear exceptionalism and nuclear banalization were played out. In particular, the article explores how playful and immersive regimes of display played a political role in modulating nuclear fear at a time when, while promoting a private nuclear energy industry, the Atomic Energy Commission encountered growing resistance to nuclear power plants.  相似文献   
113.
Touch screens are a key component of consumer mobile devices such as smartphones and tablets, as well as an increasingly common self-service component of information retrieval on fixed screens and mobile devices in-store. The ubiquity of touch screens in daily life increases consumer accessibility and extended use for shopping, whilst software innovations have increased the functionality of touch screens, for example the extent to which images respond to fingertip control. This study examines how users engage with interactive visual rotation and tactile simulation features while browsing fashion clothing products on touch screen devices and thus contributes to retail touch screen research that previously focused on in-store kiosks and window displays. Findings show that three dimensions of user engagement (endurability, novelty and felt involvement) are positively influenced by both forms of manipulation. In order to examine the extent to which touch screen user engagement varies with individual preferences for an in-store experience, the paper also examines whether user engagement outcomes are mediated by an individual's need for physical touch. Findings indicate that the need for touch does not explain the variance between individuals. We conclude that touch screen technology complements the physical retail environment.  相似文献   
114.
ABSTRACT

The evolution of digital media has inspired new narrative forms within the media context. In the last few years, interactive documentary has presented complex and alternative ways to access information. This article presents an analysis of this statement consisting of the case study of five international productions: Bear 71, A Short History of the Highrise, Pirate Fishing, Do Not Track and Párkinson, que tiemble el camino. The production of interactive documentary in online media as a journalistic format is tackled with a multidimensional approach which incorporates the product, the user’s perception and the author’s view. The exploration of new formats in online media is linked to innovation and a contemporary response to the audiences, who are now able to interact, play and share in an environment favoured by mobile communication and the skills of the current society.  相似文献   
115.
李萍  于明 《煤炭科学技术》2011,39(9):88-90,99
通过分析目前煤炭产量远程监测系统存在的问题,并依据我国煤炭行业标准对煤炭产量远程监测系统的通用技术要求,利用先进的.NET平台结合通信技术、视频技术研究设计了一套新的煤炭产量远程监测系统软件。详细阐述该系统软件的总体设计思路及关键技术实现:创建具有良好兼容性的核心代码库;远程窄带宽环境下视频数据传输问题的解决;对桌面数据库并发操作的处理;图形化人机交互的设计。煤矿现场的实际使用结果表明该系统使用方便可靠,其广泛应用将对煤炭计量系统的标准化起到积极的推动作用。  相似文献   
116.
This study investigates the effects of external and internal communication features on consumers' digital magazine attitude, and the processes (i.e., perceived interactivity and social presence) underlying these effects. Both feature types enable communication between two or more people. Though, in the case of external communication features, the interactions take place outside the digital magazine (e.g., on Facebook), whereas in the case of internal communication features, the communication takes place inside the digital environment of the magazine. In a two-wave experiment with a 2 (external communication features: present/absent) × 2 (internal communication features: present/absent) between-subjects design, 192 participants were exposed to a digital tablet magazine in which the presence of interactive features was manipulated. The results show that digital magazines with either external or internal communication features are perceived as more interactive, which has a positive influence on consumers' digital magazine attitude. The findings also reveal that – in contrast to external – internal communication features have the ability to enhance feelings of social presence, another process through which digital magazine attitude is positively affected. So, internal communication features improve consumers' digital magazine attitude through two pathways (i.e., perceived interactivity and social presence), and external communication features only via one (i.e., perceived interactivity).  相似文献   
117.
王喆  赵刚  吴天水 《通信技术》2014,(3):314-318
随着信息安全风险因素和控制措施之间关联性的不断增长,传统的风险分析方式显现出了一定的弊端。面对这些变化,日渐成熟的可视化技术为风险分析提供了一个新的思路。提出一种信息安全风险评估可视化模型,实现对风险评估中过程数据和结果数据的可视化,并且提供多种风险评估算法,在帮助研究人员处理大量数据的同时,提高风险评估的客观性和有效性,为信息安全风险评估可视化的研究提供了一个新方向。  相似文献   
118.
In his comment, A. Roelofs claimed that a feedforward-only theory of spoken word production (WEAVER + +) can account for certain basic facts of spoken word production that B. Rapp and M. Goldrick (2000) argued could not be accounted for by feedforward-only theories. Rapp and Goldrick argued that to account for these facts, mechanisms such as feedback and cascading activation are required. In this reply, the authors discuss difficulties with Roelofs's argumentation and point to recent relevant empirical evidence. The authors conclude that Roelofs failed to disprove Rapp and Goldrick's claims and, furthermore, failed to provide strong evidence of the specific feedback characteristics in WEAVER + +. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   
119.
Although previous research has explored factors affecting trust building in websites, little research has been analysed from the perceived interactivity perspective in virtual communities (VCs). A research model for verifying interactivity antecedents to trust and its impact on member stickiness behaviour is presented. Two social interactivity components and two system interactivity components are, respectively, theorised as process-based antecedents and institution-based antecedents to trust in the model. Data were collected from 310 members of VCs to test the model. The results show that connectedness and reciprocity are important antecedents to trust in members, while responsiveness and active control are important antecedents to trust in systems. The results also indicate that trust has significant influence on the members’ duration and retention, which are two dimensions of member stickiness measured in this research. These findings have theoretical implications for online interaction-related literature and critical business implications for practitioners of VCs.  相似文献   
120.
Multicast offers an efficient means of distributing video contents/programs to multiple clients by batching their requests and then having them share a server‘s video stream.Batching customers‘ requests is either client-initiated or server-initiated.Most anvanced client-initiated video multicasts are implemented by patching.Periodic broadcast,a typical server-initiated approach,can be entirety-based or segment-based.This paper focuses on the performance of the VoD service for popular videos.First,we analyze the limitation of conventional patching when the customer request rate is high.Then,By combining the advantages of each of the two broadcast schemes,we propose a hybrid broadcast scheme for popular videos ,which not only lowers the serviec latency but also improves clients‘ interactivity by using an active buffering technique ,This is shown to be a good compromise for both lowering service latency and improving the VCR-like interactivity.  相似文献   
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