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81.
Virtual models are increasingly used in science education, especially in spatially demanding domains. However, few studies have directly compared the effectiveness of virtual and concrete models, or systematically characterized differences between them. Here, we compared students' accuracy and efficiency using virtual and concrete models to align and produce different representations in the domain of organic chemistry. Naïve undergraduate students learned the conventions of different molecular representations (diagrams and models) and then performed tasks that involved matching models to diagrams and using models to complete diagrams. The results indicated similar levels of accuracy for virtual and concrete models and greater efficiency for virtual models. Students preferred virtual models, but rated the usability of the two model types about equally. The efficiency benefit associated with using virtual models can be explained by their constrained interactivity, which prevented students from making task-irrelevant manipulations and increased the salience of the task-relevant information in the models. 相似文献
82.
Traditional simulation software that supports management decisions is configured and run by experienced scientists. However, it is often criticised for its lack of interactivity, not only in the application of decisions but also in the display of results. This paper presents the simulation interface of software with management strategy evaluation capabilities and its capacity to enable resource managers to learn about water quality management as evaluated in a workshop setting. The software ‘MSE Tool’ is not intended to produce definitive real-world advice but provides a test-bed for managers to interactively design strategies and explore the complexities inherent to water quality management using a simple, yet effective, user interface. MSE Tool has been used in a pilot application that simulated the effects of management strategies applied in catchments and their effects on riverine, estuarine and marine water quality in South East Queensland, Australia. The approach and the software are suitable for reuse in other management strategy evaluation projects. 相似文献
83.
人性化软件界面设计的历史和原则 总被引:2,自引:2,他引:0
从软件编码以及软件界面设计的发展历史入手,详述了软件界面的3种历史形态,即批处理界面、命令行用户界面、图形用户界面,指出软件界面设计应以人为本,人性化是软件界面设计的本质要求。在此基础上,进一步分析了人性化设计在软件界面的色彩、布局、交互性3个方面的应用原则,指出配色应种类适中、形象独特、色调统一、符合用户心理特征;布局应遵循简洁、顺序、规范、平衡和对比等原则;而交互性中换肤以及智能布局是人性化软件界面设计的2个重要发展方向。 相似文献
84.
85.
The association between students' use of an electronic voting system and their learning outcomes 总被引:2,自引:0,他引:2
Abstract This paper reports on the use of an electronic voting system (EVS) in a first-year computing science subject. Previous investigations suggest that students' use of an EVS would be positively associated with their learning outcomes. However, no research has established this relationship empirically. This study sought to establish whether there was an association between students' use of an EVS over one semester and their performance in the subject's assessment tasks. The results from two stages of analysis are broadly consistent in showing a positive association between EVS usage and learning outcomes for students who are, relative to their class, more correct in their EVS responses. Potential explanations for this finding are discussed as well as modifications and future directions of this program of research. 相似文献
86.
87.
Interactions among the imagination, expertise reversal, and element interactivity effects were investigated in 2 experiments. In Experiment 1, less knowledgeable primary school students learning to use a bus timetable produced better performance under study than imagination conditions, but an increase in their experience reversed the result, producing the imagination effect. Experiment 2, in which students were taught to use a temperature line graph, replicated these results and demonstrated that the effects were more likely to be obtained using complex material. It was concluded that learners can engage more successfully in imagination procedures when learning has proceeded sufficiently to permit the information to be processed in working memory and that working memory limitations are of little consequence except when dealing with complex information. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
88.
J. Toussaint K. Cheng 《The International Journal of Advanced Manufacturing Technology》2006,29(1-2):24-34
Over the past few years, manufacturing companies have had to deal with an increasing demand for feature-rich products at low
costs. The pressures exerted on their existing manufacturing processes have lead manufacturers to investigate internet-based
solutions, in order to cope with growing competition. The decentralisation phenomenon also came up as a reason to implement
networked-application, which has been the starting point for internet/intranet–based systems. Today, the availability of powerful
and low cost 3D tools, database backend systems, along with web-based technologies, provides interesting opportunities to
the manufacturing community, with solutions directly implementable at the core of their businesses and organisations.
In this paper a web-based engineering approach is presented to developing a design support system using case-based reasoning
(CBR) technology for helping in the decision-making process when choosing cutting tools. The system aims to provide on-line
intelligent support for determining the most suitable configuration for turning operations, based on initial parameters and
requirements for the cutting operation. The system also features a user-driven 3D turning simulator which allows testing the
chosen insert for several turning operations. The system aims to be a useful e-manufacturing tool being able to quickly and
responsively provide tooling data in a highly interactive way. 相似文献
89.
MPEG-4标准概述 总被引:1,自引:0,他引:1
MPEG-4是基于对象的编码标准,以其基于内容的交互性、高效的压缩性与通用的访问性等特点,被广泛的应用于电子、通信和计算机三大产业领域。文章概述了MPEG-4标准的结构特点及其应用。 相似文献
90.